JinChanChan/Assets/Scripts/Editor/CharacterEditor/EquipmentEditor.cs

47 lines
1.4 KiB
C#

using System.Collections.Generic;
using System.IO;
using Game;
using Sirenix.OdinInspector;
using Sirenix.OdinInspector.Editor;
using UnityEditor;
namespace ZEditor
{
public class EquipmentEditor : OdinEditorWindow
{
[MenuItem("Game/Editor Equipment Editor")]
static void GetWindow()
{
GetWindow<EquipmentEditor>("EquipmentEditor").Show();
}
[LabelText("路径")] [FolderPath] public string savePath = "Assets/Configs/Equipment";
[LabelText("装备配置")] [ReadOnly] public string title = "装备配置";
[LabelText("基本属性")] public EquipmentConfig Equipment = new EquipmentConfig();
[Button("保存Config")]
void SaveConfig()
{
if (!Directory.Exists(savePath))
Directory.CreateDirectory(savePath);
if (string.IsNullOrEmpty(Equipment.Name))
return;
string path = $"{savePath}/{Equipment.Name}.asset";
var config = CreateInstance<EquipmentConfigObject>();
config.equipmentConfig = Equipment;
AssetDatabase.CreateAsset(config, path);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Refresh();
}
void Refresh()
{
Equipment = new EquipmentConfig();
}
}
}