162 lines
7.5 KiB
C#
162 lines
7.5 KiB
C#
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using Thousandto.Core.PostEffect;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using Thousandto.Core.Asset;
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namespace Thousandto.DIY.UniScene
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{
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[CustomEditor(typeof(FlyTeleportNodeScript))]
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public class FlyTeleportNodeEditor : UnityEditor.Editor
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{
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FlyTeleportNodeScript _target = null;
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void OnEnable()
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{
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//i like bold handle labels since I'm getting old:
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_target = (FlyTeleportNodeScript)target;
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}
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public override void OnInspectorGUI()
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{
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if (_target != null)
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{
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EditorGUILayout.BeginVertical();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("进入动画", GUILayout.Width(80));
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_target.EnterAnim = EditorGUILayout.TextField(_target.EnterAnim);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("进入播放速度", GUILayout.Width(80));
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_target.EnterAnimSpeed = EditorGUILayout.FloatField(_target.EnterAnimSpeed);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("进入是否循环", GUILayout.Width(80));
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_target.EnterIsLoop = EditorGUILayout.Toggle(_target.EnterIsLoop);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("离开动画", GUILayout.Width(80));
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_target.LeaveAnim = EditorGUILayout.TextField(_target.LeaveAnim);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("离开播放速度", GUILayout.Width(80));
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_target.LeaveAnimSpeed = EditorGUILayout.FloatField(_target.LeaveAnimSpeed);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("离开是否循环", GUILayout.Width(80));
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_target.LeaveIsLoop = EditorGUILayout.Toggle(_target.LeaveIsLoop);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("等待时间", GUILayout.Width(80));
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_target.WaitTime = EditorGUILayout.FloatField(_target.WaitTime);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("移动时间", GUILayout.Width(80));
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_target.MoveTime = EditorGUILayout.FloatField(_target.MoveTime);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("时间变化曲线", GUILayout.Width(80));
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_target.MoveCurve = EditorGUILayout.CurveField(_target.MoveCurve);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("是否是曲线分割点", GUILayout.Width(120));
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_target.BreakPoint = EditorGUILayout.Toggle(_target.BreakPoint);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.CameraYaw = EditorGUILayout.FloatField("摄像机Y轴角度", _target.CameraYaw);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.CameraPitch = EditorGUILayout.FloatField("摄像机X轴角度", _target.CameraPitch);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.CameraFlowDis = EditorGUILayout.FloatField("摄像机距离", _target.CameraFlowDis);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.CameraOffsetX = EditorGUILayout.FloatField("摄像机X轴偏移量", _target.CameraOffsetX);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.CameraOffsetY = EditorGUILayout.FloatField("摄像机Y轴偏移量", _target.CameraOffsetY);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("摄像机变换曲线", GUILayout.Width(120));
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_target.CameraCurve = EditorGUILayout.CurveField(_target.CameraCurve);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.CameraShake = EditorGUILayout.Toggle("摄像机震动", _target.CameraShake);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.ShakePower = EditorGUILayout.FloatField("震动力度", _target.ShakePower);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.ShakeTime = EditorGUILayout.FloatField("震动时间", _target.ShakeTime);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.ShakeType = (VFXCameraShakerType)EditorGUILayout.EnumPopup("震动类型", _target.ShakeType);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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GUILayout.Label("震动曲线", GUILayout.Width(80));
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_target.ShakeCurve = EditorGUILayout.CurveField(_target.ShakeCurve);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.CameraBlur = EditorGUILayout.Toggle("摄像机模糊", _target.CameraBlur);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.BlurWaitTime = EditorGUILayout.FloatField("延迟时间", _target.BlurWaitTime);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.BlurStart = EditorGUILayout.FloatField("开始值", _target.BlurStart);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.BlurEnd = EditorGUILayout.FloatField("结束值", _target.BlurEnd);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.BlurTime = EditorGUILayout.FloatField("模糊时间", _target.BlurTime);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.VfxType = (ModelTypeCode)EditorGUILayout.EnumPopup("特效类型", _target.VfxType);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.VfxID = EditorGUILayout.IntField("特效ID", _target.VfxID);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.VfxIsLoop = EditorGUILayout.Toggle("是否循环", _target.VfxIsLoop);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.VfxLifeTime = EditorGUILayout.FloatField("生存时间", _target.VfxLifeTime);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginHorizontal();
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_target.VfxSlot = (Slot)EditorGUILayout.EnumPopup("插槽位置", _target.VfxSlot);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndVertical();
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}
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}
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}
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}
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