using UnityEngine; using UnityEditor; [CustomEditor(typeof(SoftBoneScript), true)] public class SoftBoneScriptInspector : Editor { private bool DrawPart(SoftBoneScript.Particle part) { if (part.DstTrans == null) return false; var result = false; GUILayout.BeginVertical(); GUILayout.BeginHorizontal(); GUILayout.Space(10 * part.Depth); EditorGUILayout.ObjectField(part.DstTrans.gameObject, typeof(GameObject), true); GUILayout.EndHorizontal(); GUILayout.BeginHorizontal(); GUILayout.Space(10 * part.Depth); EditorGUILayout.LabelField("Factor", GUILayout.Width(70)); var newValue = EditorGUILayout.DelayedFloatField(part.Factor, GUILayout.Width(50)); if(part.Factor != newValue) { part.Factor = newValue; result = true; } GUILayout.Space(10 * part.Depth); EditorGUILayout.LabelField("DisMultiple", GUILayout.Width(70)); newValue = EditorGUILayout.DelayedFloatField(part.DisMultiple, GUILayout.Width(50)); if (part.DisMultiple != newValue) { part.DisMultiple = newValue; result = true; } EditorGUILayout.LabelField("MaxRotAngle", GUILayout.Width(70)); newValue = EditorGUILayout.DelayedFloatField(part.MaxRotAngle, GUILayout.Width(50)); if (part.MaxRotAngle != newValue) { part.MaxRotAngle = newValue; result = true; } GUILayout.EndHorizontal(); GUILayout.EndVertical(); return result; } public override void OnInspectorGUI() { var script = serializedObject.targetObject as SoftBoneScript; if (script == null) return; GUILayout.BeginVertical(); var isDirty = false; if (script.PartList == null || script.PartList.Count <= 0) { if (GUILayout.Button("生成节点", GUILayout.Width(100))) { script.BuildParticle(); } } else { if (GUILayout.Button("重新生成节点", GUILayout.Width(100))) { script.BuildParticle(); } } var bValue = EditorGUILayout.Toggle("位移柔化", script.MoveExecute); if(bValue != script.MoveExecute) { script.MoveExecute = bValue; isDirty = true; } bValue = EditorGUILayout.Toggle("旋转柔化", script.RotExecute); if (bValue != script.RotExecute) { script.RotExecute = bValue; isDirty = true; } NGUIEditorTools.DrawProperty("根节点", serializedObject, "_rootTrans"); script._factorStart = NGUIEditorTools.DrawProperty("开始因子", serializedObject, "_factorStart").floatValue; script._factorEnd = NGUIEditorTools.DrawProperty("结束因子", serializedObject, "_factorEnd").floatValue; script._angleStart = NGUIEditorTools.DrawProperty("开始角度", serializedObject, "_angleStart").floatValue; script._angleEnd = NGUIEditorTools.DrawProperty("结束角度", serializedObject, "_angleEnd").floatValue; script._stopMaxTime = NGUIEditorTools.DrawProperty("结束同步时间", serializedObject, "_stopMaxTime").floatValue; if(script.PartList != null) { EditorGUILayout.LabelField(string.Format("总骨骼数: {0}", script.PartList.Count)); } if (script.PartList != null) { for (int i = 0; i < script.PartList.Count; ++i) { isDirty |= DrawPart(script.PartList[i]); } } if (isDirty) { EditorUtility.SetDirty(script); EditorUtility.SetDirty(script.gameObject); } GUILayout.EndVertical(); serializedObject.Update(); serializedObject.ApplyModifiedProperties(); } }