forked from sin365/AxibugEmuOnline
73 lines
1.6 KiB
C#
73 lines
1.6 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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public class AxiStatisticsCache : ScriptableObject
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{
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public List<AxiStatisticsDatas> caches = new List<AxiStatisticsDatas>();
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}
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[Serializable]
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public class AxiStatisticsDatas
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{
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/// <summary>
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/// [0]Sence [1]Prefab
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/// </summary>
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public int type;
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public string FullPath;
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public List<AxiStatistics_Node> nodes = new List<AxiStatistics_Node>();
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}
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[Serializable]
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public class AxiStatistics_Node
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{
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public string Name;
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public List<AxiStatistics_Node_Link> link = new List<AxiStatistics_Node_Link>();
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public int LinkHash;
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public string LinkFullStr;
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//public string NodeFullPath;
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// /// <summary>
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// /// 表示相同路径只有一个
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// /// </summary>
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// public bool NodeIdxOnlyOne;
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/// <summary>
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/// 表示相同路径是第几个下标
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/// </summary>
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//public int NodeIdx;
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public List<AxiStatistics_Node_Component> components = new List<AxiStatistics_Node_Component>();
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}
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[Serializable]
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public class AxiStatistics_Node_Link
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{
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public string Name;
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public bool OnlyOne;
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public int Idx;
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public int NodeHash;
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}
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[Serializable]
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public class AxiStatistics_Node_Component
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{
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public string type;
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/// <summary>
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/// 表示相同组件只有一个
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/// </summary>
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public bool ComTypeOnlyOne;
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/// <summary>
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/// 表示相同组件是第几个下标
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/// </summary>
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public int ComIdxNum;
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//Rigboody
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public bool simulated;
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public float gravityScale;
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public bool isKinematic;
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//BoxCollider2D
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public Vector2 center;
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public Vector2 size;
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}
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#endif |