monsterSpawn实现一部分
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Assets/GameAssets/Prefabs/UI/Battle.meta
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Assets/GameAssets/Prefabs/UI/Battle.meta
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Assets/GameAssets/ScriptableObjectCfg.meta
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Assets/GameAssets/ScriptableObjectCfg.meta
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Assets/GameAssets/ScriptableObjectCfg/SpawnPoint.meta
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Assets/GameAssets/ScriptableObjectCfg/SpawnPoint.meta
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Assets/GameAssets/ScriptableObjectCfg/SpawnPoint/1.asset
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Assets/GameAssets/ScriptableObjectCfg/SpawnPoint/1.asset
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &11400000
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: f0eceb9759f416443ae2939b267ca38e, type: 3}
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m_Name: 1
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m_EditorClassIdentifier:
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MapID: 1
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StepList:
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- StepID: 1
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SpawnPoints:
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- SpawnPointID: 1
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MonsterCfgID: 1
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Pos: {x: 0, y: 0, z: 0}
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MonsterCount: 5
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8
Assets/Scripts/Editor/MapSpawn.meta
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Assets/Scripts/Editor/MapSpawn.meta
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Assets/Scripts/Editor/MapSpawn/MapSpawnMenu.cs
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Assets/Scripts/Editor/MapSpawn/MapSpawnMenu.cs
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using UnityEditor;
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using UnityEngine;
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public class MapSpawnMenu : EditorWindow
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{
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[MenuItem("地图/刷怪点编辑")]
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private static void ShowWindow()
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{
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//第一种
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EditorWindow window = CreateWindow<MapSpawnTool>();
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window.Show();
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window.Focus();
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//GameObject go = new GameObject();
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//go.name = "SpawnTools";
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//go.transform.position = Vector3.zero;
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//go.AddComponent<MapSpawnTool>();
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}
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}
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Assets/Scripts/Editor/MapSpawn/MapSpawnMenu.cs.meta
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Assets/Scripts/Editor/MapSpawn/MapSpawnMenu.cs.meta
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102
Assets/Scripts/Editor/MapSpawn/MapSpawnTool.cs
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Assets/Scripts/Editor/MapSpawn/MapSpawnTool.cs
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using UnityEditor;
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using UnityEngine;
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public class MapSpawnTool : EditorWindow
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{
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MapMonsterCfg mapMonsterCfg;
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bool bInit = false;
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private void OnGUI()
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{
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if (GUILayout.Button("新建"))
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{
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//按下按钮后执行的方法
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mapMonsterCfg = new MapMonsterCfg();
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bInit = true;
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}
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if (GUILayout.Button("载入"))
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{
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//按下按钮后执行的方法
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}
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if (!bInit)
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return;
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mapMonsterCfg.MapID = EditorGUILayout.IntField("地图ID:", mapMonsterCfg.MapID);
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if (GUILayout.Button("保存到文件"))
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{
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AssetDatabase.CreateAsset(mapMonsterCfg, $"Assets/GameAssets/ScriptableObjectCfg/SpawnPoint/{mapMonsterCfg.MapID}.asset");
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}
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EditorGUILayout.LabelField("本地图Step数量:"+ mapMonsterCfg.StepList.Count);
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if (GUILayout.Button($" 新增Step"))
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{ mapMonsterCfg.StepList.Add(new MapMonsterCfg_Step()); return; }
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(Color, Color) bcStep = (GUI.backgroundColor, GUI.color);
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GUI.backgroundColor = Color.blue;
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GUI.color = Color.blue;
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foreach (var step in mapMonsterCfg.StepList)
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{
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EditorGUILayout.LabelField($"-- Step {step.StepID} Start --");
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step.StepID = EditorGUILayout.IntField("----StepID:", step.StepID);
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EditorGUILayout.LabelField($"---- Step {step.StepID} 数量:" + step.SpawnPoints.Count);
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//GUI.color = Color.white;
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if (GUILayout.Button($"删除Step:{step.StepID}"))
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{ mapMonsterCfg.StepList.Remove(step); return; }
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(Color, Color) bcPoint = (GUI.backgroundColor, GUI.color);
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GUI.backgroundColor = Color.green;
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GUI.color = Color.green;
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if (GUILayout.Button($"在Step{step.StepID} 中创建一个刷怪点"))
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{ step.SpawnPoints.Add(new MapMonsterCfg_Spawn()); }
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foreach (var point in step.SpawnPoints)
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{
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EditorGUILayout.LabelField($"Point {point.SpawnPointID} Start");
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//GUI.color = Color.green;
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if (GUILayout.Button($"删除Point:{point.SpawnPointID}"))
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{ step.SpawnPoints.Remove(point); return; }
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point.SpawnPointID = EditorGUILayout.IntField($"Point {point.SpawnPointID}->SpawnPointID:", point.SpawnPointID);
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point.MonsterCfgID = EditorGUILayout.IntField($"Point {point.SpawnPointID}->MonsterCfgID:", point.MonsterCfgID);
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point.MonsterCount = EditorGUILayout.IntField($"Point {point.SpawnPointID}->MonsterCount:", point.MonsterCount);
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point.Pos = EditorGUILayout.Vector3Field("Point {point.SpawnPointID}:->Pos", point.Pos);
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EditorGUILayout.LabelField($"Point {point.SpawnPointID} End");
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}
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GUI.backgroundColor = bcPoint.Item1;
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GUI.color = bcPoint.Item2;
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//GUI.color = Color.white;
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EditorGUILayout.LabelField("-- Step 1 End--");
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}
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GUI.backgroundColor = bcStep.Item1;
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GUI.color = bcStep.Item2;
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#region 绘制点
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foreach (var step in mapMonsterCfg.StepList)
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{
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foreach (var point in step.SpawnPoints)
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{
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Gizmos.DrawCube(point.Pos, new Vector3(1, 1, 1));
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}
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}
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#endregion
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}
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}
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11
Assets/Scripts/Editor/MapSpawn/MapSpawnTool.cs.meta
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Assets/Scripts/Editor/MapSpawn/MapSpawnTool.cs.meta
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8
Assets/Scripts/Main/Definition/ScriptableObject.meta
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Assets/Scripts/Main/Definition/ScriptableObject.meta
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(fileName = "BulletData", menuName = "ScriptableObject/×Óµ¯Êý¾Ý", order = 0)]
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public class MapMonsterCfg : ScriptableObject
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{
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public int MapID;
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public List<MapMonsterCfg_Step> StepList;
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public MapMonsterCfg()
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{
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StepList = new List<MapMonsterCfg_Step>();
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}
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}
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[Serializable]
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public class MapMonsterCfg_Step
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{
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public int StepID;
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public List<MapMonsterCfg_Spawn> SpawnPoints;
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public MapMonsterCfg_Step()
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{
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SpawnPoints = new List<MapMonsterCfg_Spawn>();
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}
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}
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[Serializable]
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public class MapMonsterCfg_Spawn
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{
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public int SpawnPointID;
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public int MonsterCfgID;
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public Vector3 Pos;
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public int MonsterCount;
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}
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@ -154,7 +154,7 @@ namespace Game
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{
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{
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//如果超过移动时间
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//如果超过移动时间
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if(MoveTime > ConstClass.ToFastModeTime
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if(MoveTime > ConstClass.ToFastModeTime
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&& PlayData.skill.hadskillid.Contains(5)//判断是否有加速技能
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//&& PlayData.skill.hadskillid.Contains(5)//判断是否有加速技能
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)
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)
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IsFastSkillMode = true;
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IsFastSkillMode = true;
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else
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else
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