110 lines
5.0 KiB
C#
110 lines
5.0 KiB
C#
using Axibug.Editor;
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using Axibug.Resources;
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using Game;
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using UnityEditor;
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namespace Game.Editor
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{
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[CustomEditor(typeof(ResourcesComponent))]
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public sealed class ResourceComponentInspector : GameInspector
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{
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private bool bAssets = true;
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private bool bPrefabs = true;
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private bool bAssetBundles = true;
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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serializedObject.Update();
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ResourcesComponent t = (ResourcesComponent)target;
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if (EditorApplication.isPlaying && IsPrefabInHierarchy(t.gameObject))
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{
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bAssets = EditorGUILayout.Foldout(bAssets, "Assets");
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if (bAssets)
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{
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EditorGUI.indentLevel++;
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//asset
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EditorGUILayout.LabelField("Cache Assets");
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EditorGUI.indentLevel++;
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//缓存的asset
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EditorGUILayout.LabelField("Count", AssetManager.getCacheAssetsCount.ToString());
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EditorGUILayout.Popup("Names", 0, AssetManager.getCacheAssetsNames);
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EditorGUI.indentLevel--;
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EditorGUILayout.LabelField("Loading Assets");
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EditorGUI.indentLevel++;
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//正在加载的asset
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EditorGUILayout.LabelField("Count", AssetManager.getLoadingAssetsCount.ToString());
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EditorGUILayout.Popup("Names", 0, AssetManager.getLoadingAssetsNames);
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EditorGUI.indentLevel--;
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EditorGUILayout.LabelField("Unloads Assets");
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EditorGUI.indentLevel++;
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//卸载的asset
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EditorGUILayout.LabelField("Count", AssetManager.getUnloadsAssetsCount.ToString());
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EditorGUILayout.Popup("Names", 0, AssetManager.getUnloadsAssetsNames);
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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}
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bPrefabs = EditorGUILayout.Foldout(bPrefabs, "Prefabs");
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if (bPrefabs)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.LabelField("Cache Prefabs");
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EditorGUI.indentLevel++;
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//缓存的Prefab
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EditorGUILayout.LabelField("Count", PrefabManager.getCachePrefabsCount.ToString());
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EditorGUILayout.Popup("Names", 0, PrefabManager.getCachePrefabsNames);
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EditorGUI.indentLevel--;
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EditorGUILayout.LabelField("Loading Prefabs");
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EditorGUI.indentLevel++;
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//正在加载的Prefab
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EditorGUILayout.LabelField("Count", PrefabManager.getLoadingsPrefabsCount.ToString());
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EditorGUILayout.Popup("Names", 0, PrefabManager.getLoadingsPrefabsNames);
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EditorGUI.indentLevel--;
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EditorGUILayout.LabelField("Instacnes Assets");
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EditorGUI.indentLevel++;
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//实例化的Prefab
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EditorGUILayout.LabelField("Count", PrefabManager.getInstacnesPrefabsCount.ToString());
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EditorGUILayout.Popup("Names", 0, PrefabManager.getInstacnesPrefabsNames);
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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}
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bAssetBundles = EditorGUILayout.Foldout(bAssetBundles, "AssetBundles");
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if (bAssetBundles)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.LabelField("Cache AssetBundles");
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EditorGUI.indentLevel++;
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//缓存的AssetBundle
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EditorGUILayout.LabelField("Count", AssetBundleManager.getCacheBundlesCount.ToString());
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EditorGUILayout.Popup("Names", 0, AssetBundleManager.getCacheBundlesNames);
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EditorGUI.indentLevel--;
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EditorGUILayout.LabelField("Loading AssetBundles");
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EditorGUI.indentLevel++;
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//正在加载的AssetBundle
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EditorGUILayout.LabelField("Count", AssetBundleManager.getLoadingBundlesCount.ToString());
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EditorGUILayout.Popup("Names", 0, AssetBundleManager.getLoadingBundlesNames);
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EditorGUI.indentLevel--;
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EditorGUILayout.LabelField("Waits AssetBundles");
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EditorGUI.indentLevel++;
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//实例化的AssetBundle
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EditorGUILayout.LabelField("Count", AssetBundleManager.getWaitsBundlesCount.ToString());
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EditorGUILayout.Popup("Names", 0, AssetBundleManager.getWaitsBundlesNames);
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EditorGUI.indentLevel--;
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EditorGUI.indentLevel--;
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}
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}
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}
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protected override void OnCompileComplete()
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{
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base.OnCompileComplete();
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}
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}
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}
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