76 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C#
		
	
	
	
		
		
			
		
	
	
			76 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			C#
		
	
	
	
|  | using System; | |||
|  | using System.Collections.Generic; | |||
|  | using System.IO; | |||
|  | using System.Text.RegularExpressions; | |||
|  | using UnityEngine; | |||
|  | using UnityEditor; | |||
|  | using UnityEditor.SceneManagement; | |||
|  | 
 | |||
|  | public class DesignerTool : Editor | |||
|  | { | |||
|  |     [MenuItem("策划工具/导表")] | |||
|  |     public static void CreateTables() | |||
|  |     { | |||
|  |         TableCreater.CreateTableAsset<TableLevel, DataLevel>(); | |||
|  |         TableCreater.CreateTableAsset<TableIAP, DataIAP>(); | |||
|  |         TableCreater.CreateTableAsset<TablePet, DataPet>(); | |||
|  |         TableCreater.CreateTableAsset<TableFloor, DataFloor>(); | |||
|  |     } | |||
|  | 
 | |||
|  |     [MenuItem("策划工具/导出关卡Json")] | |||
|  |     public static void CreateLevelJson() | |||
|  |     { | |||
|  |         LevelOnlineData tData = new LevelOnlineData(); | |||
|  | 
 | |||
|  |         tData.Version = Application.version; | |||
|  |         tData.Formations = new List<string>(); | |||
|  |         List<DataLevel> tLevelList = TableLevel.Instance.GetAll(); | |||
|  |         int tCount = Mathf.Min(100, tLevelList.Count); | |||
|  |         for (int i = 0; i < tCount; i++) | |||
|  |         { | |||
|  |             tData.Formations.Add(tLevelList[i].Formation); | |||
|  |         } | |||
|  | 
 | |||
|  |         string tFilePath = string.Format("Assets/Excels/LevelOnline.json"); | |||
|  |         FileInfo tFile = new FileInfo(tFilePath); | |||
|  |         StreamWriter tSW = tFile.CreateText(); | |||
|  |         string tJson = LevelOnlineData.DataToJson(tData); | |||
|  | 
 | |||
|  |         tSW.WriteLine(tJson); | |||
|  |         tSW.Close(); | |||
|  |         tSW.Dispose(); | |||
|  | 
 | |||
|  |         AssetDatabase.Refresh(); | |||
|  |     } | |||
|  | 
 | |||
|  |     [MenuItem("策划工具/运行游戏(手摆阵容)")] | |||
|  |     public static void PlayGame1() | |||
|  |     { | |||
|  |         GameConfig.Instance.IsAutoLevel = false; | |||
|  |         RealPlay(); | |||
|  |     } | |||
|  | 
 | |||
|  |     [MenuItem("策划工具/运行游戏(召唤次数)")] | |||
|  |     public static void PlayGame2() | |||
|  |     { | |||
|  |         GameConfig.Instance.IsAutoLevel = true; | |||
|  |         RealPlay(); | |||
|  |     } | |||
|  | 
 | |||
|  |     private static void RealPlay() | |||
|  |     { | |||
|  |         GameConfig.Instance.IsDebug = true; | |||
|  |         AssetDatabase.SaveAssets(); | |||
|  |         AssetDatabase.Refresh(); | |||
|  | 
 | |||
|  |         if (EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) | |||
|  |         { | |||
|  |             EditorSceneManager.OpenScene("Assets/Scenes/Init.unity"); | |||
|  |         } | |||
|  | 
 | |||
|  |         if (!EditorApplication.isPlaying) | |||
|  |         { | |||
|  |             EditorApplication.isPlaying = true; | |||
|  |         } | |||
|  |     } | |||
|  | } |