SAIMA/Assets/2D_Destruction/Scripts/Editor/ExplodableEditor.cs
Roman e3e11e2556 任务:编写玩法框架
1.制作障碍系统

(1.制作几种类型的障碍物的预制体
((*.编写障碍物基类,以下几种均继承自基类,含碰撞体,RememberY(生成障碍物时该有多大的Y)
((1.矮障碍,仅碰撞体
((2.高障碍,仅碰撞体
((3.可冲破障碍
(((1.除基本碰撞体外,额外包含一个触发器,比碰撞体先检测到马,同时获取马的x速度,大于阈值则给障碍做破碎,用马的力度决定破碎力,关闭碎块和马的碰撞
(((*.导入某2D破碎插件
((4.人马分离障碍
(((WAIT,需要等待人马分离系统先搭建

(2.编写障碍物生成系统
((1.每若干时间,生成一个随机一种障碍,若干的范围可控
(((1.设计协程,从预制体列表中随机出一种,并在计算好的位置实例化,随后等待范围内的若干时间,然后检查马的存活情况,若马仍存活,重新调用本协程
((2.生成的位置:x在相机右侧若干不变距离,y根据障碍物的不同而不同,需要计算保存。

(3.编写障碍物消亡系统
((1.每个障碍物和碎片都会在离开镜头后被删除
2022-07-30 00:47:44 +08:00

45 lines
1.9 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
[CustomEditor(typeof(Explodable))]
public class ExplodableEditor : Editor {
public override void OnInspectorGUI()
{
Explodable myTarget = (Explodable)target;
myTarget.allowRuntimeFragmentation = EditorGUILayout.Toggle("Allow Runtime Fragmentation", myTarget.allowRuntimeFragmentation);
myTarget.shatterType = (Explodable.ShatterType)EditorGUILayout.EnumPopup("Shatter Type", myTarget.shatterType);
myTarget.extraPoints = EditorGUILayout.IntField("Extra Points", myTarget.extraPoints);
myTarget.subshatterSteps = EditorGUILayout.IntField("Subshatter Steps",myTarget.subshatterSteps);
if (myTarget.subshatterSteps > 1)
{
EditorGUILayout.HelpBox("Use subshatter steps with caution! Too many will break performance!!! Don't recommend more than 1", MessageType.Warning);
}
myTarget.fragmentLayer = EditorGUILayout.TextField("Fragment Layer", myTarget.fragmentLayer);
myTarget.sortingLayerName = EditorGUILayout.TextField("Sorting Layer", myTarget.sortingLayerName);
myTarget.orderInLayer = EditorGUILayout.IntField("Order In Layer", myTarget.orderInLayer);
if (myTarget.GetComponent<PolygonCollider2D>() == null && myTarget.GetComponent<BoxCollider2D>() == null)
{
EditorGUILayout.HelpBox("You must add a BoxCollider2D or PolygonCollider2D to explode this sprite", MessageType.Warning);
}
else
{
if (GUILayout.Button("Generate Fragments"))
{
myTarget.fragmentInEditor();
EditorUtility.SetDirty(myTarget);
}
if (GUILayout.Button("Destroy Fragments"))
{
myTarget.deleteFragments();
EditorUtility.SetDirty(myTarget);
}
}
}
}