Project_WL/Assets/Script/Util/LoadMobData.cs

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2024-12-15 01:39:39 +00:00
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class LoadMobData : MonoBehaviour
{
public List<LoadMobDetailData> list_mobdata = new List<LoadMobDetailData>();
#if UNITY_EDITOR
public void Make_Mobs()
{
for (int i = 0; i < list_mobdata.Count; i++)
{
var detaildata = list_mobdata[i];
var mob = DSUtil.Get_Clone<MobActor>(DSUtil.Format("Mobs/Monster/{0}", detaildata.m_PrefabName), transform);
mob.transform.position = detaildata.m_Position;
mob.transform.rotation = detaildata.m_Rotation;
mob.m_Role = detaildata.m_Role;
mob.m_SubRole = detaildata.m_SubRole;
mob.MagicID = detaildata.m_MagicID;
var witchmob = mob as WitchEnemyActor;
if (witchmob != null)
witchmob.list_MagicID = detaildata.list_MagicID;
}
}
#endif
}
[System.Serializable]
public class LoadMobDetailData
{
public string m_PrefabName;
public Vector3 m_Position;
public Quaternion m_Rotation;
public eRole m_Role;
public eSubRol m_SubRole;
public int m_MagicID;
public List<int> list_MagicID;
}
#if UNITY_EDITOR
[CustomEditor(typeof(LoadMobData))]
public class CubeGenerateButton : Editor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
LoadMobData generator = (LoadMobData)target;
if (GUILayout.Button("Make Mobs"))
generator.Make_Mobs();
}
}
#endif