using System.Collections; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif public class LoadMobData : MonoBehaviour { public List list_mobdata = new List(); #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(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 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