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#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace DamageVolumeSystem.Editor
{
[CustomEditor(typeof(DamageHost))]
public class DamageHostEditor : UnityEditor.Editor
{
/*
* Editor page created by Mountools
* Author : WangSoul
* Date : 2026 / 05 / 09 - 15:26:18
*/
public DamageHost damageHost;
private void OnEnable()
{
damageHost = (DamageHost) target;
}
private void DrawDamageHostEditor()
{
EditorGUILayout.HelpBox("这玩意用来绑在产生伤害或接收伤害的物体上的,绑上去就能接收事件了,但是具体伤害事件还得单独接入,不同物体有不同的接收伤害模式。", MessageType.Info);
EditorGUILayout.LabelField("伤害组 ID,同 ID 的物体不会互相伤害");
DrawGroupButtons(ref damageHost.group, 12);
EditorGUILayout.Space();
EditorGUILayout.HelpBox($"当前组内发现 {damageHost.generators.Count} 个伤害生成器,修改了一定要记得重新搜寻", MessageType.Info);
EditorGUILayout.BeginHorizontal();
{
if (GUILayout.Button("搜寻"))
{
damageHost.generators.Clear();
foreach (var generator in damageHost.gameObject.GetComponentsInChildren<DamageGenerator>())
{
damageHost.generators.Add(generator);
generator.binding = damageHost;
EditorUtility.SetDirty(generator);
}
}
}
EditorGUILayout.EndHorizontal();;
EditorGUILayout.Space();
EditorGUILayout.HelpBox("这玩意是伤害事件,当有伤害发生时会执行,记得绑定", MessageType.Info);
}
private static void DrawGroupButtons(ref int groupValue, int buttonCount, int columns = 4)
{
for (int i = 0; i < buttonCount; i += columns)
{
EditorGUILayout.BeginHorizontal();
for (int j = 0; j < columns && i + j < buttonCount; j++)
{
int buttonValue = i + j;
var color = GUI.backgroundColor;
GUI.backgroundColor = (groupValue == buttonValue) ? new Color(0.51f, 0.69f, 1f) : color;
if (GUILayout.Button(buttonValue.ToString(), GUILayout.Width(24)))
{
groupValue = buttonValue;
}
GUI.backgroundColor = color;
}
EditorGUILayout.EndHorizontal();
}
}
#region _
public override void OnInspectorGUI()
{
Undo.RecordObject(damageHost, "Edit DamageHost");
EditorGUI.BeginChangeCheck();
DrawDamageHostEditor();
DrawDefaultInspector();
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(damageHost);
Undo.FlushUndoRecordObjects();
serializedObject.ApplyModifiedProperties();
}
}
private bool Property(string label, string propertyName, params GUILayoutOption[] options)
{
return EditorGUILayout.PropertyField(serializedObject.FindProperty(propertyName), new GUIContent(label), options);
}
#endregion
}
}
#endif
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