#if UNITY_EDITOR using UnityEngine; using System.Collections; using UnityEditor; public class CombineConfig : MonoBehaviour { public string BodyString;//_body public string LegString;//_leg public string GloveString;//_glove public string BootString;//_boots public string HeadString;//_head public string FaceString;//_face public string HairString;//_hair public string HelmetString;//_helmet public int professionCount; public string[] EquipFolderName;//Warrior,Sorcer,Archer,Cleric,Academic,Assassin public string[] SecondaryWeapon;// _gauntlet,_book,_quiver,_shield,_gauntlet,_scimitar public string[] BandposeName;//player_warrior_bandpose,player_archer_bandpose,player_sorceress_bandpose,player_cleric_bandpose,player_academic_bandpose,player_assassin_bandpose public string[] PrefabName;//ZJ_zhanshi_SkinnedMesh,Player_archer_SkinnedMesh,Player_sorceress_SkinnedMesh,Player_cleric_SkinnedMesh,Player_academic_SkinnedMesh,Player_assassin_SkinnedMesh public string[] CreateCharPrefabName; public string[] SkillFolderName;//Player_warrior,Player_archer,Player_sorceress,Player_cleric,Player_academic,Player_assassin public string[] IdleAnimName; public string[] FashionListColumn; public string[] EquipPrefix; public string[] EquipPrefixReplace; public string[] PartSuffix; [MenuItem(@"Assets/Tool/Equipment/InitCombineConfig")] public static void Init() { GameObject go = new GameObject("CombineConfig"); CombineConfig cc = go.AddComponent(); cc.BodyString = "_body"; cc.LegString = "_leg"; cc.GloveString = "_glove"; cc.BootString = "_boots"; cc.HeadString = "_head"; cc.FaceString = "_face"; cc.HairString = "_hair"; cc.HelmetString = "_helmet"; cc.professionCount = 6; cc.EquipFolderName = new string[] { "/warrior", "/archer", "/sorcer", "/cleric", "/academic", "/assassin" }; cc.SecondaryWeapon = new string[] { "_gauntlet", "_quiver", "_book", "_shield", "_gauntlet", "_crook" }; cc.BandposeName = new string[] { "player_warrior_bandpose", "player_archer_bandpose", "player_sorceress_bandpose", "player_cleric_bandpose", "player_academic_bandpose", "player_assassin_bandpose" }; cc.PrefabName = new string[] { "ZJ_zhanshi_SkinnedMesh", "Player_archer_SkinnedMesh", "Player_sorceress_SkinnedMesh", "Player_cleric_SkinnedMesh", "Player_academic_SkinnedMesh", "Player_assassin_SkinnedMesh" }; cc.CreateCharPrefabName = new string[] { "Player_warrior_SkinnedMesh_createchar", "Player_archer_SkinnedMesh_createchar", "Player_sorceress_SkinnedMesh_createchar", "Player_cleric_SkinnedMesh_createchar", "Player_academic_SkinnedMesh_createchar", "Player_assassin_SkinnedMesh" }; cc.SkillFolderName = new string[] { "Player_warrior", "Player_archer", "Player_sorceress", "Player_cleric", "Player_academic", "Player_assassin" }; cc.IdleAnimName = new string[] { "Animation/Player_warrior/Player_warrior_idle_normal", "Animation/Player_archer/Player_archer_idle_normal", "Animation/Player_sorceress/Player_sorceress_stand_normal", "Animation/Player_cleric/Player_cleric_idle_normal", "Animation/Player_academic/Player_academic_idle_normal", "Animation/Player_assassin/Player_assassin_idle_normal" }; cc.FashionListColumn = new string[] { "ModelPrefabWarrior", "ModelPrefabArcher", "ModelPrefabSorcer", "ModelPrefabCleric", "ModelPrefab5", "ModelPrefab6" }; cc.EquipPrefix = new string[] { "wa_", "ar_", "so_", "cl_", "ac_", "as_" }; cc.EquipPrefixReplace = new string[] { "player_warrior_", "player_archer_", "player_sorceress_", "cl_normal02_", "player_academic_", "player_assassin_" }; cc.PartSuffix = new string[] { "face", "hair", "body", "leg", "glove", "boots", "second", "helmet","weapon" }; XEditor.AssetModify.CreateOrReplacePrefab(go, "Assets/Editor/EditorRes/CombineConfig.prefab"); GameObject.DestroyImmediate(go); } public static CombineConfig GetConfig() { GameObject go = AssetDatabase.LoadAssetAtPath("Assets/Editor/EditorRes/CombineConfig.prefab", typeof(GameObject)) as GameObject; return go.GetComponent(); } } #endif