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path: root/Client/Assets/Scripts/XEditor/CombineConfig.cs
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#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<CombineConfig>();
        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<CombineConfig>();
    }
}
#endif