GameRuntimeConfigInspector.cs 2.7 KB

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  1. using Fort23.Common;
  2. using Fort23.Mono;
  3. using Fort23.UTool;
  4. using UnityEditor;
  5. using UnityEngine;
  6. namespace Fort23.Editor
  7. {
  8. [CustomEditor(typeof(GameRuntimeConfig))]
  9. public class GameRuntimeConfigInspector : UnityEditor.Editor
  10. {
  11. public override void OnInspectorGUI()
  12. {
  13. // GameRuntimeConfig runtimeConfig = target as GameRuntimeConfig;
  14. // runtimeConfig.isUpdateAsset = EditorGUILayout.Toggle("是否开启更新资源", runtimeConfig.isUpdateAsset);
  15. // runtimeConfig.version = EditorGUILayout.IntField("当前大版本", runtimeConfig.version);
  16. // runtimeConfig.buildVer = EditorGUILayout.IntField("当前小版本", runtimeConfig.buildVer);
  17. // runtimeConfig.assetVer = EditorGUILayout.IntField("当前资源版本", runtimeConfig.assetVer);
  18. // runtimeConfig.serverVer = EditorGUILayout.IntField("当前服务器版本", runtimeConfig.serverVer);
  19. // // runtimeConfig.authen = EditorGUILayout.Toggle("是否开启防沉谜", runtimeConfig.authen);
  20. // runtimeConfig.unLockAll = EditorGUILayout.Toggle("是否解锁全部系统", runtimeConfig.unLockAll);
  21. //
  22. //
  23. // EditorGUILayout.Space(20);
  24. // EditorGUILayout.LabelField("引导相关");
  25. //
  26. // runtimeConfig.isSkip = EditorGUILayout.Toggle("是否跳过", runtimeConfig.isSkip);
  27. // runtimeConfig.isUnlockAll = EditorGUILayout.Toggle("是否全部解锁", runtimeConfig.isUnlockAll);
  28. // runtimeConfig.IsUseServerData = EditorGUILayout.Toggle("是否使用服务器引导数据", runtimeConfig.IsUseServerData);
  29. // runtimeConfig.isDebug = EditorGUILayout.Toggle("是否开启调试模式", runtimeConfig.isDebug);
  30. //
  31. //
  32. //
  33. // runtimeConfig.debugPhase = EditorGUILayout.Vector4Field("指定调试新手引导", runtimeConfig.debugPhase);
  34. //
  35. //
  36. // runtimeConfig.ClearGuideData = EditorGUILayout.Toggle("是否清除新手引导数据", runtimeConfig.ClearGuideData);
  37. //
  38. // runtimeConfig.isSaveCombat = EditorGUILayout.Toggle("开始战斗日志保存", runtimeConfig.isSaveCombat);
  39. // runtimeConfig.isAllLog = EditorGUILayout.Toggle("开始战斗日志记录", runtimeConfig.isAllLog);
  40. if (GUILayout.Button("清理本地储存"))
  41. {
  42. // PlayerPrefs.DeleteAll();
  43. // PlayerPrefs.Save();
  44. // LogTool.Log("清理本地储存成功.");
  45. AccountFileInfo.Instance.DeleteFile(AccountFileInfo.Instance.persistentDataPath);
  46. }
  47. // EditorUtility.SetDirty(runtimeConfig);
  48. }
  49. }
  50. }