#if UNITY_EDITOR using Script.EditorScript; using UnityEditor; using UnityEngine; [ExecuteInEditMode] public class ExtendedEditorWindow : EditorWindow { [MenuItem("Window/Tool UI")] public static void ShowWindow() { GetWindow("Tool UI"); } void OnGUI() { GUILayout.Label("This is an extended editor window", EditorStyles.boldLabel); if (GUILayout.Button("生成棋盘模板")) { GameObject back = GameObject.Find("Board"); BackBroadEditor board = back.GetComponent(); board.GenerateBoard(); } if (GUILayout.Button("生成箱子")) { GameObject back = GameObject.Find("Box"); BoxBroadEditor board = back.GetComponent(); board.GenerateBoard(); } //if (GUILayout.Button("生成模板数据")) //{ // GameObject tempObj = GameObject.Find("RandomPropsTemp"); // RandomPropsTemp temp = tempObj.GetComponent(); // temp.GenerateTempData(); //} if (GUILayout.Button("导出数据")) { GameObject tempObj = GameObject.Find("RandomPropsTemp"); RandomPropsTemp temp = tempObj.GetComponent(); temp.GenerateTempData(); Debug.LogError("模板生成结束"); GameObject init = GameObject.Find("Init"); ClampEditorController board = init.GetComponent(); board.ExportData(); Debug.LogError("导出数据结束"); } if (GUILayout.Button("检查数据")) { GameObject init = GameObject.Find("Init"); ClampEditorController board = init.GetComponent(); board.CheckData(); Debug.LogError("检查数据结束"); } } } #endif