지뢰찾기 RPG개발시 EditorWindow 사용예이다.
해당 게임씬이고 플레이시에만 보이도록 설정하고 스텟정보를 보이도록 했다.
게임플레이 도중 아이템 착용이나 스킬 적용후 스텟이 변화되는 부분을 실시간으로 볼수 있다.
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
public class MRDebugWindow : EditorWindow {
[MenuItem("디버그메뉴/스텟정보")]
static void Init()
{
MRDebugWindow window = (MRDebugWindow)EditorWindow.GetWindow(typeof(MRDebugWindow));
window.titleContent.text = "영웅/몬스터 스텟정보";
window.Show();
}
private void OnGUI()
{
if(EditorApplication.isPlaying && EditorSceneManager.GetActiveScene().name == "ingame") //플레이시만 보이도록
{
MRHero hero = MRGameManager.Instance.GetHero();
GUILayout.BeginVertical();
GUILayout.Space(10);
GUILayout.Label("[영웅]");
GUILayout.Label("위치 : " + hero.Position.x + "," + hero.Position.y);
GUILayout.BeginHorizontal();
GUILayout.Label("힘 : " + (int)hero.Status.strength);
GUILayout.Label("지능 : " + (int)hero.Status.intelligence);
GUILayout.Label("민첩 : " + (int)hero.Status.agility);
GUILayout.Label("건강 : " + (int)hero.Status.vitality);
GUILayout.Label("행운 : " + (int)hero.Status.luck);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.Label("무기 : " + hero.equipItems.weapon.name);
GUILayout.Label("방어 : " + hero.equipItems.armor.name);
GUILayout.Label("악세사리 : " + hero.equipItems.accessories.name);
GUILayout.Label("머리 : " + hero.equipItems.head.name);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.Label("생명력 : " + (int)hero.CurrentHealthPoint + " / " + (int)hero.Status.healthPoint, GUILayout.Width(150));
GUILayout.Label("공격력 : " + (int)hero.Status.attack, GUILayout.Width(100));
GUILayout.Label("마력 : " + (int)hero.Status.magicAttack, GUILayout.Width(100));
GUILayout.Label("방어력 : " + (int)hero.Status.defence, GUILayout.Width(100));
GUILayout.Label("저항력 : " + (int)hero.Status.resistance, GUILayout.Width(100));
GUILayout.Label("명중률 : " + hero.Status.hitRate, GUILayout.Width(100));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("회피율 : " + hero.Status.dodgeRate, GUILayout.Width(150));
GUILayout.Label("치명타확률 : " + hero.Status.criticalRate, GUILayout.Width(100));
GUILayout.Label("공격속도 : " + hero.Status.attackSpeed, GUILayout.Width(100));
GUILayout.Label("자연회복량 : " + (int)hero.Status.natureRestoration, GUILayout.Width(100));
GUILayout.Label("만복도 : " + (int)hero.CurrentHungerPoint + "/" + (int)hero.Status.hungerPoint, GUILayout.Width(150));
GUILayout.EndHorizontal();
GUILayout.Space(20);
if (hero.ActionTarget != null)
{
GUILayout.Label("[선택된 몬스터]");
if (hero.ActionTarget.GetType().ToString() == "MRMonster")
{
MRMonster mon = (MRMonster)hero.ActionTarget;
GUILayout.Label("이름 : " + mon.Name);
GUILayout.Label("위치 : " + mon.Position.x + "," + mon.Position.y);
GUILayout.BeginHorizontal();
GUILayout.Label("힘 : " + (int)mon.Status.strength);
GUILayout.Label("지능 : " + (int)mon.Status.intelligence);
GUILayout.Label("민첩 : " + (int)mon.Status.agility);
GUILayout.Label("건강 : " + (int)mon.Status.vitality);
GUILayout.Label("행운 : " + (int)mon.Status.luck);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.Label("생명력 : " + (int)mon.CurrentHealthPoint + " / " + (int)mon.Status.healthPoint, GUILayout.Width(150));
GUILayout.Label("공격력 : " + (int)mon.Status.attack, GUILayout.Width(100));
GUILayout.Label("마력 : " + (int)mon.Status.magicAttack, GUILayout.Width(100));
GUILayout.Label("방어력 : " + (int)mon.Status.defence, GUILayout.Width(100));
GUILayout.Label("저항력 : " + (int)mon.Status.resistance, GUILayout.Width(100));
GUILayout.Label("명중률 : " + mon.Status.hitRate, GUILayout.Width(100));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("회피율 : " + mon.Status.dodgeRate, GUILayout.Width(150));
GUILayout.Label("치명타확률 : " + mon.Status.criticalRate, GUILayout.Width(100));
GUILayout.Label("공격속도 : " + mon.Status.attackSpeed, GUILayout.Width(100));
GUILayout.EndHorizontal();
}
else if (hero.ActionTarget.GetType().ToString() == "MRMine")
{
MRMine mon = (MRMine)hero.ActionTarget;
GUILayout.Label("이름 : " + mon.Name);
GUILayout.Label("위치 : " + mon.Position.x + "," + mon.Position.y);
GUILayout.BeginHorizontal();
GUILayout.Label("힘 : " + (int)mon.Status.strength);
GUILayout.Label("지능 : " + (int)mon.Status.intelligence);
GUILayout.Label("민첩 : " + (int)mon.Status.agility);
GUILayout.Label("건강 : " + (int)mon.Status.vitality);
GUILayout.Label("행운 : " + (int)mon.Status.luck);
GUILayout.EndHorizontal();
GUILayout.Space(10);
GUILayout.BeginHorizontal();
GUILayout.Label("생명력 : " + (int)mon.CurrentHealthPoint + " / " + (int)mon.Status.healthPoint, GUILayout.Width(150));
GUILayout.Label("공격력 : " + (int)mon.Status.attack, GUILayout.Width(100));
GUILayout.Label("마력 : " + (int)mon.Status.magicAttack, GUILayout.Width(100));
GUILayout.Label("방어력 : " + (int)mon.Status.defence, GUILayout.Width(100));
GUILayout.Label("저항력 : " + (int)mon.Status.resistance, GUILayout.Width(100));
GUILayout.Label("명중률 : " + mon.Status.hitRate, GUILayout.Width(100));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("회피율 : " + mon.Status.dodgeRate, GUILayout.Width(150));
GUILayout.Label("치명타확률 : " + mon.Status.criticalRate, GUILayout.Width(100));
GUILayout.Label("공격속도 : " + mon.Status.attackSpeed, GUILayout.Width(100));
GUILayout.EndHorizontal();
}
}
GUILayout.EndVertical();
}
}
private void OnInspectorUpdate()
{
Repaint();
}
}