using UnityEngine; using UnityEditor; using Flux; namespace FluxEditor { [CustomEditor(typeof(FTriggerBuffEvent))] public class FTriggerBuffEventInspector : FEventInspector { private FTriggerBuffEvent _buffEvent = null; private SerializedProperty _buffId = null; private SerializedProperty _rate = null; protected override void OnEnable() { base.OnEnable(); _buffEvent = (FTriggerBuffEvent)target; _buffId = serializedObject.FindProperty("_buffId"); _rate = serializedObject.FindProperty("_rate"); } public override void OnInspectorGUI() { base.OnInspectorGUI(); serializedObject.Update(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("触发buffid:", EditorStyles.label, GUILayout.Width(140)); _buffId.intValue = EditorGUILayout.IntField(_buffId.intValue, GUILayout.Width(300)); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); GUILayout.Label("触发buff概率:", EditorStyles.label, GUILayout.Width(140)); _rate.intValue = EditorGUILayout.IntField(_rate.intValue, GUILayout.Width(300)); EditorGUILayout.EndHorizontal(); serializedObject.ApplyModifiedProperties(); } } }