- using Godot;
-
- namespace UI.EditorDungeonGroup;
-
- public partial class EditorDungeonGroupPanel : EditorDungeonGroup
- {
-
- public override void OnCreateUi()
- {
- var optionButton = S_TileSetOption.Instance;
- foreach (var keyValuePair in GameApplication.Instance.TileSetConfig)
- {
- optionButton.AddItem(keyValuePair.Key);
- }
-
- optionButton.Selected = 0;
- }
-
- public override void OnDestroyUi()
- {
-
- }
-
- /// <summary>
- /// 初始化数据
- /// </summary>
- public void InitData(DungeonRoomGroup dungeonRoomGroup)
- {
- S_NameInput.Instance.Text = dungeonRoomGroup.GroupName;
- var optionButton = S_TileSetOption.Instance;
- var count = optionButton.ItemCount;
- for (int i = 0; i < count; i++)
- {
- if (optionButton.GetItemText(i) == dungeonRoomGroup.TileSet)
- {
- optionButton.Selected = i;
- break;
- }
- }
-
- S_RemarkInput.Instance.Text = dungeonRoomGroup.Remark;
- }
-
- /// <summary>
- /// 获取数据
- /// </summary>
- public DungeonGroupData GetData()
- {
- var data = new DungeonGroupData(S_NameInput.Instance.Text, S_TileSetOption.Instance.Text, S_RemarkInput.Instance.Text);
- return data;
- }
-
- /// <summary>
- /// 设置为编辑模式, 禁用部分属性
- /// </summary>
- public void SetEditMode()
- {
- S_NameInput.Instance.Editable = false;
- S_TileSetOption.Instance.Disabled = true;
- }
- }