using System.Collections.Generic; using Sirenix.OdinInspector; using UnityEngine; using System; namespace Gameplay.Level { [Serializable] public class LevelData { [LabelText("列数(x)")] [Range(2, 6)] public int columnCount = 2; [LabelText("行数(y)")] [Range(2, 8)] public int rowCount = 2; [LabelText("撤回道具数量:")] public int undoCount = 1; [LabelText("加时道具数量:")] public int addTimeCount = 1; [LabelText("打孔道具数量:")] public int openHoleCount = 1; [LabelText("重置道具数量:")] public int resetCount = 1; [HideInInspector] public List holesIndex; [HideInInspector] public List emptyHoleIndex; [HideInInspector] public List planksType; [HideInInspector] public List squareType; [HideInInspector] public List> HolesOfPlanksIndex; public enum PlankType { [LabelText("横直板")] HorizontalSquare, [LabelText("竖直板")] VerticalSquare, [LabelText("多排直板")] MultiSquare, [LabelText("左倾斜板")] InclinedSquareToLeft, [LabelText("右倾斜板")] InclinedSquareToRight, [LabelText("向左直角三角形")] RightTriangleToLeft, [LabelText("向右直角三角形")] RightTriangleToRight, [LabelText("倾斜三角形")] InclinedTriangle, [LabelText("圆形")] Circle, [LabelText("倾斜三角形_90")] InclinedTriangle_90, [LabelText("倾斜三角形_180")] InclinedTriangle_180, [LabelText("倾斜三角形_270")] InclinedTriangle_270, [LabelText("向左直角三角形_Down")] RightTriangleToLeft_Down, [LabelText("向右直角三角形_Down")] RightTriangleToRight_Down, } public enum SquareNormType { [LabelText("2孔")] WithTwo, [LabelText("3孔")] WithThree, [LabelText("4孔")] WithFour, [LabelText("5孔")] WithFive, [LabelText("无")] None, } } }