using Model; using UnityEditor; using UnityEngine; namespace MyEditor { [CustomEditor(typeof(BehaviorTreeConfig))] public class BehaviorTreeConfigEditor: Editor { public override void OnInspectorGUI() { base.OnInspectorGUI(); BehaviorTreeConfig config = target as BehaviorTreeConfig; if (GUILayout.Button("打开行为树")) { BTEditor.Instance.OpenBehaviorEditor(config.gameObject); } EditorUtility.SetDirty(config); } } }