public override void OnInspectorGUI() { NavMeshSurface obj = (NavMeshSurface)target; serializedObject.Update(); AgentTypePopup("Agent Type", agentID); GUI.enabled = isOver.boolValue; if (GUILayout.Button(hideFlag.boolValue ? "Hide" : "Display")) { obj.SwitchStateDisplayNavMesh(); } serializedObject.ApplyModifiedProperties(); }
public override void OnInspectorGUI() { NavMeshSurface obj = (NavMeshSurface)target; serializedObject.Update(); AgentTypePopup("Agent Type", agentID); GUI.enabled = isOver.boolValue; //Only let the user click the button if the NavMesh is finished. GUIContent text = new GUIContent(hideFlag.boolValue ? "Hide" : "Display", "Toggle the visibility of the NavMesh."); if (GUILayout.Button(text)) { obj.SwitchStateDisplayNavMesh(); //Switch the setting to whatever it wasn't before. } serializedObject.ApplyModifiedProperties(); //Applies everything we just changed. }
public override void OnInspectorGUI() { NavMeshSurface obj = (NavMeshSurface)target; serializedObject.Update(); GUIContent zedManagerLink = new GUIContent("ZED Rig", "ZEDManager (Rig) to link to NavMesh generation"); obj.zedManagerSpatialMapping = (ZEDManager)EditorGUILayout.ObjectField(zedManagerLink, obj.zedManagerSpatialMapping, typeof(ZEDManager), true); AgentTypePopup("Agent Type", agentID); GUI.enabled = isOver.boolValue; //Only let the user click the button if the NavMesh is finished. GUIContent text = new GUIContent(hideFlag.boolValue ? "Hide" : "Display", "Toggle the visibility of the NavMesh."); if (GUILayout.Button(text)) { obj.SwitchStateDisplayNavMesh(); //Switch the setting to whatever it wasn't before. } serializedObject.ApplyModifiedProperties(); //Applies everything we just changed. }