protected override void OnInspectorGUIUpdate()
        {
            base.OnInspectorGUIUpdate();

            GUIContent content;

            GUILayout.BeginHorizontal();

            content = new GUIContent("Position", "Option to match the target's position.");
            EditorGUILayout.PropertyField(this.position, content);

            if (this.position.boolValue)
            {
                PGEditorUtils.ToggleButton(this.outputPosX, new GUIContent("X", "Toggle Costraint for this axis."), 24);
                PGEditorUtils.ToggleButton(this.outputPosY, new GUIContent("Y", "Toggle Costraint for this axis."), 24);
                PGEditorUtils.ToggleButton(this.outputPosZ, new GUIContent("Z", "Toggle Costraint for this axis."), 24);
            }

            GUILayout.EndHorizontal();

            content = new GUIContent("Rotation", "Option to match the target's rotation.");
            EditorGUILayout.PropertyField(this.rotation, content);

            if (this.rotation.boolValue)
            {
                EditorGUI.indentLevel += 1;

                content = new GUIContent("Output", "Used to alter the way the rotations are set.");
                EditorGUILayout.PropertyField(this.output, content);

                EditorGUI.indentLevel -= 1;
            }

            content = new GUIContent("Scale", "Option to match the target's scale.");
            EditorGUILayout.PropertyField(this.scale, content);
        }
    public override void OnInspectorGUI()
    {
        this.serializedObject.Update();
        Object[] targetObjs = this.serializedObject.targetObjects;

        FireDistanceModifier curEditTarget;

        GUIContent content;
        GUIStyle   style;

        EditorGUIUtility.labelWidth = PGEditorUtils.CONTROLS_DEFAULT_LABEL_WIDTH;

        EditorGUI.indentLevel = 1;


        content = new GUIContent
                  (
            "Origin Mode",
            "The origin is the point from which the distance is measuered."
                  );
        EditorGUILayout.PropertyField(this.originMode, content);

        var noLabel = new GUIContent("");

        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Distance:", GUILayout.MaxWidth(70));

        EditorGUILayout.LabelField("Min", GUILayout.MaxWidth(40));
        EditorGUILayout.PropertyField(this.minDistance, noLabel, GUILayout.MinWidth(40));

        EditorGUILayout.LabelField("Max", GUILayout.MaxWidth(40));
        EditorGUILayout.PropertyField(this.maxDistance, noLabel, GUILayout.MinWidth(40));
        EditorGUILayout.EndHorizontal();


        // GIZMO...
        EditorGUILayout.BeginHorizontal();

        GUILayout.Space(12);          // For some reason the button won't indent. So fake it.

        content = new GUIContent
                  (
            "Gizmo",
            "Visualize the distance in the Editor by turning this on."
                  );
        PGEditorUtils.ToggleButton(this.drawGizmo, content, 50);

        if (this.drawGizmo.boolValue)
        {
            EditorGUILayout.PropertyField(this.gizmoColor, noLabel, GUILayout.MinWidth(60));
            style            = EditorStyles.miniButton;
            style.alignment  = TextAnchor.MiddleCenter;
            style.fixedWidth = 52;
            if (GUILayout.Button("Reset", style))
            {
                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget            = (FireDistanceModifier)targetObjs[i];
                    curEditTarget.gizmoColor = curEditTarget.defaultGizmoColor;
                }
            }
        }
        EditorGUILayout.EndHorizontal();

        GUILayout.Space(4);

        content = new GUIContent
                  (
            "Debug Level", "Set it higher to see more verbose information."
                  );
        EditorGUILayout.PropertyField(this.debugLevel, content);

        serializedObject.ApplyModifiedProperties();

        // Flag Unity to save the changes to to the prefab to disk
        //   This is needed to make the gizmos update immediatly.
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
    public override void OnInspectorGUI()
    {
        this.serializedObject.Update();

        GUIContent content;

        EditorGUI.indentLevel       = 0;
        EditorGUIUtility.labelWidth = PGEditorUtils.CONTROLS_DEFAULT_LABEL_WIDTH;

        Object[] targetObjs = this.serializedObject.targetObjects;

        AreaTargetTracker curEditTarget;


        content = new GUIContent(
            "Targets (-1 for all)",
            "The number of targets to return. Set to -1 to return all targets"
            );
        EditorGUILayout.PropertyField(this.numberOfTargets, content);

        content = new GUIContent
                  (
            "Target Layers",
            "The layers in which the area is allowed to find targets."
                  );
        EditorGUILayout.PropertyField(this.targetLayers, content);

        EditorGUI.BeginChangeCheck();
        content = new GUIContent("Sorting Style", "The style of sorting to use");
        EditorGUILayout.PropertyField(this.sortingStyle, content);

        var sortingStyle = (TargetTracker.SORTING_STYLES) this.sortingStyle.enumValueIndex;

        // If changed, trigger the property setter for all objects being edited
        if (EditorGUI.EndChangeCheck())
        {
            for (int i = 0; i < targetObjs.Length; i++)
            {
                curEditTarget = (AreaTargetTracker)targetObjs[i];

                Undo.RecordObject(curEditTarget, targetObjs[0].GetType() + " sortingStyle");

                curEditTarget.sortingStyle = sortingStyle;
            }
        }

        if (sortingStyle != TargetTracker.SORTING_STYLES.None)
        {
            EditorGUI.indentLevel += 1;

            content = new GUIContent(
                "Minimum Interval",
                "How often the target list will be sorted. If set to 0, " +
                "sorting will only be triggered when Targets enter or exit range."
                );
            EditorGUILayout.PropertyField(this.updateInterval, content);

            EditorGUI.indentLevel -= 1;
        }

        this.showArea = EditorGUILayout.Foldout(this.showArea, "Area Settings");

        if (this.showArea)
        {
            EditorGUI.indentLevel += 1;

            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Area Layer",
                "The layer to put the area in."
                      );
            content = EditorGUI.BeginProperty(new Rect(0, 0, 0, 0), content, this.areaLayer);

            int layer = EditorGUILayout.LayerField(content, this.areaLayer.intValue);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (AreaTargetTracker)targetObjs[i];

                    Undo.RecordObject(curEditTarget, targetObjs[0].GetType() + " areaLayer");

                    curEditTarget.areaLayer = layer;
                }
            }
            EditorGUI.EndProperty();


            EditorGUILayout.BeginHorizontal();

            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Area Shape",
                "The shape of the area used to detect targets in range"
                      );
            EditorGUILayout.PropertyField(this.areaShape, content);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                var shape = (AreaTargetTracker.AREA_SHAPES) this.areaShape.enumValueIndex;

                string undo_message = targetObjs[0].GetType() + " areaShape";

                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (AreaTargetTracker)targetObjs[i];

                    if (curEditTarget.area != null)                      // Only works at runtime.
                    {
//						// This would have happened anyway, but this way is undoable
//						if (curEditTarget.area.coll != null)
//						{
//							Undo.DestroyObjectImmediate(curEditTarget.area.coll);
//						}
//						else if (curEditTarget.area.coll2D != null)
//						{
//							Undo.DestroyObjectImmediate(curEditTarget.area.coll2D);
//						}

                        Undo.RecordObject(curEditTarget.area.transform, undo_message);
                    }

                    Undo.RecordObject(curEditTarget, undo_message);


                    // Property. Handles collider changes at runtime.
                    curEditTarget.areaShape = shape;
                }
            }


            Area area;
            bool ok;
            for (int i = 0; i < targetObjs.Length; i++)
            {
                curEditTarget = (AreaTargetTracker)targetObjs[i];
                area          = curEditTarget.area;
                ok            = false;

                if (area == null)
                {
                    continue;
                }


                if (area.coll != null)
                {
                    switch (curEditTarget.areaShape)
                    {
                    case AreaTargetTracker.AREA_SHAPES.Sphere:
                        if (area.coll is SphereCollider)
                        {
                            ok = true;
                        }

                        break;

                    case AreaTargetTracker.AREA_SHAPES.Box:
                        if (area.coll is BoxCollider)
                        {
                            ok = true;
                        }

                        break;

                    case AreaTargetTracker.AREA_SHAPES.Capsule:
                        if (area.coll is CapsuleCollider)
                        {
                            ok = true;
                        }

                        break;
                    }
                }
                else if (area.coll2D != null)
                {
                    switch (curEditTarget.areaShape)
                    {
                    case AreaTargetTracker.AREA_SHAPES.Box2D:
                        if (area.coll2D is BoxCollider2D)
                        {
                            ok = true;
                        }

                        break;

                    case AreaTargetTracker.AREA_SHAPES.Circle2D:
                        if (area.coll2D is CircleCollider2D)
                        {
                            ok = true;
                        }

                        break;
                    }
                }

                if (!ok)
                {
                    var shape = (AreaTargetTracker.AREA_SHAPES) this.areaShape.enumValueIndex;
                    curEditTarget.areaShape = shape;
                }
            }

            content = new GUIContent
                      (
                "Gizmo ",
                "Visualize the area in the Editor by turning this on."
                      );
            PGEditorUtils.ToggleButton(this.drawGizmo, content, 50);

            //script.drawGizmo = EditorGUILayout.Toggle(script.drawGizmo, GUILayout.MaxWidth(47));
            EditorGUILayout.EndHorizontal();

            if (this.drawGizmo.boolValue)
            {
                EditorGUI.indentLevel += 1;
                EditorGUILayout.BeginHorizontal();

                content = new GUIContent
                          (
                    "Gizmo Color",
                    "The color of the gizmo when displayed"
                          );
                EditorGUILayout.PropertyField(this.gizmoColor, content);

                // If clicked, reset the color to the default
                GUIStyle style = EditorStyles.miniButton;
                style.alignment  = TextAnchor.MiddleCenter;
                style.fixedWidth = 52;
                if (GUILayout.Button("Reset", style))
                {
                    for (int i = 0; i < targetObjs.Length; i++)
                    {
                        curEditTarget            = (AreaTargetTracker)targetObjs[i];
                        curEditTarget.gizmoColor = curEditTarget.defaultGizmoColor;
                    }
                }

                EditorGUILayout.EndHorizontal();

                EditorGUI.indentLevel -= 1;

                GUILayout.Space(4);
            }


            this.displayRange <AreaTargetTracker>(targetObjs);


            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Position Offset",
                "An optional position offset for the area. For example, if you have an" +
                "object resting on the ground which has a range of 4, a position offset of" +
                "Vector3(0, 4, 0) will place your area so it is also sitting on the ground."
                      );
            EditorGUILayout.PropertyField(this.areaPositionOffset, content);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                string undo_message = targetObjs[0].GetType() + " areaPositionOffset";
                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (AreaTargetTracker)targetObjs[i];

                    Undo.RecordObject(curEditTarget, undo_message);

                    if (curEditTarget.area != null)                      // Only works at runtime.
                    {
                        Undo.RecordObject(curEditTarget.area.transform, undo_message);
                    }

                    curEditTarget.areaPositionOffset = this.areaPositionOffset.vector3Value;
                }
            }


            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Rotation Offset",
                "An optional rotational offset for the area."
                      );
            EditorGUILayout.PropertyField(this.areaRotationOffset, content);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                string undo_message = targetObjs[0].GetType() + " areaPositionOffset";
                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (AreaTargetTracker)targetObjs[i];

                    Undo.RecordObject(curEditTarget, undo_message);

                    if (curEditTarget.area != null)                      // Only works at runtime.
                    {
                        Undo.RecordObject(curEditTarget.area.transform, undo_message);
                    }

                    curEditTarget.areaRotationOffset = this.areaRotationOffset.vector3Value;
                }
            }
        }

        EditorGUI.indentLevel -= 1;

        GUILayout.Space(8);

        content = new GUIContent
                  (
            "Debug Level", "Set it higher to see more verbose information."
                  );
        EditorGUILayout.PropertyField(this.debugLevel, content);

        serializedObject.ApplyModifiedProperties();

        // Flag Unity to save the changes to to the prefab to disk
        //   This is needed to make the gizmos update immediatly.
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
Beispiel #4
0
    public override void OnInspectorGUI()
    {
        this.serializedObject.Update();
        Object[] targetObjs = this.serializedObject.targetObjects;

        AngleLimitModifier curEditTarget;

        GUIContent content;

        EditorGUIUtility.labelWidth = PGEditorUtils.CONTROLS_DEFAULT_LABEL_WIDTH;

        EditorGUI.indentLevel = 0;


        EditorGUI.BeginChangeCheck();
        content = new GUIContent
                  (
            "Origin",
            "The transform used to determine alignment. If not used, this will be the transform " +
            "of the GameObject this component is attached to."
                  );
        EditorGUILayout.PropertyField(this.origin, content);

        // If changed, trigger the property setter for all objects being edited
        if (EditorGUI.EndChangeCheck())
        {
            for (int i = 0; i < targetObjs.Length; i++)
            {
                curEditTarget = (AngleLimitModifier)targetObjs[i];

                Undo.RecordObject(curEditTarget, targetObjs[0].GetType() + " origin");

                curEditTarget.origin = (Transform)this.origin.objectReferenceValue;
            }
        }

        EditorGUILayout.BeginHorizontal();

        EditorGUIUtility.labelWidth = 106;
        content = new GUIContent
                  (
            "Angle Tolerance",
            "If waitForAlignment is true: If the emitter is pointing towards " +
            "the target within this angle in degrees, the target can be fired on."
                  );
        EditorGUILayout.PropertyField(this.angle, content);
        EditorGUIUtility.labelWidth = PGEditorUtils.CONTROLS_DEFAULT_LABEL_WIDTH;


        content = new GUIContent
                  (
            "Flat Comparison",
            "If false the actual angles will be compared for alignment. " +
            "(More precise. Emitter must point at target.)\n" +
            "If true, only the direction matters. " +
            "(Good when turning in a direction but perfect alignment isn't needed.)"
                  );
        PGEditorUtils.ToggleButton(this.flatAngleCompare, content, 88);

        EditorGUILayout.EndHorizontal();

        if (this.flatAngleCompare.boolValue)
        {
            EditorGUI.indentLevel += 1;
            EditorGUILayout.BeginHorizontal();

            GUILayout.FlexibleSpace();              // To make the rest of the row right-justified

            content = new GUIContent
                      (
                "Flatten Axis",
                "The axis to flatten when comparing angles to see if alignment has occurred. " +
                "For example, for a 2D game, this should be Z. For a 3D game that wants to " +
                "ignore altitude, set this to Y."
                      );

            EditorGUILayout.PropertyField(this.flatCompareAxis, content, GUILayout.Width(228));

            EditorGUILayout.EndHorizontal();
            EditorGUI.indentLevel -= 1;
        }

        content = new GUIContent
                  (
            "Filter Type",
            "Determines if filtering will be performed on a TargetTracker's targets or an " +
            "EventTrigger's targets. See the component description for more detail. This is" +
            "ignored unless a its GameObject has both. Otherwise the mode will be " +
            "auto-detected."
                  );

        EditorGUILayout.PropertyField(this.filterType, content);

        GUILayout.Space(4);

        content = new GUIContent
                  (
            "Debug Level", "Set it higher to see more verbose information."
                  );
        EditorGUILayout.PropertyField(this.debugLevel, content);

        serializedObject.ApplyModifiedProperties();

        // Flag Unity to save the changes to to the prefab to disk
        //   This is needed to make the gizmos update immediatly.
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
Beispiel #5
0
        protected override void OnInspectorGUIUpdate()
        {
            base.OnInspectorGUIUpdate();

            GUIContent content;

            GUILayout.BeginHorizontal();

            content = new GUIContent("Position", "Option to match the target's position.");
            EditorGUILayout.PropertyField(this.position, content);

            if (this.position.boolValue)
            {
                PGEditorUtils.ToggleButton(this.outputPosX, new GUIContent("X", "Toggle Costraint for this axis."), 24);
                PGEditorUtils.ToggleButton(this.outputPosY, new GUIContent("Y", "Toggle Costraint for this axis."), 24);
                PGEditorUtils.ToggleButton(this.outputPosZ, new GUIContent("Z", "Toggle Costraint for this axis."), 24);
                GUILayout.EndHorizontal();

                EditorGUI.indentLevel += 1;

                content = new GUIContent("interpolation Mode", "Option to match the target's position.");
                EditorGUILayout.PropertyField(this.pos_interp, content);

                var posInterp = (SmoothTransformConstraint.INTERP_OPTIONS_POS) this.pos_interp.enumValueIndex;
                switch (posInterp)
                {
                case SmoothTransformConstraint.INTERP_OPTIONS_POS.DampLimited:
                    content = new GUIContent("Time", "roughly how long it takes to match the target (lag).");
                    EditorGUILayout.PropertyField(this.positionSpeed, content);

                    content = new GUIContent("Max Speed", "The speed limit. Causes more constant motion.");
                    EditorGUILayout.PropertyField(this.positionMaxSpeed, content);
                    break;

                case SmoothTransformConstraint.INTERP_OPTIONS_POS.Damp:
                    content = new GUIContent("Time", "roughly how long it takes to match the target (lag).");
                    EditorGUILayout.PropertyField(this.positionSpeed, content);
                    break;

                default:
                    content = new GUIContent("Percent", "Controls lag.");
                    EditorGUILayout.PropertyField(this.positionSpeed, content);
                    break;
                }

                EditorGUI.indentLevel -= 1;
            }
            else
            {
                GUILayout.EndHorizontal();
            }

            content = new GUIContent("Rotation", "Option to match the target's rotation.");
            EditorGUILayout.PropertyField(this.rotation, content);

            if (this.rotation.boolValue)
            {
                EditorGUI.indentLevel += 1;

                content = new GUIContent("Output", "Used to alter the way the rotations are set.");
                EditorGUILayout.PropertyField(this.output, content);

                content = new GUIContent
                          (
                    "Interpolation Mode",
                    "The type of rotation calculation to use. Linear is faster but spherical is more stable when " +
                    "rotations make large adjustments.."
                          );
                EditorGUILayout.PropertyField(this.interpolation, content);

                content = new GUIContent("Speed", "How fast to rotate. Appears different depending on Mode.");
                EditorGUILayout.PropertyField(this.rotationSpeed, content);

                EditorGUI.indentLevel -= 1;
            }

            content = new GUIContent("Scale", "Option to match the target's scale.");
            EditorGUILayout.PropertyField(this.scale, content);

            if (this.scale.boolValue)
            {
                EditorGUI.indentLevel += 1;

                content = new GUIContent("Percent", "Controls lag.");
                EditorGUILayout.PropertyField(this.scaleSpeed, content);

                EditorGUI.indentLevel -= 1;
            }
        }
Beispiel #6
0
    public override void OnInspectorGUI()
    {
        this.serializedObject.Update();

        GUIContent content;

        EditorGUI.indentLevel = 0;

        EditorGUIUtility.labelWidth = PGEditorUtils.CONTROLS_DEFAULT_LABEL_WIDTH;

        Object[] targetObjs = this.serializedObject.targetObjects;

        EventTrigger curEditTarget;

        if (InstanceManager.POOLING_ENABLED)
        {
            content = new GUIContent
                      (
                "PoolName",
                "The name of a pool to be used with PoolManager or other pooling solution. If " +
                "not using pooling, this will do nothing and be hidden in the Inspector. "
                      );
            EditorGUILayout.PropertyField(this.poolName, content);
        }

        content = new GUIContent
                  (
            "Hit Layers",
            "The layers in which the Area is allowed to find targets."
                  );
        EditorGUILayout.PropertyField(this.targetLayers, content);


        content = new GUIContent
                  (
            "Hit Mode",
            "Determines what should cause this EventTrigger to fire.\n" +
            "    TargetOnly\n" +
            "        Only a direct hit will trigger the OnFire event\n" +
            "    HitLayers\n" +
            "        Contact with any colliders in any of the layers in\n" +
            "        the HitLayers mask  will trigger the OnFire event."
                  );
        EditorGUILayout.PropertyField(this.hitMode, content);


        content = new GUIContent
                  (
            "listenTimeout (0 = OFF)",
            "An optional timer to allow this EventTrigger to timeout and self-destruct. When " +
            "set to a value above zero, when this reaches 0, the Fire coroutine will be " +
            "started and anything in range may be hit (depending on settings). This can be " +
            "used to give a projectile a max amount of time it can fly around before it " +
            "dies, or a time-based land mine or pick-up."
                  );
        EditorGUILayout.PropertyField(this.listenTimeout, content);

        content = new GUIContent
                  (
            "Fire On Spawn",
            "If true, the event will be fired as soon as this EventTrigger is spawned by " +
            "instantiation or pooling."
                  );
        EditorGUILayout.PropertyField(this.fireOnSpawn, content);

        content = new GUIContent
                  (
            "Fire On Sleep",
            "If this EventTrigger has a rigidbody, setting this to true will cause it to " +
            "fire if it falls asleep. See Unity's docs for more information on how " +
            "this happens."
                  );
        EditorGUILayout.PropertyField(this.fireOnRigidBodySleep, content);

        content = new GUIContent
                  (
            "Area Hit",
            "If true, more than just the primary target will be affected when this EventTrigger " +
            "fires. Use the range options to determine the behavior."
                  );
        EditorGUILayout.PropertyField(this.areaHit, content);

        // To make the gizmo delay work correctly, update the GUI here.
        serializedObject.ApplyModifiedProperties();

        if (this.areaHit.boolValue)
        {
            this.overrideGizmoVisibility.boolValue = false;

            EditorGUI.indentLevel += 1;

            content = new GUIContent(
                "Targets (-1 = all)",
                "The number of targets to return. Set to -1 to return all targets"
                );
            EditorGUILayout.PropertyField(this.numberOfTargets, content);


            content = new GUIContent("Sorting Style", "The style of sorting to use");
            EditorGUILayout.PropertyField(this.sortingStyle, content);

            var sortingStyle = (EventTrigger.SORTING_STYLES) this.sortingStyle.enumValueIndex;
            if (sortingStyle != EventTrigger.SORTING_STYLES.None)
            {
                EditorGUI.indentLevel += 1;

                content = new GUIContent(
                    "Minimum Interval",
                    "How often the target list will be sorted. If set to 0, " +
                    "sorting will only be triggered when Targets enter or exit range."
                    );
                EditorGUILayout.PropertyField(this.updateInterval, content);

                EditorGUI.indentLevel -= 1;
            }


            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Area Layer",
                "The layer to put the Area in."
                      );
            content = EditorGUI.BeginProperty(new Rect(0, 0, 0, 0), content, this.areaLayer);

            int layer = EditorGUILayout.LayerField(content, this.areaLayer.intValue);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (EventTrigger)targetObjs[i];

                    Undo.RecordObject(curEditTarget, targetObjs[0].GetType() + " Area Layer");

                    curEditTarget.areaLayer = layer;
                }
            }
            EditorGUI.EndProperty();


            EditorGUILayout.BeginHorizontal();

            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Area Shape",
                "The shape of the Area used to detect targets in range"
                      );
            EditorGUILayout.PropertyField(this.areaShape, content);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                var shape = (AreaTargetTracker.AREA_SHAPES) this.areaShape.enumValueIndex;

                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (EventTrigger)targetObjs[i];

                    Undo.RecordObject(curEditTarget, targetObjs[0].GetType() + " areaShape");

                    curEditTarget.areaShape = shape;
                }
            }

            content = new GUIContent
                      (
                "Gizmo ",
                "Visualize the Area in the Editor by turning this on."
                      );
            PGEditorUtils.ToggleButton(this.drawGizmo, content, 50);

            EditorGUILayout.EndHorizontal();

            if (this.drawGizmo.boolValue)
            {
                EditorGUI.indentLevel += 1;
                EditorGUILayout.BeginHorizontal();

                content = new GUIContent
                          (
                    "Gizmo Color",
                    "The color of the gizmo when displayed"
                          );
                EditorGUILayout.PropertyField(this.gizmoColor, content);

                // If clicked, reset the color to the default
                GUIStyle style = EditorStyles.miniButton;
                style.alignment  = TextAnchor.MiddleCenter;
                style.fixedWidth = 52;
                if (GUILayout.Button("Reset", style))
                {
                    for (int i = 0; i < this.serializedObject.targetObjects.Length; i++)
                    {
                        curEditTarget            = (EventTrigger)this.serializedObject.targetObjects[i];
                        curEditTarget.gizmoColor = curEditTarget.defaultGizmoColor;
                    }
                }

                EditorGUILayout.EndHorizontal();

                EditorGUI.indentLevel -= 1;

                GUILayout.Space(4);
            }

            content = new GUIContent
                      (
                "Duration (<0 = stay)",
                "An optional duration to control how long this EventTrigger stays active. " +
                "Each target will only be hit once with the event notification unless the " +
                "Target leaves and then re-enters range. Set this to -1 to keep it alive " +
                "forever."
                      );
            EditorGUILayout.PropertyField(this.duration, content);

            serializedObject.ApplyModifiedProperties();

            if (this.duration.floatValue > 0)
            {
                EditorGUI.indentLevel += 1;

                content = new GUIContent
                          (
                    "Start Range",
                    "When duration is greater than 0 this can be used have the range change " +
                    "over the course of the duration. This is used for things like a " +
                    "chockwave from a large explosion, which grows over time. "
                          );
                content = EditorGUI.BeginProperty(new Rect(0, 0, 0, 0), content, this.startRange);

                EditorGUI.BeginChangeCheck();
                Vector3 startRange = this.startRange.vector3Value;
                switch ((AreaTargetTracker.AREA_SHAPES) this.areaShape.enumValueIndex)
                {
                case AreaTargetTracker.AREA_SHAPES.Circle2D:                  // Fallthrough
                case AreaTargetTracker.AREA_SHAPES.Sphere:
                    startRange.x = EditorGUILayout.FloatField(content, startRange.x);
                    startRange.y = startRange.x;
                    startRange.z = startRange.x;
                    break;

                case AreaTargetTracker.AREA_SHAPES.Box2D:
                    float oldZ = startRange.z;
                    startRange   = EditorGUILayout.Vector2Field(content.text, startRange);
                    startRange.z = oldZ;                      // Nice to maintain if switching between 2D and 3D
                    break;

                case AreaTargetTracker.AREA_SHAPES.Box:
                    startRange = EditorGUILayout.Vector3Field(content.text, startRange);
                    break;

                case AreaTargetTracker.AREA_SHAPES.Capsule:
                    startRange   = EditorGUILayout.Vector2Field(content.text, startRange);
                    startRange.z = startRange.x;
                    break;
                }

                // Only assign the value back if it was actually changed by the user.
                // Otherwise a single value will be assigned to all objects when multi-object
                // editing, even when the user didn't touch the control.
                if (EditorGUI.EndChangeCheck())
                {
                    this.startRange.vector3Value = startRange;
                }

                EditorGUI.EndProperty();

                EditorGUI.indentLevel -= 1;
            }


            this.displayRange <EventTrigger>(targetObjs);


            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Position Offset",
                "An optional position offset for the Area. For example, if you have an" +
                "object resting on the ground which has a range of 4, a position offset of" +
                "Vector3(0, 4, 0) will place your Area so it is also sitting on the ground."
                      );
            EditorGUILayout.PropertyField(this.areaPositionOffset, content);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                string undo_message = targetObjs[0].GetType() + " areaPositionOffset";

                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (EventTrigger)targetObjs[i];

                    Undo.RecordObject(curEditTarget, undo_message);

                    curEditTarget.areaPositionOffset = this.areaPositionOffset.vector3Value;
                }
            }


            EditorGUI.BeginChangeCheck();
            content = new GUIContent
                      (
                "Rotation Offset",
                "An optional rotational offset for the Area."
                      );
            EditorGUILayout.PropertyField(this.areaRotationOffset, content);

            // If changed, trigger the property setter for all objects being edited
            if (EditorGUI.EndChangeCheck())
            {
                string undo_message = targetObjs[0].GetType() + " areaPositionOffset";
                for (int i = 0; i < targetObjs.Length; i++)
                {
                    curEditTarget = (EventTrigger)targetObjs[i];

                    Undo.RecordObject(curEditTarget, undo_message);

                    curEditTarget.areaRotationOffset = this.areaRotationOffset.vector3Value;
                }
            }

            GUILayout.Space(8);
        }
        else
        {
            this.overrideGizmoVisibility.boolValue = true;
        }

        content = new GUIContent
                  (
            "Notify Targets",
            "Sets the target notification behavior. Telling targets they are hit is optional " +
            "for situations where a delayed response is required, such as launching a , " +
            "projectile or for custom handling.\n" +
            "\n" +
            "MODES\n" +
            "    Off\n" +
            "        Do not notify anything. delegates can still be used\n" +
            "        for custom handling\n" +
            "    Direct\n" +
            "        OnFire targets will be notified immediately\n" +
            "    PassInfoToEventTrigger\n" +
            "        For every Target hit, a new EventTrigger will be\n" +
            "        spawned and passed this EventTrigger's \n" +
            "        EventInfo. PassToEventTriggerOnce is more \n" +
            "        commonly used when secondary EventTrigger is\n" +
            "        needed, but this can be used for some creative\n" +
            "        or edge use-cases.\n" +
            "    PassInfoToEventTriggerOnce\n" +
            "        OnFire a new EventTrigger will be spawned and\n" +
            "        passed this EventTrigger's EventInfo. Only 1 will\n" +
            "        be spawned. This is handy for making bombs \n" +
            "        where only the first Target would trigger the \n" +
            "        event and only 1 EventTrigger would be spawned\n" +
            "        to expand over time (using duration and start\n" +
            "        range attributes).\n" +
            "    UseEventTriggerInfo\n" +
            "        Same as PassInfoToEventTrigger but the new\n" +
            "        EventTrigger will use its own EventInfo (this \n" +
            "        EventTrigger's EventInfo will be ignored).\n" +
            "    UseEventTriggerInfoOnce\n" +
            "        Same as PassInfoToEventTriggerOnce but the new\n" +
            "        EventTrigger will will used its own EventInfo\n" +
            "        (this EventTrigger's EventInfo will be ignored)."
                  );
        EditorGUILayout.PropertyField(this.notifyTargets, content);

        //
        // If using EventTrigger...
        //
        EventTrigger.NOTIFY_TARGET_OPTIONS curOption;
        curOption = (EventTrigger.NOTIFY_TARGET_OPTIONS) this.notifyTargets.enumValueIndex;
        if (curOption > EventTrigger.NOTIFY_TARGET_OPTIONS.Direct)
        {
            EditorGUI.indentLevel += 1;

            content = new GUIContent
                      (
                "EventTrigger Prefab",
                "An optional prefab to instance another EventTrigger. This can be handy if you " +
                "want to use a 'one-shot' event trigger to then spawn one that expands over " +
                "time using the duration and startRange to simulate a huge explosion."

                      );

            EditorGUILayout.PropertyField(this.eventTriggerPrefab, content);

            if (InstanceManager.POOLING_ENABLED)
            {
                EditorGUI.indentLevel += 1;
                if (this.eventTriggerPrefab.objectReferenceValue != null)
                {
                    content = new GUIContent
                              (
                        "Use Pooling",
                        "If false, do not add the new instance to a pool. Use Unity's " +
                        "Instantiate/Destroy"
                              );

                    EditorGUILayout.PropertyField(this.usePooling, content);

                    if (this.usePooling.boolValue)
                    {
                        content = new GUIContent
                                  (
                            "Override Pool Name",
                            "If an eventTriggerPrefab is spawned, setting this to true will " +
                            "override the EventTrigger's poolName and use this instead. The " +
                            "instance will also be passed this EventTrigger's " +
                            "eventTriggerPoolName to be used when the EventTrigger is " +
                            "desapwned."
                                  );

                        EditorGUILayout.PropertyField(this.overridePoolName, content);

                        if (this.overridePoolName.boolValue)
                        {
                            content = new GUIContent
                                      (
                                "Pool Name",
                                "The name of a pool to be used with PoolManager or other " +
                                "pooling solution. If not using pooling, this will do " +
                                "nothing and be hidden in the Inspector.\n" +
                                "WARNING: If poolname is set to '', Pooling will be " +
                                "disabled and Unity's Instantiate will be used."
                                      );

                            EditorGUILayout.PropertyField(this.eventTriggerPoolName, content);
                        }
                    }

                    EditorGUI.indentLevel -= 1;
                }
                else
                {
                    this.overridePoolName.boolValue = false;                      // Reset
                }
            }

            EditorGUI.indentLevel -= 1;
        }

        if (curOption < EventTrigger.NOTIFY_TARGET_OPTIONS.UseEventTriggerInfo)
        {
            if (this.serializedObject.isEditingMultipleObjects)
            {
                content = new GUIContent
                          (
                    "Event Info List",
                    "A list of EventInfo structs which hold one or more event descriptions of how " +
                    "this EventTrigger can affect a Target."
                          );
                EditorGUILayout.PropertyField(this.eventInfoList, content, true);
            }
            else
            {
                EditorGUI.indentLevel += 2;

                curEditTarget        = (EventTrigger)targetObjs[0];
                this.expandEventInfo = PGEditorUtils.SerializedObjFoldOutList <EventInfoListGUIBacker>
                                       (
                    "Event Info List",
                    curEditTarget._eventInfoList,
                    this.expandEventInfo,
                    ref curEditTarget._editorListItemStates,
                    true
                                       );

                EditorGUI.indentLevel -= 2;
            }
        }

        GUILayout.Space(4);

        content = new GUIContent
                  (
            "Debug Level", "Set it higher to see more verbose information."
                  );
        EditorGUILayout.PropertyField(this.debugLevel, content);

        serializedObject.ApplyModifiedProperties();

        // Flag Unity to save the changes to to the prefab to disk
        //   This is needed to make the gizmos update immediatly.
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }