public override void OnInspectorGUI()
        {
            SceneSerializerTransform data = target as SceneSerializerTransform;

            data.isLocal    = EditorGUILayout.Toggle("local", data.isLocal);
            data.persistent = EditorGUILayout.Toggle("persistent", data.persistent);

            data.positionFlags = (SceneSerializerTransform.Axis)EditorGUILayout.EnumMaskField("position", data.positionFlags);
            data.rotationFlags = (SceneSerializerTransform.Axis)EditorGUILayout.EnumMaskField("rotation", data.rotationFlags);

            if (GUI.changed)
            {
                EditorUtility.SetDirty(data);
            }
        }
Beispiel #2
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        public override void OnInspectorGUI()
        {
            SceneSerializerTransform data = target as SceneSerializerTransform;

            EditorGUI.BeginChangeCheck();

            var isLocal = EditorGUILayout.Toggle("local", data.isLocal);

            var positionFlags = (SceneSerializerTransform.Axis)EditorGUILayout.EnumFlagsField("position", data.positionFlags);
            var rotationFlags = (SceneSerializerTransform.Axis)EditorGUILayout.EnumFlagsField("rotation", data.rotationFlags);

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(target, "Change Scene Serializer");

                data.isLocal = isLocal;

                data.positionFlags = positionFlags;
                data.rotationFlags = rotationFlags;
            }
        }