public override void OnInspectorGUI()
        {
            proxExpanded = EditorGUILayout.Foldout(proxExpanded, new GUIContent("Proximity Settings"));
            InteractiveNarrationTrigger trig = (InteractiveNarrationTrigger)target;

            if (proxExpanded)
            {
                EditorGUI.indentLevel++;
                trig.is2D        = EditorGUILayout.Toggle(new GUIContent("Is 2D:", "Z axis will be ignored. Recommended for 2D scenes"), trig.is2D);
                trig.triggeredBy = (Transform)EditorGUILayout.ObjectField(new GUIContent("Player: ", "The Player object's transform to detect when it's close enough to interact"),
                                                                          trig.triggeredBy, typeof(Transform), true);
                trig.proximity = EditorGUILayout.FloatField(new GUIContent("Proximity: ", "How close the player must be to interact"), trig.proximity);
                if (trig.proximity < 0)
                {
                    trig.proximity = 0;
                }
                EditorGUI.indentLevel--;
            }
            base.OnInspectorGUI();
            if (GUI.changed)
            {
                EditorUtility.SetDirty(target);
            }
        }
Beispiel #2
0
 // Use this for initialization
 void Start()
 {
     trig = this.GetComponent <InteractiveNarrationTrigger>();
     on   = false;
     SetLights();
 }