protected virtual void DrawSetEnabledAction()
 {
     foldouts.setEnabledFoldout = EditorWindowTools.EditorGUILayoutFoldout("Set Components Enabled/Disabled", "Set components active or inactive.", foldouts.setEnabledFoldout, false);
     if (foldouts.setEnabledFoldout)
     {
         try
         {
             EditorWindowTools.EditorGUILayoutBeginGroup();
             if (setEnabledList.count > 0)
             {
                 EditorGUILayout.LabelField("Click on a row to edit its conditions.");
             }
             setEnabledList.DoLayoutList();
             if (0 <= setEnabledList.index && setEnabledList.index < setEnabledList.count)
             {
                 EditorWindowTools.EditorGUILayoutBeginIndent();
                 EditorGUILayout.PropertyField(setEnabledList.serializedProperty.GetArrayElementAtIndex(setEnabledList.index).FindPropertyRelative("condition"), true);
                 EditorWindowTools.EditorGUILayoutEndIndent();
             }
         }
         finally
         {
             EditorWindowTools.EditorGUILayoutEndGroup();
         }
     }
 }
 protected virtual void DrawSetAnimatorStateAction()
 {
     foldouts.setAnimatorStateFoldout = EditorWindowTools.EditorGUILayoutFoldout("Set Animator States", "Set Animator states on one or more GameObjects.", foldouts.setAnimatorStateFoldout, false);
     if (foldouts.setAnimatorStateFoldout)
     {
         try
         {
             EditorWindowTools.EditorGUILayoutBeginGroup();
             if (setAnimatorStateList.count > 0)
             {
                 EditorGUILayout.LabelField("Click on a row to edit its conditions.");
             }
             setAnimatorStateList.DoLayoutList();
             if (0 <= setAnimatorStateList.index && setAnimatorStateList.index < setAnimatorStateList.count)
             {
                 EditorWindowTools.EditorGUILayoutBeginIndent();
                 EditorGUILayout.PropertyField(setAnimatorStateList.serializedProperty.GetArrayElementAtIndex(setAnimatorStateList.index).FindPropertyRelative("condition"), true);
                 EditorWindowTools.EditorGUILayoutEndIndent();
             }
         }
         finally
         {
             EditorWindowTools.EditorGUILayoutEndGroup();
         }
     }
 }
Beispiel #3
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 private void DrawSetActiveAction()
 {
     foldouts.setActiveFoldout = EditorWindowTools.EditorGUILayoutFoldout("Set GameObjects Active/Inactive", "Set GameObjects active or inactive.", foldouts.setActiveFoldout, false);
     if (foldouts.setActiveFoldout)
     {
         try
         {
             EditorWindowTools.EditorGUILayoutBeginGroup();
             if (setActiveList.count > 0)
             {
                 EditorGUILayout.LabelField("Click on a row to edit its conditions.");
             }
             setActiveList.DoLayoutList();
             if (0 <= setActiveList.index && setActiveList.index < setActiveList.count)
             {
                 EditorWindowTools.EditorGUILayoutBeginIndent();
                 EditorGUILayout.PropertyField(setActiveList.serializedProperty.GetArrayElementAtIndex(setActiveList.index).FindPropertyRelative("condition"), true);
                 EditorWindowTools.EditorGUILayoutEndIndent();
             }
         }
         finally
         {
             EditorWindowTools.EditorGUILayoutEndGroup();
         }
     }
 }