public void Draw(GridEditorSettings settings, bool isDefaultState) { string tempStr; Vector3 tempV3; EditorGUI.BeginChangeCheck(); tempStr = EditorGUILayout.TextField("Name", name); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(settings, "Change Prefab State Name"); if (!isDefaultState) { name = tempStr; } else { settings.CreatePrefabStateForSelection(new PrefabState(tempStr, rotation, shift)); } settings.UpdatePrefabStatesPopupList(); } EditorGUI.BeginChangeCheck(); tempV3 = EditorGUILayout.Vector3Field("Rotation", rotation); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(settings, "Change Prefab Rotation"); if (!isDefaultState) { rotation = tempV3; } else { settings.CreatePrefabStateForSelection(new PrefabState(name, tempV3, shift)); } } EditorGUI.BeginChangeCheck(); tempV3 = EditorGUILayout.Vector3Field("Shift", shift); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(settings, "Change Prefab Shift"); if (!isDefaultState) { shift = tempV3; } else { settings.CreatePrefabStateForSelection(new PrefabState(name, rotation, tempV3)); } } }
public void Draw(GridEditorSettings settings, bool isDefaultState) { EditorGUI.BeginChangeCheck(); string _name = EditorGUILayout.TextField("Name", name); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(settings, "Change Prefab State Name"); if (!isDefaultState) { name = _name; } else { settings.CreatePrefabStateForSelection(new PrefabState(_name, rotation, shift)); } settings.UpdatePrefabStatesPopupList(); } EditorGUI.BeginChangeCheck(); Vector3 _rotation = EditorGUILayout.Vector3Field("Rotation", rotation); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(settings, "Change Prefab Rotation"); if (!isDefaultState) { rotation = _rotation; } else { settings.CreatePrefabStateForSelection(new PrefabState(name, _rotation, shift)); } } EditorGUI.BeginChangeCheck(); Vector3 _shift = EditorGUILayout.Vector3Field("Shift", shift); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(settings, "Change Prefab Shift"); if (!isDefaultState) { shift = _shift; } else { settings.CreatePrefabStateForSelection(new PrefabState(name, rotation, _shift)); } } }