// Returns the info for the specified state/element.
    public virtual ASCSEInfo GetStateElementInfo(int stateNum)
    {
        ASCSEInfo info = new ASCSEInfo();

        info.transitions = GetTransitions(stateNum);
        info.stateLabel  = GetStateLabel(stateNum);

        return(info);
    }
Example #2
0
    static void SetTexture(int StateNum, string TexPath)
    {
        Texture2D TempTex = (Texture2D)Resources.Load(TexPath, typeof(Texture2D));

        StateInfo     = Button.GetStateElementInfo(StateNum);
        StateInfo.tex = TempTex;
        StateInfo.stateObj.frameGUIDs = new string[1] {
            ""
        };
        StateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(StateInfo.tex));

        if (StateNum == 0)
        {
            BaseTexture = TempTex;
        }
    }
Example #3
0
    void ShowSpriteSettings()
    {
        IPackableControl cont = (IPackableControl)control;

        // Get the info for this state/element:
        stateInfo = cont.GetStateElementInfo(curState);

        // Put up a texture drop box:
        // Load the texture:
        if (stateInfo.stateObj.frameGUIDs.Length < 1)
        {
            stateInfo.tex = null;
        }
        else
        {
            stateInfo.tex = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(stateInfo.stateObj.frameGUIDs[0]), typeof(Texture2D));
        }


        BeginMonitorChanges();
        // Select the texture for the state:
#if UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9
        stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D), false);
#else
        stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D));
#endif
        EndMonitorChanges();


        // Re-assign the state info to the control:
        // If we have an available frame, assign the new GUID
        if (stateInfo.stateObj.frameGUIDs.Length > 0)
        {
            stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex));
        }         // Else only create a new GUID element if the selection is non-null:
        else if (stateInfo.tex != null)
        {
            stateInfo.stateObj.frameGUIDs    = new string[1];
            stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex));
        }         // Else, don't do anything. Period.

        transitions = stateInfo.transitions;
    }
Example #4
0
	public override void OnInspectorGUI()
	{
		base.OnInspectorGUI();

		isDirty = false;

		control = (IControl)target;

		// Have the specific control class's implementation
		// draw any control-specific settings:
		DrawPrestateSettings();

		GUILayout.BeginVertical();

		//-------------------------------		
		// Draw a nice separator:
		//-------------------------------		
		GUILayout.Space(5.0f);

		GUILayout.BeginVertical("Toolbar");

		GUILayout.BeginHorizontal();
		GUILayout.Space(10.0f);
		GUILayout.Label("State/Element: ");
		GUILayout.FlexibleSpace();

		
		
		// Start keeping track of any changed values:
		BeginMonitorChanges();
		
		// Do the pre-state selection GUI, if any:
		control.DrawPreStateSelectGUI(curState, true);

		EndMonitorChanges();



		// Get the control's state names:
		stateNames = control.EnumStateElements();

		if (stateNames == null)
			return;

		// Cap our state to the number of states available:
		curState = Mathf.Min(curState, stateNames.Length - 1);

		// Choose the state we want to edit:
		curState = EditorGUILayout.Popup(curState, stateNames);

		GUILayout.FlexibleSpace();

		GUILayout.EndHorizontal();
		GUILayout.EndVertical();
		//-------------------------------		
		// End separator
		//-------------------------------		


		// Keep track of any changed values:
		BeginMonitorChanges();

		// Do the post-state selection GUI, if any:
		control.DrawPostStateSelectGUI(curState);

		EndMonitorChanges();


		if (control is IPackableControl)
			ShowSpriteSettings();
		else
			stateInfo = control.GetStateElementInfo(curState);

		transitions = stateInfo.transitions;


		//-----------------------------------------
		// Draw our state label stuff:
		//-----------------------------------------
		if (stateInfo.stateLabel != null)
		{
			BeginMonitorChanges();
			DoStateLabel();
			EndMonitorChanges();
		}


		//-----------------------------------------
		// Draw our transition stuff:
		//-----------------------------------------
		if (transitions != null)
			if (transitions.list != null)
				if (transitions.list.Length > 0)
					DoTransitionStuff();



		GUILayout.Space(10f);

		GUILayout.EndVertical();

		// Set dirty if anything changed:
		if (isDirty)
			EditorUtility.SetDirty((MonoBehaviour)control);
	}
Example #5
0
	void ShowSpriteSettings()
	{
		IPackableControl cont = (IPackableControl)control;

		// Get the info for this state/element:
		stateInfo = cont.GetStateElementInfo(curState);

		// Put up a texture drop box:
		// Load the texture:
		if (stateInfo.stateObj.frameGUIDs.Length < 1)
		{
			stateInfo.tex = null;
		}
		else
			stateInfo.tex = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(stateInfo.stateObj.frameGUIDs[0]), typeof(Texture2D));


		BeginMonitorChanges();
		// Select the texture for the state:
#if UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9
		stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D), false);
#else
		stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D));
#endif
		EndMonitorChanges();


		// Re-assign the state info to the control:
		// If we have an available frame, assign the new GUID
		if (stateInfo.stateObj.frameGUIDs.Length > 0)
		{
			stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex));
		} // Else only create a new GUID element if the selection is non-null:
		else if (stateInfo.tex != null)
		{
			stateInfo.stateObj.frameGUIDs = new string[1];
			stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex));
		} // Else, don't do anything. Period.

		transitions = stateInfo.transitions;
	}
Example #6
0
	// Returns the info for the specified state/element.
	public virtual ASCSEInfo GetStateElementInfo(int stateNum)
	{
		ASCSEInfo info = new ASCSEInfo();

		info.transitions = GetTransitions(stateNum);
		info.stateLabel = GetStateLabel(stateNum);

		return info;
	}
Example #7
0
	void ShowSpriteSettings()
	{
		IPackableControl cont = (IPackableControl)control;

		// Get the info for this state/element:
		stateInfo = cont.GetStateElementInfo(curState);


		// See if the sprite timeline is available:
		if (ste == null)
		{
			System.Reflection.Assembly asm = System.Reflection.Assembly.GetAssembly(typeof(UICtlEditor));
			System.Type steType = asm.GetType("SpriteTimeline");
			if (steType != null)
			{
				ste = (ISTE)System.Activator.CreateInstance(steType);
				ste.Setup(position, 0);
			}
		}

		// NOW see if the timeline is available:
		if (ste != null)
		{
			ste.SetCurAnim(curState);
			needRepaint = ste.STEOnGUI(-(20f + height), out textureAreaBottom);
		}
		else
		{
			// Put up a texture drop box:
			// Load the texture:
			if (stateInfo.stateObj.frameGUIDs.Length < 1)
			{
				stateInfo.stateObj.frameGUIDs = new string[1] { "" };
			}
			stateInfo.tex = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(stateInfo.stateObj.frameGUIDs[0]), typeof(Texture2D));


			BeginMonitorChanges();
#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
			// Draw a "clear" button:
			if(GUI.Button(new Rect(clearRect.x, clearRect.y + height, clearRect.width, clearRect.height), "X"))
				stateInfo.tex = null;

			// Select the texture for the state:
			stateInfo.tex = (Texture2D)EditorGUI.ObjectField(tempRect, stateInfo.tex, typeof(Texture2D));
			textureAreaBottom = tempRect.yMax + ctlVirtSpace;
#else
			// Select the texture for the state:
#if UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9
			stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D), false);
#else
			stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D));
#endif
			textureAreaBottom = 0; // This tells us to use Layout.
#endif

			// Handle drag and drop from an outside source:
			EventType eventType = Event.current.type;
			if (eventType == EventType.DragUpdated || eventType == EventType.DragPerform)
			{
				// Validate what is being dropped:
				if (DragAndDrop.objectReferences[0] is Texture2D)
				{
					// Show a copy icon on the drag
					DragAndDrop.visualMode = DragAndDropVisualMode.Copy;

					if (eventType == EventType.DragPerform)
					{
						DragAndDrop.AcceptDrag();
						stateInfo.tex = (Texture2D)DragAndDrop.objectReferences[0];
						needRepaint = true;
					}

					Event.current.Use();
				}
			}

			EndMonitorChanges();

			// Re-assign the state info to the control:
			stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex));
		}
	}
Example #8
0
	public void OnGUI()
	{
		needRepaint = false;
		int oldState = curState;
		textureAreaBottom = 0;
		isDirty = false;

		if (restarted)
		{
			selGO = null;
			control = null;
			OnSelectionChange();
			restarted = false;
		}

		// See if our window size has changed:
		if (wndRect != position)
			WindowResized();

		// See if we need to update our selection:
		if (Selection.activeGameObject != selGO)
			OnSelectionChange();

		//#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
		if (Selection.activeGameObject != null)
			control = (IControl)Selection.activeGameObject.GetComponent("IControl");
		//#endif

		// Bailout if we don't have valid values:
		if (null == (MonoBehaviour)control)
		{
			// See if this is a scroll list:
			UIScrollList list = null;
			if (Selection.activeGameObject != null)
				list = Selection.activeGameObject.GetComponent<UIScrollList>();

			if (list != null)
			{
				list.DrawPreTransitionUI(0, this);
				return;
			}
			else
			{
				PrintNoSelectMsg();
				return;
			}
		}



		// Start keeping track of any changed values:
		BeginMonitorChanges();

		// Do the pre-state selection GUI, if any:
		height = control.DrawPreStateSelectGUI(curState, false);

		EndMonitorChanges();



		// Get the control's state names:
		stateNames = control.EnumStateElements();
		if (stateNames == null)
			return;

		// Cap our state to the number of states available:
		if (stateNames != null)
			curState = Mathf.Min(curState, stateNames.Length - 1);
		else
			curState = 0;

		// Choose the state we want to edit:
		curState = GUILayout.Toolbar(curState, stateNames);

		// Reset our selected transition element 
		// if the state selection changed:
		if (curState != oldState)
		{
			curFromTrans = 0;
			curTransElement = 0;
		}




		// Keep track of any changed values:
		BeginMonitorChanges();

		// Do the post-state selection GUI, if any:
		height += control.DrawPostStateSelectGUI(curState);

		EndMonitorChanges();


		// Adjust our texture selection rect:
		tempRect = texRect;
		tempRect.y += height;



		if (control is IPackableControl)
			ShowSpriteSettings();
		else
			stateInfo = control.GetStateElementInfo(curState);

		transitions = stateInfo.transitions;





		if (!Application.isPlaying)
		{
#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
			// Box off our script selection and transition fields area:
			GUILayout.BeginArea(new Rect(0, textureAreaBottom, position.width, position.height-textureAreaBottom));
			GUILayout.FlexibleSpace();
#endif
			//-----------------------------------------
			// Draw script selection:
			//-----------------------------------------
			BeginMonitorChanges();
			control.DrawPreTransitionUI(curState, this);
			EndMonitorChanges();


			//-----------------------------------------
			// Draw our state label stuff:
			//-----------------------------------------
			if (stateInfo.stateLabel != null)
			{
				BeginMonitorChanges();
				DoStateLabel();
				EndMonitorChanges();
			}


			//-----------------------------------------
			// Draw our transition stuff:
			//-----------------------------------------
			if (transitions != null)
				if (transitions.list != null)
					if (transitions.list.Length > 0)
						DoTransitionStuff();



#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_4_8 || UNITY_4_9)
		// End the boxed off area for our script selection and transition fields.
		GUILayout.EndArea();
#endif
		}


		GUILayout.BeginVertical();
		GUILayout.Space(10f);
		GUILayout.EndVertical();

		// Set dirty if anything changed:
		if (isDirty)
		{
			EditorUtility.SetDirty((MonoBehaviour)control);
		}

		if (needRepaint)
			Repaint();
	}
Example #9
0
    public override void OnInspectorGUI()
    {
        base.OnInspectorGUI();

        isDirty = false;

        control = (IControl)target;

        // Have the specific control class's implementation
        // draw any control-specific settings:
        DrawPrestateSettings();

        GUILayout.BeginVertical();

        //-------------------------------
        // Draw a nice separator:
        //-------------------------------
        GUILayout.Space(5.0f);

        GUILayout.BeginVertical("Toolbar");

        GUILayout.BeginHorizontal();
        GUILayout.Space(10.0f);
        GUILayout.Label("State/Element: ");
        GUILayout.FlexibleSpace();



        // Start keeping track of any changed values:
        BeginMonitorChanges();

        // Do the pre-state selection GUI, if any:
        control.DrawPreStateSelectGUI(curState, true);

        EndMonitorChanges();



        // Get the control's state names:
        stateNames = control.EnumStateElements();

        if (stateNames == null)
        {
            return;
        }

        // Cap our state to the number of states available:
        curState = Mathf.Min(curState, stateNames.Length - 1);

        // Choose the state we want to edit:
        curState = EditorGUILayout.Popup(curState, stateNames);

        GUILayout.FlexibleSpace();

        GUILayout.EndHorizontal();
        GUILayout.EndVertical();
        //-------------------------------
        // End separator
        //-------------------------------


        // Keep track of any changed values:
        BeginMonitorChanges();

        // Do the post-state selection GUI, if any:
        control.DrawPostStateSelectGUI(curState);

        EndMonitorChanges();


        if (control is IPackableControl)
        {
            ShowSpriteSettings();
        }
        else
        {
            stateInfo = control.GetStateElementInfo(curState);
        }

        transitions = stateInfo.transitions;


        //-----------------------------------------
        // Draw our state label stuff:
        //-----------------------------------------
        if (stateInfo.stateLabel != null)
        {
            BeginMonitorChanges();
            DoStateLabel();
            EndMonitorChanges();
        }


        //-----------------------------------------
        // Draw our transition stuff:
        //-----------------------------------------
        if (transitions != null)
        {
            if (transitions.list != null)
            {
                if (transitions.list.Length > 0)
                {
                    DoTransitionStuff();
                }
            }
        }



        GUILayout.Space(10f);

        GUILayout.EndVertical();

        // Set dirty if anything changed:
        if (isDirty)
        {
            EditorUtility.SetDirty((MonoBehaviour)control);
        }
    }
    void ShowSpriteSettings()
    {
        IPackableControl cont = (IPackableControl)control;

        // Get the info for this state/element:
        stateInfo = cont.GetStateElementInfo(curState);


        // See if the sprite timeline is available:
        if (ste == null)
        {
            System.Reflection.Assembly asm = System.Reflection.Assembly.GetAssembly(typeof(UICtlEditor));
            System.Type steType            = asm.GetType("SpriteTimeline");
            if (steType != null)
            {
                ste = (ISTE)System.Activator.CreateInstance(steType);
                ste.Setup(position, 0);
            }
        }

        // NOW see if the timeline is available:
        if (ste != null)
        {
            ste.SetCurAnim(curState);
            needRepaint = ste.STEOnGUI(-(20f + height), out textureAreaBottom);
        }
        else
        {
            // Put up a texture drop box:
            // Load the texture:
            if (stateInfo.stateObj.frameGUIDs.Length < 1)
            {
                stateInfo.stateObj.frameGUIDs = new string[1] {
                    ""
                };
            }
            stateInfo.tex = (Texture2D)AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(stateInfo.stateObj.frameGUIDs[0]), typeof(Texture2D));


            BeginMonitorChanges();
#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9)
            // Draw a "clear" button:
            if (GUI.Button(new Rect(clearRect.x, clearRect.y + height, clearRect.width, clearRect.height), "X"))
            {
                stateInfo.tex = null;
            }

            // Select the texture for the state:
            stateInfo.tex     = (Texture2D)EditorGUI.ObjectField(tempRect, stateInfo.tex, typeof(Texture2D));
            textureAreaBottom = tempRect.yMax + ctlVirtSpace;
#else
            // Select the texture for the state:
        #if UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9
            stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D), false);
        #else
            stateInfo.tex = (Texture2D)EditorGUILayout.ObjectField(stateNames[curState], stateInfo.tex, typeof(Texture2D));
        #endif
            textureAreaBottom = 0;             // This tells us to use Layout.
#endif

            // Handle drag and drop from an outside source:
            EventType eventType = Event.current.type;
            if (eventType == EventType.DragUpdated || eventType == EventType.DragPerform)
            {
                // Validate what is being dropped:
                if (DragAndDrop.objectReferences[0] is Texture2D)
                {
                    // Show a copy icon on the drag
                    DragAndDrop.visualMode = DragAndDropVisualMode.Copy;

                    if (eventType == EventType.DragPerform)
                    {
                        DragAndDrop.AcceptDrag();
                        stateInfo.tex = (Texture2D)DragAndDrop.objectReferences[0];
                        needRepaint   = true;
                    }

                    Event.current.Use();
                }
            }

            EndMonitorChanges();

            // Re-assign the state info to the control:
            stateInfo.stateObj.frameGUIDs[0] = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(stateInfo.tex));
        }
    }
    public void OnGUI()
    {
        needRepaint = false;
        int oldState = curState;

        textureAreaBottom = 0;
        isDirty           = false;

        if (restarted)
        {
            selGO   = null;
            control = null;
            OnSelectionChange();
            restarted = false;
        }

        // See if our window size has changed:
        if (wndRect != position)
        {
            WindowResized();
        }

        // See if we need to update our selection:
        if (Selection.activeGameObject != selGO)
        {
            OnSelectionChange();
        }

//#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9)
        if (Selection.activeGameObject != null)
        {
            control = (IControl)Selection.activeGameObject.GetComponent("IControl");
        }
//#endif

        // Bailout if we don't have valid values:
        if (null == (MonoBehaviour)control)
        {
            PrintNoSelectMsg();
            return;
        }



        // Start keeping track of any changed values:
        BeginMonitorChanges();

        // Do the pre-state selection GUI, if any:
        height = control.DrawPreStateSelectGUI(curState, false);

        EndMonitorChanges();



        // Get the control's state names:
        stateNames = control.EnumStateElements();
        if (stateNames == null)
        {
            return;
        }

        // Cap our state to the number of states available:
        if (stateNames != null)
        {
            curState = Mathf.Min(curState, stateNames.Length - 1);
        }
        else
        {
            curState = 0;
        }

        // Choose the state we want to edit:
        curState = GUILayout.Toolbar(curState, stateNames);

        // Reset our selected transition element
        // if the state selection changed:
        if (curState != oldState)
        {
            curFromTrans    = 0;
            curTransElement = 0;
        }



        // Keep track of any changed values:
        BeginMonitorChanges();

        // Do the post-state selection GUI, if any:
        height += control.DrawPostStateSelectGUI(curState);

        EndMonitorChanges();


        // Adjust our texture selection rect:
        tempRect    = texRect;
        tempRect.y += height;



        if (control is IPackableControl)
        {
            ShowSpriteSettings();
        }
        else
        {
            stateInfo = control.GetStateElementInfo(curState);
        }

        transitions = stateInfo.transitions;



        if (!Application.isPlaying)
        {
#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9)
            // Box off our script selection and transition fields area:
            GUILayout.BeginArea(new Rect(0, textureAreaBottom, position.width, position.height - textureAreaBottom));
            GUILayout.FlexibleSpace();
#endif
            //-----------------------------------------
            // Draw script selection:
            //-----------------------------------------
            BeginMonitorChanges();
            control.DrawPreTransitionUI(curState, this);
            EndMonitorChanges();


            //-----------------------------------------
            // Draw our state label stuff:
            //-----------------------------------------
            if (stateInfo.stateLabel != null)
            {
                BeginMonitorChanges();
                DoStateLabel();
                EndMonitorChanges();
            }


            //-----------------------------------------
            // Draw our transition stuff:
            //-----------------------------------------
            if (transitions != null)
            {
                if (transitions.list != null)
                {
                    if (transitions.list.Length > 0)
                    {
                        DoTransitionStuff();
                    }
                }
            }



#if UNITY_IPHONE && !(UNITY_3_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9)
            // End the boxed off area for our script selection and transition fields.
            GUILayout.EndArea();
#endif
        }


        GUILayout.BeginVertical();
        GUILayout.Space(10f);
        GUILayout.EndVertical();

        // Set dirty if anything changed:
        if (isDirty)
        {
            EditorUtility.SetDirty((MonoBehaviour)control);
        }

        if (needRepaint)
        {
            Repaint();
        }
    }