private void DisplayObjectsList() { Gaze_EditorUtils.DrawEditorHint("Select all the objects to instantiate (EVERYTHING NEEDS TO BE A PREFAB)"); for (int i = objectsToPlace.Count - 1; i >= 0; i--) { DisplayObjectOption(i); } if (GUILayout.Button("+ Add another")) { objectsToPlace.Insert(0, null); objectsToPlaceCursor.Insert(0, null); } }
private void DisplayObjectsList() { Gaze_EditorUtils.DrawEditorHint("Select all the objects to move (THEY NEED TO BE ALREADY IN THE SCENE)"); for (int i = objectsToPlace.Count - 1; i >= 0; i--) { DisplayObjectOption(i); } if (GUILayout.Button("+ Add another")) { objectsToPlace.Insert(0, null); objectsToPlaceCursor.Insert(0, null); } }
void OnGUI() { Gaze_EditorUtils.DrawSectionTitle("Name your behaviour:"); Gaze_EditorUtils.DrawIndentedSection(DrawBehaivourName); scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.MinHeight(position.height - 235)); Gaze_EditorUtils.DrawSectionTitle("Objects to be Instantiated:"); Gaze_EditorUtils.DrawIndentedSection(DisplayObjectsList); EditorGUILayout.EndScrollView(); Gaze_EditorUtils.DrawSectionTitle("Options:"); Gaze_EditorUtils.DrawIndentedSection(DisplayOptions); EditorGUILayout.Space(); if (GUILayout.Button("\n Generate Behaviour \n")) { GenerateBehaivour(); } }
private void DrawBehaivourName() { behaviourName = EditorGUILayout.TextField(new GUIContent("Behaviour Name", "The name that will be displayed on the hierarchy."), behaviourName); Gaze_EditorUtils.DrawEditorHint("Name your behaviour: "); }