Example #1
0
 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);
     }
 }
Example #3
0
    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();
        }
    }
Example #4
0
 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: ");
 }