Example #1
0
 protected override void NodeGUI()
 {
     using (var hscope = new GUILayout.HorizontalScope())
     {
         clip = RTEditorGUI.ObjectField <AnimationClip>("Animation Clip", clip, true);
     }
 }
Example #2
0
        public override void NodeGUI()
        {
            GUILayout.Space(5);
            GUILayout.BeginVertical("Box");
            waitUntilFinished = RTEditorGUI.Toggle(waitUntilFinished, "Wait until finished");
            fadeTime          = RTEditorGUI.FloatField("Fade Time", fadeTime);
            bgm = RTEditorGUI.ObjectField(bgm, false);
            GUILayout.EndVertical();

            //Don't know why this code needs to be here exactly, but it makes everything nicer? maybe add to some static stuff?
            GUILayout.BeginHorizontal();
            RTEditorGUI.labelWidth = 50;
            GUILayout.EndHorizontal();
        }
Example #3
0
        public override void NodeGUI()
        {
            outputKnob.DisplayLayout();

            Texture2D newTex = RTEditorGUI.ObjectField(tex, false);

            if (GUI.changed)
            {             // Texture has been changed
                try
                {         // Check for readability and update tex
                    newTex.GetPixel(0, 0);
                    tex = newTex;
                }
                catch (UnityException)
                {                 // Texture is not readable
                    Debug.LogError("Texture is not readable!");
                }
                NodeEditor.curNodeCanvas.OnNodeChange(this);
            }
        }
Example #4
0
    public override void NodeGUI()
    {
        GameObject go = RTEditorGUI.ObjectField(Enemy, allowSceneObjects: false);

        if (GUI.changed)
        {
            if (go && go.GetComponent <Enemy>())
            {
                _enemy = go;
            }
        }


        //EditorGUI.ObjectField(new Rect(0,0,100,100), enemy, typeof(Enemy),false);
        // (WaveModel) EditorGUILayout.ObjectField(model, typeof(WaveModel), true);
        Delay          = RTEditorGUI.IntField("Spawn delay", Delay);
        _enemiesCount  = RTEditorGUI.IntField("Spawn count", this.EnemiesCount);
        _spawnInterval = RTEditorGUI.IntField("Spawn interval", this.SpawnInterval);

        if (GUI.changed)
        {
            NodeEditor.curNodeCanvas.OnNodeChange(this);
        }
    }