bool IsMetalEditorSupportEnabled()
        {
            // Versions below 5.6 of Unity don't seem to allow direct access to this asset through
            // AssetdDatabase.LoadAssetAtPath. AssetDatabase.LoadAllAssetsAtPath, however, does provide
            // access. To ensure this is setup properly, we use the latter.
            UnityEngine.Object[] assets = UnityEditor.AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/ProjectSettings.asset");
            UnityEngine.Object   asset  = assets[0];

            if (asset == null)
            {
                Debug.Log("Error: Can't load Player Settings!");
                return(false);
            }

            UnityEditor.SerializedObject   so = new UnityEditor.SerializedObject(asset);
            UnityEditor.SerializedProperty metalEditorSupport = so.FindProperty("metalEditorSupport");

            if (metalEditorSupport != null)
            {
                if (metalEditorSupport.boolValue)
                {
                    return(metalEditorSupport.boolValue);
                }
            }
            return(false);
        }
        public static StateLayer AddLayer(StateMachine machine, StateLayer layer, UnityEngine.Object parent)
        {
                        #if UNITY_EDITOR
            layer.hideFlags = HideFlags.HideInInspector;

            UnityEditor.SerializedObject   parentSerialized = new UnityEditor.SerializedObject(parent);
            UnityEditor.SerializedObject   layerSerialized  = new UnityEditor.SerializedObject(layer);
            UnityEditor.SerializedProperty layersProperty   = parentSerialized.FindProperty(parent is StateMachine ? "layers" : "stateReferences");
            UnityEditor.SerializedProperty parentProperty   = layerSerialized.FindProperty("parentReference");

            if (parentProperty.GetValue <UnityEngine.Object>() == null)
            {
                parentProperty.SetValue(parent);
            }

            layerSerialized.FindProperty("machineReference").SetValue(machine);
            layerSerialized.ApplyModifiedProperties();

            if (!layersProperty.Contains(layer))
            {
                layersProperty.Add(layer);
            }

            UpdateLayerStates(machine, layer);
                        #endif

            return(layer);
        }
            public override void OnGUI(UnityEngine.Rect position, UnityEditor.SerializedProperty property,
                                       UnityEngine.GUIContent label)
            {
                UnityEditor.EditorGUI.BeginProperty(position, label, property);

                if (label != null && !string.IsNullOrEmpty(label.text))
                {
                    UnityEditor.EditorGUI.LabelField(position, label);
                    position.x     += UnityEditor.EditorGUIUtility.labelWidth;
                    position.width -= UnityEditor.EditorGUIUtility.labelWidth;
                }

                var indent = UnityEditor.EditorGUI.indentLevel;

                UnityEditor.EditorGUI.indentLevel = 0;

                var value = property.FindPropertyRelative("value");

                //Since some callback flags are unsupported, some bits are not used.
                //But when using EditorGUILayout.MaskField, clicking the third flag will set the third bit to one even if the third flag in the AkCallbackType enum is unsupported.
                //This is a problem because clicking the third supported flag would internally select the third flag in the AkCallbackType enum which is unsupported.
                //To solve this problem we use a mask for display and another one for the actual callback
                var displayMask = GetDisplayMask(value.intValue);

                displayMask    = UnityEditor.EditorGUI.MaskField(position, displayMask, SupportedCallbackFlags);
                value.intValue = GetWwiseCallbackMask(displayMask);

                UnityEditor.EditorGUI.indentLevel = indent;

                UnityEditor.EditorGUI.EndProperty();
            }
Example #4
0
 public override bool OnInspectorGUI(UCL_TC_Data tc_data, UnityEditor.SerializedProperty sdata)
 {
     {
         var data = sdata.FindPropertyRelative("m_UCL_Path");
         if (data.arraySize == 0)
         {
             data.InsertArrayElementAtIndex(0);
         }
         UnityEditor.EditorGUILayout.PropertyField(data.GetArrayElementAtIndex(0), new GUIContent("Path"));
     }
     {
         var data = sdata.FindPropertyRelative("m_Transform");
         if (data.arraySize == 0)
         {
             data.InsertArrayElementAtIndex(0);
         }
         UnityEditor.EditorGUILayout.PropertyField(data.GetArrayElementAtIndex(0), new GUIContent("Target"));
     }
     {
         var data = sdata.FindPropertyRelative("m_LookAtFront");
         if (data.arraySize == 0)
         {
             data.InsertArrayElementAtIndex(0);
         }
         UnityEditor.EditorGUILayout.PropertyField(data.GetArrayElementAtIndex(0), new GUIContent("LookAtFront"));
     }
     return(true);
 }
Example #5
0
            static private float CalculateHeight(UnityEditor.SerializedProperty property)
            {
                float height = UnityEditor.EditorGUIUtility.singleLineHeight;

                property = property.Copy();
                UnityEditor.SerializedProperty endProperty = property.GetEndProperty();

                bool bHasChildren = property.hasVisibleChildren;

                if (!bHasChildren)
                {
                    return(height);
                }

                height += 2;

                bool bEnterChildren = true;

                while (property.NextVisible(bEnterChildren) && !UnityEditor.SerializedProperty.EqualContents(property, endProperty))
                {
                    height        += UnityEditor.EditorGUI.GetPropertyHeight(property, true) + 2;
                    bEnterChildren = false;
                }

                return(height);
            }
        public override void OnGUI(Rect position, UnityEditor.SerializedProperty property, GUIContent label)
        {
            var attr       = this.attribute as InspectorDisplayAttribute;
            var fieldValue = property.FindPropertyRelative(attr.FieldName);

            UnityEditor.EditorGUI.PropertyField(position, fieldValue, label);
        }
Example #7
0
 public override void OnGUI(Rect position, UnityEditor.SerializedProperty property, GUIContent label)
 {
     using (new UnityEditor.EditorGUI.DisabledGroupScope(true))
     {
         UnityEditor.EditorGUI.PropertyField(position, property, label);
     }
 }
 void OnEnable()
 {
     m_ShadowAlgorithm = serializedObject.FindProperty("shadowAlgorithm");
     m_ShadowVariant   = serializedObject.FindProperty("shadowVariant");
     m_ShadowData      = serializedObject.FindProperty("shadowData");
     m_ShadowDatas     = serializedObject.FindProperty("shadowDatas");
 }
Example #9
0
        // Gets value from SerializedProperty - even if value is nested
        public static object GetValue(this UnityEditor.SerializedProperty property)
        {
            if (property == null)
            {
                return(null);
            }

            var    path     = property.propertyPath.Replace(".Array.data[", "[");
            object obj      = property.serializedObject.targetObject;
            var    elements = path.Split('.');

            foreach (var element in elements)
            {
                if (element.Contains("["))
                {
                    var elementName = element.Substring(0, element.IndexOf("["));
                    var index       = System.Convert.ToInt32(element.Substring(element.IndexOf("[")).Replace("[", "").Replace("]", ""));
                    obj = GetValue_Imp(obj, elementName, index);
                }
                else
                {
                    obj = GetValue_Imp(obj, element);
                }
            }
            return(obj);
        }
Example #10
0
        public override void OnGUI(UnityEngine.Rect position, UnityEditor.SerializedProperty property,
                                   UnityEngine.GUIContent label)
        {
            // Using BeginProperty / EndProperty on the parent property means that
            // prefab override logic works on the entire property.
            UnityEditor.EditorGUI.BeginProperty(position, label, property);

            SetupSerializedProperties(property);

            // Draw label
            position = UnityEditor.EditorGUI.PrefixLabel(position,
                                                         UnityEngine.GUIUtility.GetControlID(UnityEngine.FocusType.Passive), label);

            /************************************************Update Properties**************************************************/
            var componentGuid = new System.Guid[m_guidProperty.Length];

            for (var i = 0; i < componentGuid.Length; i++)
            {
                var guidBytes = AkUtilities.GetByteArrayProperty(m_guidProperty[i]);
                componentGuid[i] = guidBytes == null ? System.Guid.Empty : new System.Guid(guidBytes);
            }

            var componentName = UpdateIds(componentGuid);
            /*******************************************************************************************************************/

            /********************************************Draw GUI***************************************************************/
            var style = new UnityEngine.GUIStyle(UnityEngine.GUI.skin.button);

            style.alignment = UnityEngine.TextAnchor.MiddleLeft;
            style.fontStyle = UnityEngine.FontStyle.Normal;

            if (string.IsNullOrEmpty(componentName))
            {
                SetEmptyComponentName(ref componentName, ref style);
            }

            if (UnityEngine.GUI.Button(position, componentName, style))
            {
                m_pressedPosition  = position;
                m_buttonWasPressed = true;

                // We don't want to set object as dirty only because we clicked the button.
                // It will be set as dirty if the wwise object has been changed by the tree view.
                UnityEngine.GUI.changed = false;
            }

            var currentEvent = UnityEngine.Event.current;

            if (currentEvent.type == UnityEngine.EventType.Repaint && m_buttonWasPressed && m_pressedPosition.Equals(position))
            {
                m_serializedObject = property.serializedObject;
                m_pickerPos        = AkUtilities.GetLastRectAbsolute(position);
                UnityEditor.EditorApplication.delayCall += DelayCreateCall;
                m_buttonWasPressed = false;
            }

            HandleDragAndDrop(currentEvent, position);

            UnityEditor.EditorGUI.EndProperty();
        }
Example #11
0
        public override float GetPropertyHeight(UnityEditor.SerializedProperty property, UnityEngine.GUIContent label)
        {
            var h     = 22f + 18f;
            var list  = property.GetSerializedValue <ME.ECS.Collections.DataList <Entity> >();
            var world = ME.ECS.Worlds.currentWorld;

            if (world == null || list.Count == 0)
            {
                h += DataListEntityListPropertyEditor.EMPTY_HEIGHT;
            }
            else
            {
                var i = 0;
                if (list.IsCreated() == true)
                {
                    foreach (var item in list.Read())
                    {
                        var elementLabel = new UnityEngine.GUIContent($"Element {i}");
                        h += EntityEditor.GetHeight(item, elementLabel);
                        ++i;
                    }
                }
            }

            return(h);
        }
Example #12
0
        public void AwakeMe()
        {
            if (gameObject.activeInHierarchy)
            {
                if (sparseRemove.Length < 10)
                {
                    System.Array.Resize(ref sparseRemove, 10);
                }
                if (sparseRandom.Length < 10)
                {
                    System.Array.Resize(ref sparseRandom, 10);
                }

                for (int i = 0; i < numberOfModifiers; i++)
                {
                    iteration = i;
                    if (rooftopElements[0] != null)
                    {
                        if (useAdvertising)
                        {
                            bmComponent    = gameObject.GetComponent <BuildingModifier>();
                            roofTopsObject = null;
                            // rooftopHolder = null;
                            if (rooftopHolder[iteration] == null)
                            {
                                rooftopHolder[iteration] = new GameObject(gameObject.transform.name + "_Detail");
#if UNITY_EDITOR
                                if (rooftopHolder[iteration].GetComponent <LODGroup>() == null)
                                {
                                    lodComponent = rooftopHolder[iteration].AddComponent <LODGroup>();
                                    UnityEditor.SerializedObject obj = new UnityEditor.SerializedObject(lodComponent);

                                    UnityEditor.SerializedProperty valArrProp = obj.FindProperty("m_LODs.Array");
                                    for (int j = 0; valArrProp.arraySize > j; j++)
                                    {
                                        UnityEditor.SerializedProperty sHeight = obj.FindProperty("m_LODs.Array.data[" + i.ToString() + "].screenRelativeHeight");

                                        if (j == 0)
                                        {
                                            sHeight.doubleValue = 0.8;
                                        }
                                        if (j == 1)
                                        {
                                            sHeight.doubleValue = 0.5;
                                        }
                                        if (j == 2)
                                        {
                                            sHeight.doubleValue = 0.1;
                                        }
                                    }
                                    obj.ApplyModifiedProperties();
                                }
#endif
                            }
                            UpdateElements();
                        }
                    }
                }
            }
        }
Example #13
0
    private static System.Reflection.FieldInfo GetFieldInfoFromProperty(UnityEditor.SerializedProperty property)
    {
        var serializedProperty = property.serializedObject.FindProperty("m_Script");

        if (serializedProperty == null)
        {
            return(null);
        }

        var monoScript = serializedProperty.objectReferenceValue as UnityEditor.MonoScript;

        if (monoScript == null)
        {
            return(null);
        }

        var scriptTypeFromProperty = monoScript.GetClass();

        if (scriptTypeFromProperty == null)
        {
            return(null);
        }

        return(GetFieldInfoFromPropertyPath(scriptTypeFromProperty, property.propertyPath));
    }
Example #14
0
 public void OnEnable()
 {
     AcousticTexture   = serializedObject.FindProperty("AcousticTexture");
     EnableDiffraction = serializedObject.FindProperty("EnableDiffraction");
     EnableDiffractionOnBoundaryEdges = serializedObject.FindProperty("EnableDiffractionOnBoundaryEdges");
     AssociatedRoom = serializedObject.FindProperty("AssociatedRoom");
 }
Example #15
0
    private static bool DisableBuiltInAudio()
    {
        UnityEditor.SerializedObject   audioSettingsAsset   = null;
        UnityEditor.SerializedProperty disableAudioProperty = null;

        var assets = UnityEditor.AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/AudioManager.asset");

        if (assets.Length > 0)
        {
            audioSettingsAsset = new UnityEditor.SerializedObject(assets[0]);
        }

        if (audioSettingsAsset != null)
        {
            disableAudioProperty = audioSettingsAsset.FindProperty("m_DisableAudio");
        }

        if (disableAudioProperty == null)
        {
            return(false);
        }

        disableAudioProperty.boolValue = true;
        audioSettingsAsset.ApplyModifiedProperties();
        return(true);
    }
Example #16
0
    private void OnEnable()
    {
        m_AkGameObject = target as AkGameObj;
        listeners      = serializedObject.FindProperty("m_listeners");

        DefaultHandles.Hidden = hideDefaultHandle;
    }
Example #17
0
        static public int CreateLayer(string name)
        {
            //  https://forum.unity.com/threads/adding-layer-by-script.41970/#post-2274824
            UnityEditor.SerializedObject   tagManager = new UnityEditor.SerializedObject(UnityEditor.AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/TagManager.asset")[0]);
            UnityEditor.SerializedProperty layers     = tagManager.FindProperty("layers");
            bool ExistLayer = false;

            for (int i = 8; i < layers.arraySize; i++)
            {
                UnityEditor.SerializedProperty layerSP = layers.GetArrayElementAtIndex(i);

                if (layerSP.stringValue == name)
                {
                    ExistLayer = true;
                    return(i);
                }
            }
            for (int j = 8; j < layers.arraySize; j++)
            {
                UnityEditor.SerializedProperty layerSP = layers.GetArrayElementAtIndex(j);
                if (layerSP.stringValue == "" && !ExistLayer)
                {
                    layerSP.stringValue = name;
                    tagManager.ApplyModifiedProperties();

                    return(j);
                }
            }

            return(0);
        }
Example #18
0
 private void OnEnable()
 {
     ShowDescription = serializedObject.FindProperty("ShowDescription");
     Description     = serializedObject.FindProperty("Description");
     OnDeactive      = serializedObject.FindProperty("OnDeactive");
     OnActive        = serializedObject.FindProperty("OnActive");
 }
Example #19
0
        static void WriteEntry(UnityEditor.SerializedProperty spAxes, InputManagerEntry entry)
        {
            if (InputAlreadyRegistered(entry.name, entry.kind, spAxes))
            {
                return;
            }

            spAxes.InsertArrayElementAtIndex(spAxes.arraySize);
            var spAxis = spAxes.GetArrayElementAtIndex(spAxes.arraySize - 1);

            spAxis.FindPropertyRelative("m_Name").stringValue            = entry.name;
            spAxis.FindPropertyRelative("descriptiveName").stringValue   = entry.desc;
            spAxis.FindPropertyRelative("negativeButton").stringValue    = entry.btnNegative;
            spAxis.FindPropertyRelative("altNegativeButton").stringValue = entry.altBtnNegative;
            spAxis.FindPropertyRelative("positiveButton").stringValue    = entry.btnPositive;
            spAxis.FindPropertyRelative("altPositiveButton").stringValue = entry.altBtnPositive;
            spAxis.FindPropertyRelative("gravity").floatValue            = entry.gravity;
            spAxis.FindPropertyRelative("dead").floatValue        = entry.deadZone;
            spAxis.FindPropertyRelative("sensitivity").floatValue = entry.sensitivity;
            spAxis.FindPropertyRelative("snap").boolValue         = entry.snap;
            spAxis.FindPropertyRelative("invert").boolValue       = entry.invert;
            spAxis.FindPropertyRelative("type").intValue          = (int)entry.kind;
            spAxis.FindPropertyRelative("axis").intValue          = (int)entry.axis;
            spAxis.FindPropertyRelative("joyNum").intValue        = (int)entry.joystick;
        }
Example #20
0
        private void OnEnable()
        {
            m_AkRadialEmitter = target as AkRadialEmitter;

            outerRadius = serializedObject.FindProperty("outerRadius");
            innerRadius = serializedObject.FindProperty("innerRadius");
        }
        public override void OnPropertyDrawer(UnityEditor.SerializedProperty prop)
        {
            if (editorContent == null || string.IsNullOrEmpty(editorContent.text))
            {
                var name = UnityEditor.ObjectNames.NicifyVariableName(FieldName);
                editorContent = new GUIContent(name);
            }

            Type type;

            if (FieldType.StartsWith("CS."))
            {
                var typeName = FieldType.Substring(3);
                type = String2TypeCache.GetType(typeName);
            }
            else
            {
                type = typeof(LuaBinding);
            }
            UnityEditor.EditorGUI.BeginChangeCheck();
            UnityEditor.EditorGUILayout.ObjectField(prop, type, editorContent);
            if (UnityEditor.EditorGUI.EndChangeCheck())
            {
                var path = UnityEditor.AssetDatabase.GetAssetPath(prop.objectReferenceValue);
                if (string.IsNullOrEmpty(path))
                {
                    return;
                }

                UnityEditor.EditorUtility.DisplayDialog("ERROR", $"{FieldName} should use AssetReference to a non scene object!", "OK");
                prop.objectReferenceValue = null;
            }
        }
Example #22
0
        public override void OnGUI(Rect position, UnityEditor.SerializedProperty property, GUIContent label)
        {
            UnityEditor.EditorGUI.BeginProperty(position, label, property);
            position = UnityEditor.EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label);
            int indent = UnityEditor.EditorGUI.indentLevel;

            UnityEditor.EditorGUI.indentLevel = 0;

            Rect valueRect    = new Rect(position.x, position.y, 75, position.height);
            Rect variableRect = new Rect(position.x + 75, position.y, position.width - 75, position.height);

            GUI.enabled = false;
            UnityEngine.Object           obj      = property.FindPropertyRelative("_variable").objectReferenceValue;
            UnityEditor.SerializedObject variable = obj == null ? null : new UnityEditor.SerializedObject(obj);
            if (variable != null)
            {
                UnityEditor.EditorGUI.PropertyField(valueRect, variable.FindProperty("_value"), GUIContent.none);
            }
            else
            {
                UnityEditor.EditorGUI.TextField(valueRect, "");
            }
            GUI.enabled = true;

            UnityEditor.EditorGUI.PropertyField(variableRect, property.FindPropertyRelative("_variable"), GUIContent.none);

            UnityEditor.EditorGUI.indentLevel = indent;
            UnityEditor.EditorGUI.EndProperty();
        }
Example #23
0
        public void DestroyHardwarePlayer()
        {
            if (_hardwarePlayer == null)
            {
                return;
            }

            // Get SerializedProperty objects
            UnityEditor.SerializedObject serializedObject = GetSerializedObject();
            serializedObject.Update();
            UnityEditor.SerializedProperty hardwarePlayerProperty = serializedObject.FindProperty("_hardwarePlayer");

            if (UnityEditor.EditorUtility.DisplayDialog("Heyo, be careful here!", "Is it cool if I destroy the [Camera Rig] instance to make room for a shiny new one?\r\n\r\nAll of your scripts /should/ be on \"Player (Hardware)\", but rules are made to be broken right?\r\n\r\nIf you put some custom stuff on [Camera Rig], that's cool, I won't judge, but hit \"Leave in Place\" to keep it in the scene, otherwise, hit \"Destroy!\" bb.", "Destroy!", "Leave in Place"))
            {
                _hardwarePlayer.DestroyDependencies();
                DestroyImmediate(_hardwarePlayer);
            }
            else
            {
                _hardwarePlayer.DisableDependencies();
                _hardwarePlayer.enabled = false;
            }
            hardwarePlayerProperty.objectReferenceValue = null;

            // Apply Changes
            serializedObject.ApplyModifiedPropertiesWithoutUndo();
        }
Example #24
0
 public override void OnPropertyField(UnityEditor.SerializedProperty property, GUIContent label)
 {
     GUILayout.BeginHorizontal();
     base.OnPropertyField(property, label);
     GUILayout.Label(property.boolValue.ToString());
     GUILayout.EndHorizontal();
 }
Example #25
0
        public static Matrix4x4 GetMatrix4x4Value(this UnityEditor.SerializedProperty property)
        {
            Matrix4x4 matrix = new Matrix4x4();

            matrix.m00 = property.FindPropertyRelative("e00").floatValue;
            matrix.m01 = property.FindPropertyRelative("e01").floatValue;
            matrix.m02 = property.FindPropertyRelative("e02").floatValue;
            matrix.m03 = property.FindPropertyRelative("e03").floatValue;

            matrix.m10 = property.FindPropertyRelative("e10").floatValue;
            matrix.m11 = property.FindPropertyRelative("e11").floatValue;
            matrix.m12 = property.FindPropertyRelative("e12").floatValue;
            matrix.m13 = property.FindPropertyRelative("e13").floatValue;

            matrix.m20 = property.FindPropertyRelative("e20").floatValue;
            matrix.m21 = property.FindPropertyRelative("e21").floatValue;
            matrix.m22 = property.FindPropertyRelative("e22").floatValue;
            matrix.m23 = property.FindPropertyRelative("e23").floatValue;

            matrix.m30 = property.FindPropertyRelative("e30").floatValue;
            matrix.m31 = property.FindPropertyRelative("e31").floatValue;
            matrix.m32 = property.FindPropertyRelative("e32").floatValue;
            matrix.m33 = property.FindPropertyRelative("e33").floatValue;

            return(matrix);
        }
        public override void OnGUI(UnityEngine.Rect position, UnityEditor.SerializedProperty serializedProperty, UnityEngine.GUIContent label)
        {
            label.text = serializedProperty.displayName;
            UnityEditor.EditorGUI.BeginDisabledGroup(true);
            UnityEditor.EditorGUI.PropertyField(position, serializedProperty, label, false);
            UnityEditor.EditorGUI.EndDisabledGroup();

            // Don't allow Self Assigning when the editor is playing
            if (UnityEngine.Application.isPlaying == true)
            {
                return;
            }

            // Don't allow Self Assigning when more than one gameObject is selected
            if (UnityEditor.Selection.gameObjects.Length != 1)
            {
                return;
            }

            var _flattenObjectNameRegex  = new System.Text.RegularExpressions.Regex("[^a-zA-Z0-9]");
            var _matchComponentNameRegex = new System.Text.RegularExpressions.Regex(@"PPtr<\$(.*?)>");
            var _selfReference           = (Referenced)attribute;
            var _selfTransform           = ((UnityEngine.MonoBehaviour)serializedProperty.serializedObject.targetObject).transform;
            var _childTransforms         = _selfTransform.GetComponentsInChildren <UnityEngine.Transform> (true);
            var _targetGameObjectName    = _flattenObjectNameRegex.Replace(serializedProperty.name, "").ToLower().Trim();
            var _targetTypeName          = _matchComponentNameRegex.Match(serializedProperty.type).Groups[1].Value;

            // Clear the object reference
            serializedProperty.objectReferenceValue = null;

            // Loop all the children
            foreach (var _childTransform in _childTransforms)
            {
                var _childGameObjectName = _flattenObjectNameRegex.Replace(_childTransform.gameObject.name, "").ToLower().Trim();

                // Match if we're looking at the right object
                if (_childGameObjectName != _targetGameObjectName)
                {
                    continue;
                }

                // Get the object reference
                if (_targetTypeName == "GameObject")
                {
                    serializedProperty.objectReferenceValue = _childTransform.gameObject;
                }
                else if (_targetTypeName == "Transform")
                {
                    serializedProperty.objectReferenceValue = _childTransform;
                }
                else // Just try to get the component
                {
                    serializedProperty.objectReferenceValue = _childTransform.GetComponent(_targetTypeName);
                }

                // Our job is done :)
                return;
            }
        }
Example #27
0
 public void OnEnable(UnityEditor.SerializedProperty m_Rotation, UnityEngine.GUIContent label)
 {
     if (__OnEnable_0_2 == null)
     {
         __OnEnable_0_2 = (Action <UnityEditor.SerializedProperty, UnityEngine.GUIContent>)Delegate.CreateDelegate(typeof(Action <UnityEditor.SerializedProperty, UnityEngine.GUIContent>), m_instance, UnityTypes.UnityEditor_TransformRotationGUI.GetMethod("OnEnable", R.InstanceMembers, null, new Type[] { typeof(UnityEditor.SerializedProperty), typeof(UnityEngine.GUIContent) }, null));
     }
     __OnEnable_0_2(m_Rotation, label);
 }
Example #28
0
 protected void SetEnable()
 {
     value           = serializedObject.FindProperty("value");
     Description     = serializedObject.FindProperty("Description");
     editDescription = serializedObject.FindProperty("editDescription");
     Index           = serializedObject.FindProperty("ID");
     ShowEvents      = serializedObject.FindProperty("ShowEvents");
 }
Example #29
0
        public override void OnGUI(Rect rect, UnityEditor.SerializedProperty prop, GUIContent label)
        {
            bool wasEnabled = GUI.enabled;

            GUI.enabled = false;
            UnityEditor.EditorGUI.PropertyField(rect, prop);
            GUI.enabled = wasEnabled;
        }
 void OnEnable()
 {
     m_ShadowAlgorithm      = serializedObject.FindProperty("shadowAlgorithm");
     m_ShadowVariant        = serializedObject.FindProperty("shadowVariant");
     m_ShadowCascadeCount   = serializedObject.FindProperty("shadowCascadeCount");
     m_ShadowCascadeRatios  = serializedObject.FindProperty("shadowCascadeRatios");
     m_ShadowCascadeBorders = serializedObject.FindProperty("shadowCascadeBorders");
 }