public override void OnInspectorGUI()
        {
            self = target as SpaceLevelView;
            DrawDefaultInspector();
            var op = GUILayout.ExpandWidth(true);

            GUILayout.Box("", op);
            GUILayout.Label(
                "if want remove a point,just remove it form children"
                , Utils.JfGUIStyle.LABEL_TEXT_STYLE, op);
            GUILayout.Box("", op);

            DrawButtonGrid();

            GUILayout.Box("reference gizmos - begin");
            self.refradius = EditorGUILayout.IntField("ref object radius"
                                                      , self.refradius, op);
            self.enableReferenceX = EditorGUILayout.Toggle("show refer x"
                                                           , self.enableReferenceX, op);
            self.enableReferenceY = EditorGUILayout.Toggle("show refer y"
                                                           , self.enableReferenceY, op);
            self.enableReferenceZ = EditorGUILayout.Toggle("show refer z"
                                                           , self.enableReferenceZ, op);
            GUILayout.Box("reference gizmos - end");

            self = null;    // I don't want to give you dirty data.
        }
Example #2
0
 private void    CreatePointsFromProfile(SpaceLevelView slv)
 {
     foreach (Transform pt in slv.transform)
     {
         var go = Instantiate(PointPrefab) as GameObject;
         go.transform.parent        = this.transform;
         go.transform.localPosition = pt.localPosition;
     }
 }