Example #1
0
        private void OnEnable()
        {
            M      = ((MInput)target);
            script = MonoScript.FromMonoBehaviour(target as MonoBehaviour);

            inputs          = serializedObject.FindProperty("inputs");
            showInputEvents = serializedObject.FindProperty("showInputEvents");

            list = new ReorderableList(serializedObject, inputs, true, true, true, true);
            list.drawElementCallback = DrawElementCallback;
            list.drawHeaderCallback  = HeaderCallbackDelegate;
            list.onAddCallback       = OnAddCallBack;
        }
Example #2
0
        protected void CreateInputs()
        {
#if UNITY_EDITOR
            MInput input = GetComponent <MInput>();

            if (input == null)
            {
                input = gameObject.AddComponent <MInput>();
            }

            input.IgnoreOnPause.Value = false;

            #region Open Close Input
            var OpenCloseInput = input.FindInput("Freeze");
            if (OpenCloseInput == null)
            {
                OpenCloseInput = new InputRow("Freeze", "Freeze", KeyCode.Escape, InputButton.Down, InputType.Key);
                input.inputs.Add(OpenCloseInput);
                UnityEditor.Events.UnityEventTools.AddPersistentListener(OpenCloseInput.OnInputDown, Freeze_Game);
            }
            #endregion

            #region Submit Input
            var Submit = input.FindInput("Pause Editor");
            if (Submit == null)
            {
                Submit = new InputRow("Pause Editor", "Pause Editor", KeyCode.P, InputButton.Down, InputType.Key);
                input.inputs.Add(Submit);
                UnityEditor.Events.UnityEventTools.AddPersistentListener(Submit.OnInputDown, PauseEditor);
            }
            #endregion

            #region ChangeLeft Input
            var ChangeLeft = input.FindInput("SlowMo");
            if (ChangeLeft == null)
            {
                ChangeLeft = new InputRow("SlowMo", "SlowMo", KeyCode.Mouse2, InputButton.Down, InputType.Key);
                input.inputs.Add(ChangeLeft);
                UnityEditor.Events.UnityEventTools.AddPersistentListener(ChangeLeft.OnInputDown, Slow_Motion);
            }
            #endregion
            UnityEditor.EditorUtility.SetDirty(this);
            UnityEditor.EditorUtility.SetDirty(input);
#endif
        }
Example #3
0
        protected virtual void OnEnable()
        {
            MInp   = ((MInput)target);
            script = MonoScript.FromMonoBehaviour(target as MonoBehaviour);

            inputs          = serializedObject.FindProperty("inputs");
            OnInputEnabled  = serializedObject.FindProperty("OnInputEnabled");
            OnInputDisabled = serializedObject.FindProperty("OnInputDisabled");
            showInputEvents = serializedObject.FindProperty("showInputEvents");
            IgnoreOnPause   = serializedObject.FindProperty("IgnoreOnPause");

            list = new ReorderableList(serializedObject, inputs, true, true, true, true)
            {
                drawElementCallback = DrawElementCallback,
                drawHeaderCallback  = HeaderCallbackDelegate,
                onAddCallback       = OnAddCallBack
            };
        }