protected void DrawGUI() { _mainHelpRect = EditorHelper.ShowHideableHelpBox("GameFramework.RunActionsEditor", "Use this component run Game Actions either automatically or through a callback from another component.", _mainHelpRect); EditorGUILayout.PropertyField(_automaticallyRunProperty); GameActionEditorHelper.DrawActions(serializedObject, _actionReferencesProperty, runGameActions.ActionReferences, ref actionEditors, _gameActionClassDetails, null); }
void DrawTriggerData(SerializedProperty triggerDataProperty, GameActionReference[] actionReferences, ref GameActionEditor[] actionEditors, string heading = null, string tooltip = null) { var actionsProperty = triggerDataProperty.FindPropertyRelative("_actionReferences"); var callbackProperty = triggerDataProperty.FindPropertyRelative("_callback"); GameActionEditorHelper.DrawActions(serializedObject, actionsProperty, actionReferences, ref actionEditors, _gameActionClassDetails, callbackProperty, heading, tooltip); }
protected void DrawGUI() { _mainHelpRect = EditorHelper.ShowHideableHelpBox("GameFramework.ConditionalActionEditor", "With this component you can configure actions that should be taken based upon different conditions that might occur.\nMore conditions and actions will come over time - if there is something you are missing then let us know. Alternatively easily create your own custom actions or add a callback .", _mainHelpRect); GameConditionEditorHelper.DrawConditions(serializedObject, _conditionReferencesProperty, conditionalAction.ConditionReferences, ref conditionEditors, _gameConditionClassDetails, "Conditions", "Conditions that should be tested."); GameActionEditorHelper.DrawActions(serializedObject, _actionReferencesConditionMetProperty, conditionalAction.ActionReferencesConditionMet, ref actionEditorsMet, _gameActionClassDetails, _actionReferencesConditionMetCallbackProperty, heading: "Condition Met", tooltip: "Actions that will be run when the condition is met"); GameActionEditorHelper.DrawActions(serializedObject, _actionReferencesConditionNotMetProperty, conditionalAction.ActionReferencesConditionNotMet, ref actionEditorsNotMet, _gameActionClassDetails, _actionReferencesConditionNotMetCallbackProperty, heading: "Condition Not Met", tooltip: "Actions that will be run when the condition is not met"); }