Exemple #1
0
        protected virtual void OnEnable()
        {
            runGameActions = (RunGameActions)target;

            // get serialized objects so we can use attached property drawers (e.g. tooltips, ...)
            _automaticallyRunProperty = serializedObject.FindProperty("_automaticallyRun");
            _actionReferencesProperty = serializedObject.FindProperty("_actionReferences");

            // setup actions types
            _gameActionClassDetails = GameActionEditorHelper.FindTypesClassDetails();
        }
Exemple #2
0
        protected virtual void OnEnable()
        {
            conditionalAction = (ConditionalAction)target;

            // get serialized objects so we can use attached property drawers (e.g. tooltips, ...)
            _conditionReferencesProperty                     = serializedObject.FindProperty("_conditionReferences");
            _actionReferencesConditionMetProperty            = serializedObject.FindProperty("_actionReferencesConditionMet");
            _actionReferencesConditionMetCallbackProperty    = serializedObject.FindProperty("_actionReferencesConditionMetCallback");
            _actionReferencesConditionNotMetProperty         = serializedObject.FindProperty("_actionReferencesConditionNotMet");
            _actionReferencesConditionNotMetCallbackProperty = serializedObject.FindProperty("_actionReferencesConditionNotMetCallback");

            // setup actions types
            _gameActionClassDetails    = GameActionEditorHelper.FindTypesClassDetails();
            _gameConditionClassDetails = GameConditionEditorHelper.FindTypesClassDetails();
        }
        protected virtual void OnEnable()
        {
            gameCollider = (GameCollider)target;

            // get serialized objects so we can use attached property drawers (e.g. tooltips, ...)
            _collidingTagProperty         = serializedObject.FindProperty("_collidingTag");
            _intervalProperty             = serializedObject.FindProperty("_interval");
            _disableAfterUseProperty      = serializedObject.FindProperty("_disableAfterUse");
            _onlyWhenLevelRunningProperty = serializedObject.FindProperty("_onlyWhenLevelRunning");
            _enterProperty         = serializedObject.FindProperty("_enter");
            _processWithinProperty = serializedObject.FindProperty("_processWithin");
            _runIntervalProperty   = serializedObject.FindProperty("_runInterval");
            _withinProperty        = serializedObject.FindProperty("_within");
            _exitProperty          = serializedObject.FindProperty("_exit");

            // setup actions types
            _gameActionClassDetails = GameActionEditorHelper.FindTypesClassDetails();
        }