public override void OnInspectorGUI() { base.OnInspectorGUI(); GUILayout.Space(20); if (GUILayout.Button("Place Blocks")) { this.blockWindow = (GridMapEditorWindow)EditorWindow.GetWindow(typeof(GridMapEditorWindow)); this.blockWindow.Init(); this.blockWindow.Show(); } EditorGUILayout.BeginHorizontal(); if (!this._placeSpawnPoints) { if (GUILayout.Button("Place Spawn Points")) { this._placeSpawnPoints = true; this._humanSapwnSet = false; this._aiSpawnSet = false; } } else { EditorGUILayout.LabelField("Please Select Spawn Points", EditorStyles.boldLabel); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginVertical(); this._spawnFoldOut = EditorGUILayout.Foldout(this._spawnFoldOut, "Manual Spawn Entry - Use With Caution!"); if (this._spawnFoldOut) { EditorGUI.indentLevel++; EditorGUILayout.BeginHorizontal(); this._tempHumanPoint = EditorGUILayout.Vector2Field("Player Spawn Point:", new Vector2(this._target.humanSpawnPoint.x, this._target.humanSpawnPoint.z)); this._target.humanSpawnPoint = new Vector3(this._tempHumanPoint.x, this._target.humanSpawnPoint.y, this._tempHumanPoint.y); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); this._tempAIPoint = EditorGUILayout.Vector2Field("AI Spawn Point:", new Vector2(this._target.aiSpawnPoint.x, this._target.aiSpawnPoint.z)); this._target.aiSpawnPoint = new Vector3(this._tempAIPoint.x, this._target.aiSpawnPoint.y, this._tempAIPoint.y); EditorGUILayout.EndHorizontal(); EditorGUI.indentLevel--; } EditorGUILayout.EndVertical(); GUILayout.Space(20); SceneView.RepaintAll(); EditorUtility.SetDirty(target); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GUILayout.Space(20); if(GUILayout.Button("Place Blocks")) { this.blockWindow = (GridMapEditorWindow)EditorWindow.GetWindow(typeof(GridMapEditorWindow)); this.blockWindow.Init(); this.blockWindow.Show(); } EditorGUILayout.BeginHorizontal(); if(!this._placeSpawnPoints) { if(GUILayout.Button("Place Spawn Points")) { this._placeSpawnPoints = true; this._humanSapwnSet = false; this._aiSpawnSet = false; } } else{ EditorGUILayout.LabelField("Please Select Spawn Points", EditorStyles.boldLabel); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginVertical(); this._spawnFoldOut = EditorGUILayout.Foldout(this._spawnFoldOut, "Manual Spawn Entry - Use With Caution!"); if(this._spawnFoldOut) { EditorGUI.indentLevel++; EditorGUILayout.BeginHorizontal(); this._tempHumanPoint = EditorGUILayout.Vector2Field("Player Spawn Point:", new Vector2(this._target.humanSpawnPoint.x, this._target.humanSpawnPoint.z)); this._target.humanSpawnPoint = new Vector3(this._tempHumanPoint.x, this._target.humanSpawnPoint.y, this._tempHumanPoint.y); EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); this._tempAIPoint = EditorGUILayout.Vector2Field("AI Spawn Point:", new Vector2(this._target.aiSpawnPoint.x, this._target.aiSpawnPoint.z)); this._target.aiSpawnPoint = new Vector3(this._tempAIPoint.x, this._target.aiSpawnPoint.y, this._tempAIPoint.y); EditorGUILayout.EndHorizontal(); EditorGUI.indentLevel--; } EditorGUILayout.EndVertical(); GUILayout.Space(20); SceneView.RepaintAll(); EditorUtility.SetDirty(target); }