Exemple #1
0
        override public void OnInspectorGUI()
        {
            Undo.RecordObject(target, "Grapple Aimer Update");
            GrappleAimer aimer  = target as GrappleAimer;
            Vector2      offset = EditorGUILayout.Vector2Field(new GUIContent("Offset (UP)", "How far offset is the bullet from the character position when shotting UP."),
                                                               aimer.offset);

            if (offset != aimer.offset)
            {
                aimer.offset = offset;
                EditorUtility.SetDirty(target);
            }
            Vector2 offsetFortyFive = EditorGUILayout.Vector2Field(new GUIContent("Offset (45)", "How far offset is the bullet from the character position when shotting UP."),
                                                                   aimer.offsetFortyFive);

            if (offsetFortyFive != aimer.offsetFortyFive)
            {
                aimer.offsetFortyFive = offsetFortyFive;
                EditorUtility.SetDirty(target);
            }
            float speedAffectsAngleFactor = EditorGUILayout.FloatField(new GUIContent("X Speed Affects Angle", "How much the character X speed affects the grapple angle when throwing at 45 degrees WHILE IN THE AIR."),
                                                                       aimer.speedAffectsAngleFactor);

            if (speedAffectsAngleFactor != aimer.speedAffectsAngleFactor)
            {
                aimer.speedAffectsAngleFactor = speedAffectsAngleFactor;
                EditorUtility.SetDirty(target);
            }
        }
        override public void OnInspectorGUI()
        {
            // Unity says we don't need to do this, but if we don't do this then the automatic serialised object updates get the same name as the last object recorded
            Undo.FlushUndoRecordObjects();
            Undo.RecordObject(target, "Grapple Aimer Update");
            GrappleAimer aimer  = target as GrappleAimer;
            Vector2      offset = EditorGUILayout.Vector2Field(new GUIContent("Offset (UP)", "How far offset is the bullet from the character position when shotting UP."),
                                                               aimer.offset);

            if (offset != aimer.offset)
            {
                aimer.offset = offset;
            }
            Vector2 offsetFortyFive = EditorGUILayout.Vector2Field(new GUIContent("Offset (45)", "How far offset is the bullet from the character position when shotting UP."),
                                                                   aimer.offsetFortyFive);

            if (offsetFortyFive != aimer.offsetFortyFive)
            {
                aimer.offsetFortyFive = offsetFortyFive;
            }
            float speedAffectsAngleFactor = EditorGUILayout.FloatField(new GUIContent("X Speed Affects Angle", "How much the character X speed affects the grapple angle when throwing at 45 degrees WHILE IN THE AIR."),
                                                                       aimer.speedAffectsAngleFactor);

            if (speedAffectsAngleFactor != aimer.speedAffectsAngleFactor)
            {
                aimer.speedAffectsAngleFactor = speedAffectsAngleFactor;
            }
        }