public override void OnInspectorGUI() { ColorCombinations ba = (ColorCombinations)target; buildingCol = EditorGUILayout.Foldout(buildingCol, new GUIContent("Faccade Color combinations", "Here you can set faccade color combinations"), true); if (buildingCol) { DropdowDoubleColorArray(ba.buildingColorPairs); } borderCol = EditorGUILayout.Foldout(borderCol, new GUIContent("WindowsBorderColors", "Here you can set windows Border Colors RGB+a"), true); if (borderCol) { DropdowColorArray(ba.colorBorderArray); } nightLightsCol = EditorGUILayout.Foldout(nightLightsCol, new GUIContent("Night Lights Color", "Here you can set faccade lights Colors"), true); if (nightLightsCol) { DropdowColorArray(ba.buildingLightsColors); } texScales = EditorGUILayout.Foldout(texScales, new GUIContent("Surface Texture Scales", "Here you can set individual surface texture Scale values"), true); if (texScales) { DropdowFloatArray(ba.textureScales); } concreteCol = EditorGUILayout.Foldout(concreteCol, new GUIContent("Concrete Color", "Here you can set concrete colors"), true); if (concreteCol) { DropdowColorArray(ba.concreteColors); } glassColors = EditorGUILayout.Foldout(glassColors, new GUIContent("Glass colors", "Here you can set windows glass colors"), true); if (glassColors) { DropdowColorArray(ba.glassColors); } shopCol = EditorGUILayout.Foldout(shopCol, new GUIContent("Shop Color combinations", "Here you can set shop color combinations"), true); if (shopCol) { DropdowDoubleColorArray(ba.advertisingPairs); } if (GUI.changed) { EditorUtility.SetDirty(ba); #if UNITY_5_4_OR_NEWER EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()); #endif } }
void OnEnable() { ColorCombinations ba = (ColorCombinations)target; }