Esempio n. 1
0
        /// <summary>
        /// Gets the height needed for drawing the property
        /// </summary>
        /// <param name="property"></param>
        /// <param name="label"></param>
        /// <returns></returns>
        public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
        {
            CommandsBehaviour commandsBehaviour = GameObject.FindObjectOfType <CommandsBehaviour>();

            if (commandsBehaviour == null)
            {
                return(base.GetPropertyHeight(property, label) * 2.0f);
            }
            return(base.GetPropertyHeight(property, label));
        }
Esempio n. 2
0
        /// <summary>
        /// Draws popup in the Inspector
        /// </summary>
        /// <param name="position"></param>
        /// <param name="property"></param>
        /// <param name="label"></param>
        public override void OnGUI(UnityEngine.Rect position, SerializedProperty property, UnityEngine.GUIContent label)
        {
            CommandsBehaviour commandsBehaviour = GameObject.FindObjectOfType <CommandsBehaviour>();

            if (commandsBehaviour == null)
            {
                EditorGUI.HelpBox(position, "Can not find a CommandsBehaviour component in the scene.", MessageType.Warning);
                return;
            }
            List <RepliesSet> repliesSets = commandsBehaviour.GetRepliesSets().ToList();

            string[] displayOptions = repliesSets.Select(x => x.message).ToArray();
            int      index          = repliesSets.FindIndex(x => x.message == property.stringValue);

            index = EditorGUI.Popup(position, label.text, index, displayOptions);
            if (index > -1)
            {
                property.stringValue = displayOptions[index];
            }
        }