Esempio n. 1
0
    /// <summary>
    /// Update and Draw the inspector
    /// </summary>
    public override void OnInspectorGUI()
    {
        curveTrack.Update();

        foreach (CinemaMultiActorCurveClip clip in (target as MultiCurveTrack).TimelineItems)
        {
            EditorGUILayout.ObjectField(clip.name, clip, typeof(CinemaMultiActorCurveClip), true);
        }

        if (GUILayout.Button(addClip))
        {
            Undo.RegisterCreatedObjectUndo(CutsceneItemFactory.CreateMultiActorClipCurve((target as MultiCurveTrack)).gameObject, "Create Curve Clip");
        }

        curveTrack.ApplyModifiedProperties();
    }
    /// <summary>
    /// Update and Draw the inspector
    /// </summary>
    public override void OnInspectorGUI()
    {
        curveTrack.Update();
        TimelineItem[] items = (target as MultiCurveTrack).TimelineItems;
        for (int i = 0; i < items.Length; i++)
        {
            CinemaMultiActorCurveClip clip = items[i] as CinemaMultiActorCurveClip;
            EditorGUILayout.ObjectField(clip.name, clip, typeof(CinemaMultiActorCurveClip), true);
        }

        if (GUILayout.Button(addClip))
        {
            Undo.RegisterCreatedObjectUndo(CutsceneItemFactory.CreateMultiActorClipCurve((target as MultiCurveTrack)).gameObject, "Create Curve Clip");
        }

        curveTrack.ApplyModifiedProperties();
    }
Esempio n. 3
0
    /// <summary>
    /// Update and Draw the inspector
    /// </summary>
    public override void OnInspectorGUI()
    {
        curveTrack.Update();
        {
            var __array1       = (target as MultiCurveTrack).TimelineItems;
            var __arrayLength1 = __array1.Length;
            for (int __i1 = 0; __i1 < __arrayLength1; ++__i1)
            {
                var clip = (CinemaMultiActorCurveClip)__array1[__i1];
                {
                    EditorGUILayout.ObjectField(clip.name, clip, typeof(CinemaMultiActorCurveClip), true);
                }
            }
        }
        if (GUILayout.Button(addClip))
        {
            Undo.RegisterCreatedObjectUndo(CutsceneItemFactory.CreateMultiActorClipCurve((target as MultiCurveTrack)).gameObject, "Create Curve Clip");
        }

        curveTrack.ApplyModifiedProperties();
    }
 private void addNewCurveItem(MultiCurveTrack track)
 {
     Undo.RegisterCreatedObjectUndo(CutsceneItemFactory.CreateMultiActorClipCurve(track), "Created Multi Actor Clip Curve");
 }