protected override void Draw()
 {
     H.DisplayLayout("H");
     S.DisplayLayout("S");
     V.DisplayLayout("V");
     hdr.DisplayLayout("hdr");
     returnVar.DisplayLayout("Return");
 }
Esempio n. 2
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 protected override void Draw()
 {
     UnityEditor.EditorGUIUtility.labelWidth = 12;
     GUILayout.BeginHorizontal();
     a.DisplayLayout("A");
     res.DisplayLayout("Out");
     GUILayout.EndHorizontal();
 }
Esempio n. 3
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        protected override void Draw()
        {
            condition.DisplayLayout("Condition");
            returnCondition.DisplayLayout(new GUIContent("Return", "If the condition is true, return Success\nIf the condition is false, return Failure"));

            GUILayout.BeginHorizontal();
            childTrue.DisplayLayout("<color=green><b>T</b></color>");
            childFalse.DisplayLayout("<color=red><b>F</b></color>");
            GUILayout.EndHorizontal();
        }
Esempio n. 4
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        protected override void Draw()
        {
            UnityEditor.EditorGUIUtility.labelWidth = 80;
            UnityEditor.EditorGUIUtility.fieldWidth = 20;

            seconds.DisplayLayout("Seconds");
            skipMinimumAFrame.DisplayLayout(new GUIContent("Skip frame", "if as soon as this node is called its wait time is over, this will still skip one frame."));
            UnityEditor.EditorGUI.ProgressBar(GUILayoutUtility.GetRect(130, 10), (Time.time - startTime) / cachedSeconds, "");

            GUILayout.BeginHorizontal();
            child.DisplayLayout("After waiting");
            GUILayout.EndHorizontal();
        }