public void OnSceneGUI() { aTS = (AlignToSpline)target; if (aTS.spline != null) { aTS.spline.RenderCurvesInSceneView(); } }
public override void OnInspectorGUI() { aTS = (AlignToSpline)target; EditorGUI.BeginChangeCheck(); aTS.spline = (BezierSpline)EditorGUILayout.ObjectField(new GUIContent("Bezier Spline", "Spline to snap to"), aTS.spline, typeof(BezierSpline), true); aTS.interpStyle = (InterpStyle)EditorGUILayout.EnumPopup(new GUIContent("Style", "Is the specified distance a normalized value?"), aTS.interpStyle); if (aTS.spline) { aTS.distance = EditorGUILayout.Slider(new GUIContent("Distance", "Distance along the spline"), aTS.distance, 0, (aTS.interpStyle == InterpStyle.Distance) ? aTS.spline.GetTotalLength() : 1); } aTS.speed = EditorGUILayout.FloatField(new GUIContent("Speed", "Determines the speed at which this object moves along the spline in play mode"), aTS.speed); aTS.lookForward = EditorGUILayout.Toggle(new GUIContent("Look Forward", "If true, object will look towards its current velocity"), aTS.lookForward); if (EditorGUI.EndChangeCheck() && aTS.spline != null) { aTS.SetSplinePosition(); } }