protected virtual void OnEnable() { runGameActions = (RunGameActions)target; // get serialized objects so we can use attached property drawers (e.g. tooltips, ...) _automaticallyRunProperty = serializedObject.FindProperty("_automaticallyRun"); _actionReferencesProperty = serializedObject.FindProperty("_actionReferences"); // setup actions types _gameActionClassDetails = GameActionEditorHelper.FindTypesClassDetails(); }
protected virtual void OnEnable() { conditionalAction = (ConditionalAction)target; // get serialized objects so we can use attached property drawers (e.g. tooltips, ...) _conditionReferencesProperty = serializedObject.FindProperty("_conditionReferences"); _actionReferencesConditionMetProperty = serializedObject.FindProperty("_actionReferencesConditionMet"); _actionReferencesConditionMetCallbackProperty = serializedObject.FindProperty("_actionReferencesConditionMetCallback"); _actionReferencesConditionNotMetProperty = serializedObject.FindProperty("_actionReferencesConditionNotMet"); _actionReferencesConditionNotMetCallbackProperty = serializedObject.FindProperty("_actionReferencesConditionNotMetCallback"); // setup actions types _gameActionClassDetails = GameActionEditorHelper.FindTypesClassDetails(); _gameConditionClassDetails = GameConditionEditorHelper.FindTypesClassDetails(); }
protected virtual void OnEnable() { gameCollider = (GameCollider)target; // get serialized objects so we can use attached property drawers (e.g. tooltips, ...) _collidingTagProperty = serializedObject.FindProperty("_collidingTag"); _intervalProperty = serializedObject.FindProperty("_interval"); _disableAfterUseProperty = serializedObject.FindProperty("_disableAfterUse"); _onlyWhenLevelRunningProperty = serializedObject.FindProperty("_onlyWhenLevelRunning"); _enterProperty = serializedObject.FindProperty("_enter"); _processWithinProperty = serializedObject.FindProperty("_processWithin"); _runIntervalProperty = serializedObject.FindProperty("_runInterval"); _withinProperty = serializedObject.FindProperty("_within"); _exitProperty = serializedObject.FindProperty("_exit"); // setup actions types _gameActionClassDetails = GameActionEditorHelper.FindTypesClassDetails(); }