public override void OnInspectorGUI() { serializedObject.Update(); GunWeaponTemplate targetTemplate = (GunWeaponTemplate)target; //Draw the default weapon editor GUI base.OnInspectorGUI(); //Set the sound array index to the index of the chosen sound (prevents them from resetting) if (!string.IsNullOrEmpty(targetTemplate.m_meleeSound)) { meleeSoundIndex = Array.IndexOf(soundEffectOptions, targetTemplate.m_meleeSound); } //Melee attack Sound GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Melee sound: ", EditorStyles.label, GUILayout.MaxWidth(100f)); meleeSoundIndex = EditorGUILayout.Popup(meleeSoundIndex, soundEffectOptions); targetTemplate.m_meleeSoundVolume = EditorGUILayout.FloatField(targetTemplate.m_meleeSoundVolume); GUILayout.EndHorizontal(); targetTemplate.m_meleeSound = soundEffectOptions[meleeSoundIndex]; //Apply any properties that have been changed EditorUtility.SetDirty(target); serializedObject.ApplyModifiedProperties(); }
private float m_reloadTimer; //Amount of time (seconds) until reloading is done //Constructor public GunWeapon(WeaponHolder weaponHolder, GunWeaponTemplate template) : base(weaponHolder, template) { m_loadedAmmo = template.GetMagazineSize(); m_gunTemplate = template; m_totalAmmo = template.GetTotalStartAmmo(); }