public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR UnityEditor.EditorGUILayout.BeginHorizontal(); UnityEngine.GUILayout.Label("Method name:"); methodName = UnityEditor.EditorGUILayout.TextField(methodName); UnityEditor.EditorGUILayout.EndHorizontal(); useTargetVar = UnityEditor.EditorGUILayout.Toggle("Use other target", useTargetVar); if (useTargetVar) { UnityEditor.EditorGUILayout.BeginHorizontal(); UnityEngine.GUILayout.Label("Target var name:"); targetVarName = UnityEditor.EditorGUILayout.TextField(targetVarName); UnityEditor.EditorGUILayout.EndHorizontal(); } paramType = (ParameterType)UnityEditor.EditorGUILayout.EnumPopup("Parameter:", paramType); if (paramType == ParameterType.VarValue) { UnityEditor.EditorGUILayout.BeginHorizontal(); UnityEngine.GUILayout.Label("Var name:"); paramTypeValue = UnityEditor.EditorGUILayout.TextField(paramTypeValue); UnityEditor.EditorGUILayout.EndHorizontal(); } if (paramType == ParameterType.String) { UnityEditor.EditorGUILayout.BeginHorizontal(); UnityEngine.GUILayout.Label("Value:"); paramTypeValue = UnityEditor.EditorGUILayout.TextField(paramTypeValue); UnityEditor.EditorGUILayout.EndHorizontal(); } #endif }
public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR UnityEditor.EditorGUILayout.BeginHorizontal(); UnityEngine.GUILayout.Label(new UnityEngine.GUIContent("Type:", "Only if this type is currently playing as continuous it will be stopped")); type = (SoundSet.ClipType)UnityEditor.EditorGUILayout.EnumPopup(type); UnityEditor.EditorGUILayout.EndHorizontal(); #endif }
public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR type = (EntityMover.SpeedModType)UnityEditor.EditorGUILayout.EnumPopup("Type", type); timeout = UnityEditor.EditorGUILayout.FloatField("Timeout:", timeout); saveAsVar = UnityEditor.EditorGUILayout.Toggle("Save as var", saveAsVar); if (saveAsVar) { varName = UnityEditor.EditorGUILayout.TextField("var:", varName); } #endif }
public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR targetName = UnityEditor.EditorGUILayout.TextField("Target var:", targetName); triggerName = UnityEditor.EditorGUILayout.TextField("Trigger name:", triggerName); paramType = (ParameterType)UnityEditor.EditorGUILayout.EnumPopup("Parameter:", paramType); if (paramType == ParameterType.VarValue) { paramTypeValue = UnityEditor.EditorGUILayout.TextField("Var name:", paramTypeValue); } if (paramType == ParameterType.String) { paramTypeValue = UnityEditor.EditorGUILayout.TextField("Value:", paramTypeValue); } #endif }
public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR target = (TargetType)UnityEditor.EditorGUILayout.EnumPopup("Target:", target); if (target == TargetType.TargetVar) { UnityEditor.EditorGUILayout.BeginHorizontal(); UnityEngine.GUILayout.Label("Target var name:"); targetVarName = UnityEditor.EditorGUILayout.TextField(targetVarName); UnityEditor.EditorGUILayout.EndHorizontal(); } UnityEditor.EditorGUILayout.BeginHorizontal(); UnityEngine.GUILayout.Label("Save var name:"); varName = UnityEditor.EditorGUILayout.TextField(varName); UnityEditor.EditorGUILayout.EndHorizontal(); #endif }
bool repeated = false; //minimize progress delay #endregion Fields #region Methods public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR ignorePathConfiguration = UnityEditor.EditorGUILayout.Toggle("Ignore point actions", ignorePathConfiguration); #endif }
public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR triggerID = UnityEditor.EditorGUILayout.TextField("TriggerID:", triggerID); #endif }
public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR varName = UnityEditor.EditorGUILayout.TextField("var:", varName); #endif }
public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks) { #if UNITY_EDITOR newBehaviour = UnityEditor.EditorGUILayout.ObjectField("Behaviour:", newBehaviour, typeof(Intelligence), false) as Intelligence; #endif }