コード例 #1
0
        /// <summary>
        /// Updates the creature status.
        /// </summary>
        /// <param name="_object">_object.</param>
        private static void UpdateStatus(ReferenceGroupObject _object)
        {
            if (_object == null)
            {
                return;
            }

            _object.Status.HasCreatureController = false;
            _object.Status.HasCreatureAdapter    = false;
            _object.Status.HasHome             = false;
            _object.Status.HasMissionOutpost   = false;
            _object.Status.HasMissionEscort    = false;
            _object.Status.HasMissionPatrol    = false;
            _object.Status.isActiveAndEnabled  = false;
            _object.Status.isActiveInHierarchy = false;
            _object.Status.isPrefab            = false;

            if (_object.ReferenceGameObject != null)
            {
                if (_object.EntityCreature != null)
                {
                    _object.Status.HasCreatureController = true;

                    if (_object.EntityCreature.isActiveAndEnabled)
                    {
                        _object.Status.isActiveAndEnabled = true;
                    }

                    if (_object.EntityCreature.Creature.Essentials.TargetReady())
                    {
                        _object.Status.HasHome = true;
                    }

                    if (_object.EntityCreature.Creature.Missions.Outpost.TargetReady())
                    {
                        _object.Status.HasMissionOutpost = true;
                    }

                    if (_object.EntityCreature.Creature.Missions.Escort.TargetReady())
                    {
                        _object.Status.HasMissionEscort = true;
                    }

                    if (_object.EntityCreature.Creature.Missions.Patrol.TargetReady())
                    {
                        _object.Status.HasMissionPatrol = true;
                    }
                }

                if (_object.ReferenceGameObject.activeInHierarchy)
                {
                    _object.Status.isActiveInHierarchy = true;
                }
                else if (EditorTools.IsPrefab(_object.ReferenceGameObject))                    // Is a prefab
                {
                    _object.Status.isPrefab = true;
                }
            }
        }
コード例 #2
0
        private static void DrawReferenceGroupList(ICECreatureRegister _register, List <ReferenceGroupObject> _list)
        {
            for (int _index = 0; _index < _list.Count; _index++)
            {
                ReferenceGroupObject _group = _list[_index];

                UpdateStatus(_group);

                if (_group != null && _group.ReferenceGameObject != null)
                {
                    ICEEditorStyle.SplitterByIndent(EditorGUI.indentLevel);
                    ICEEditorLayout.BeginHorizontal();
                    EditorGUI.BeginDisabledGroup(_group.Enabled == false);
                    _group.Foldout = EditorGUILayout.Foldout(_group.Foldout, GetTitleText(_group), ICEEditorStyle.Foldout);
                    GUILayout.FlexibleSpace();

                    DrawEntityType(_group);

                    EditorGUI.EndDisabledGroup();


                    if (ICEEditorLayout.ListUpDownButtons <ReferenceGroupObject>(_list, _index))
                    {
                        return;
                    }

                    GUILayout.Space(5);
                    EditorGUI.BeginDisabledGroup(_group.Enabled == false);

                    EditorGUI.BeginDisabledGroup(_group.EntityComponent == null);
                    _group.Break = ICEEditorLayout.CheckButtonMiddle("BREAK", "Deactivates all entity components", _group.Break);
                    EditorGUI.EndDisabledGroup();

                    _group.UseSoftRespawn = ICEEditorLayout.CheckButtonMiddle("RECYCLE", "Allows the reuse of suspended objects without new instantiations", _group.UseSoftRespawn);

                    EditorGUI.BeginDisabledGroup(_register.UsePoolManagement == false);
                    _group.PoolManagementEnabled = ICEEditorLayout.CheckButtonMiddle("POOL", "Activates Pool Management", _group.PoolManagementEnabled);
                    EditorGUI.EndDisabledGroup();
                    EditorGUI.EndDisabledGroup();

                    _group.Enabled = ICEEditorLayout.EnableButton("Enables/Disables the group", _group.Enabled);

                    if (ICEEditorLayout.ListDeleteButtonMini <ReferenceGroupObject>(_list, _group, "Removes this reference group."))
                    {
                        return;
                    }

                    ICEEditorLayout.EndHorizontal(Info.REGISTER_REFERENCE_OBJECT_GROUP);

                    DrawReferenceGroup(_register, _group);
                }
                else
                {
                    _list.RemoveAt(_index);
                    --_index;
                }
            }
        }
コード例 #3
0
        private static string GetTitleText(ReferenceGroupObject _group)
        {
            string _suspended = (_group.UseSoftRespawn ? "/" + _group.SuspendedObjects.Count :"");
            string _amount    = "";

            if (_group.PoolManagementEnabled)
            {
                _amount = " [" + _group.ActiveObjects.Count + _suspended + " of " + _group.MaxCoexistingObjects + "]";
            }
            else
            {
                _amount = " [" + _group.ActiveObjects.Count + _suspended + "]";
            }


            return(_group.Name + " " + (EditorTools.IsPrefab(_group.ReferenceGameObject)?"(PREFAB)":"(SCENE)") + _amount);
        }
コード例 #4
0
        private static void DrawEntityType(ReferenceGroupObject _obj)
        {
            GUI.backgroundColor = Color.cyan;
            if (_obj.ReferenceGameObject.GetComponent <ICECreatureEntity>() != null)
            {
                ICECreatureEntity _entity = _obj.ReferenceGameObject.GetComponent <ICECreatureEntity>();

                GUILayout.Label(new GUIContent(_entity.EntityType.ToString(), ""));
            }
            else
            {
                GUILayout.Label(new GUIContent("undefined", ""));
            }

            GUI.backgroundColor = ICEEditorLayout.DefaultBackgroundColor;

            GUILayout.Space(10);
        }
コード例 #5
0
        public static void QuickSelectionPopup(string _title, ICECreatureEntity _entity)
        {
            ICECreatureRegister _register = ICECreatureRegister.Instance;

            if (_register == null)
            {
            }
            else
            {
                ICEEditorLayout.BeginHorizontal();

                int _new_index = Popups.QuickSelectionPopup(_title, QuickSelectIndex);

                if (_register.ReferenceGroupObjects.Count > 0)
                {
                    int _own_index = CreatureRegister.GetReferenceIndexByName(_entity.name);
                    if (_new_index != _own_index)
                    {
                        QuickSelectIndex = _new_index;
                        QuickSelectGroup = _register.ReferenceGroupObjects[QuickSelectIndex];
                    }

                    if (ICEEditorLayout.DebugButton("SELECT", "Activates the displayed GameObject. You can use this funtion to switch between your objects.") && _new_index < _register.ReferenceGroupObjects.Count)
                    {
                        if (_entity != null)
                        {
                            QuickSelectIndex = CreatureRegister.GetReferenceIndexByName(_entity.name);
                        }

                        Selection.activeGameObject = _register.ReferenceGroupObjects[_new_index].ReferenceGameObject;
                    }
                }
                else
                {
                    if (ICEEditorLayout.DebugButton("UPDATE", "Updates the register by scanning the scene for relevant objects"))
                    {
                        _register.UpdateReferences();
                    }
                }

                if (ICEEditorLayout.DebugButton("REGISTER", "Switches the focus to the Creature Register"))
                {
                    Selection.activeGameObject = _register.gameObject;
                }

                if (QuickSelectGroup == null || QuickSelectGroup.EntityType != _entity.EntityType)
                {
                    EditorGUI.BeginDisabledGroup(true);
                    ICEEditorLayout.DebugButton("COPY", "Copys the settings from the selected entity to this one. Both entities must be from the same type!");
                    EditorGUI.EndDisabledGroup();
                }
                else
                {
                    if (ICEEditorLayout.DebugButton("COPY", "Copies the settings from the selected entity to this one. Both entities must be from the same type!"))
                    {
                        string _warning = "Please note, this function copies the settings from the selected entity (" + QuickSelectGroup.Name + ") to this one (" + _entity.name + "). This overwrites all settings " +
                                          "of this entity. Are you sure you want to do that? \n\n" +
                                          "Press COPY to continue or CANCEL to abort.";

                        if (EditorUtility.DisplayDialog("Copy Message", _warning, "COPY", "CANCEL"))
                        {
                            UnityEditorInternal.ComponentUtility.CopyComponent(QuickSelectGroup.EntityComponent);
                            UnityEditorInternal.ComponentUtility.PasteComponentValues(_entity);
                        }
                    }
                }

                ICEEditorLayout.EndHorizontal(Info.ENTITY_QUICK_SELECTION);
            }
        }
コード例 #6
0
        // PHOTON NETWORK

        public void OnJoinedRoom()
        {
            if (PhotonNetwork.isMasterClient)
            {
                m_Register.InitialSpawn();
            }

            if (PhotonNetwork.isMasterClient)
            {
                PhotonNetwork.room.maxPlayers = MaxPlayersPerRoom;
            }

            // TODO: use PhotonNetwork.LoadLevel to load level while automatically pausing network queue
            // ("call this in OnJoinedRoom to make sure no cached RPCs are fired in the wrong scene")
            // also, get level from room properties / master



            // sent as RPC instead of in 'OnPhotonPlayerConnected' because the
            // MasterClient does not run the latter for itself + we don't want
            // to do the request on all clients

            //if(FindObjectOfType<vp_MPMaster>())	// in rare cases there might not be a vp_MPMaster, for example: a chat lobby
            //	photonView.RPC("RequestInitialSpawnInfo", PhotonTargets.MasterClient, PhotonNetwork.player, 0, name);

            ICEWorldInfo.IsMasterClient = PhotonNetwork.isMasterClient;

            if (UseCreatePlayer)
            {
                // gets the refrence group of your selected reference player
                ReferenceGroupObject _group = m_Register.GetGroupByName(ReferencePlayerName);

                if (_group != null)
                {
                    _group.MaxCoexistingObjects = MaxPlayersPerRoom;
                    //GameObject _player = _group.Spawn();

                    Vector3 position = _group.GetSpawnPosition();

                    GameObject _player = PhotonNetwork.Instantiate(ReferencePlayerName, position, Quaternion.identity, 0);

                    if (_player != null)
                    {
                        if (UseRenamingPlayer && !string.IsNullOrEmpty(PlayerName))
                        {
                            _player.name = PlayerName;
                        }

                        if (UsePlayerCamera && PlayerCamera != null && !string.IsNullOrEmpty(PlayerCameraAssignMethod))
                        {
                            /*
                             *      // Your Camara script should contain something like this to assign the created player as
                             *      // target for your camera ...
                             *      public void AssignCameraTarget( GameObject _object )
                             *      {
                             *              if( _object == null )
                             *                      return;
                             *
                             *              Target = _object.transform;
                             *      }
                             */
                            PlayerCamera.SendMessageUpwards(PlayerCameraAssignMethod, _player, SendMessageOptions.DontRequireReceiver);
                        }
                    }
                }
            }

            m_Register.NetworkConnectedAndReady = true;
            Debug.Log("OnJoinedRoom() called by PUN. Now this client is in a room. From here on, your game would be running. For reference, all callbacks are listed in enum: PhotonNetworkingMessage");
        }
コード例 #7
0
        private static void DrawFlags(ReferenceGroupObject _object)
        {
            string[] _flags = new string[10];

            // CC controlled
            if (_object.Status.HasCreatureController)
            {
                _flags[0] = "icons/cc_1";
            }
            else if (_object.Status.HasCreatureAdapter)
            {
                _flags[0] = "icons/failed";
            }
            else
            {
                _flags[0] = "icons/failed";
            }

            if (_object.Status.HasHome)
            {
                _flags[1] = "icons/home_ready";
            }
            else
            {
                _flags[1] = "icons/home_failed";
            }

            if (_object.Status.HasMissionOutpost)
            {
                _flags[2] = "icons/cc_1";
            }
            else
            {
                _flags[2] = "icons/failed";
            }

            if (_object.Status.HasMissionEscort)
            {
                _flags[3] = "icons/cc_1";
            }
            else
            {
                _flags[3] = "icons/failed";
            }

            if (_object.Status.HasMissionPatrol)
            {
                _flags[4] = "icons/cc_1";
            }
            else
            {
                _flags[4] = "icons/failed";
            }

            if (_object.Status.isActiveAndEnabled)
            {
                _flags[5] = "icons/cc_1";
            }
            else
            {
                _flags[5] = "icons/failed";
            }

            if (_object.Status.isActiveInHierarchy)
            {
                _flags[6] = "icons/cc_1";
            }
            else
            {
                _flags[6] = "icons/failed";
            }

            if (_object.Status.isPrefab)
            {
                _flags[7] = "icons/cc_1";
            }
            else
            {
                _flags[7] = "icons/failed";
            }

            //EditorGUILayout.Separator();
            ICEEditorLayout.DrawLabelIconBar("Status", _flags, 16, 16, 0, 0, 5);
        }
コード例 #8
0
        private static void DrawReferenceGroup(ICECreatureRegister _register, ReferenceGroupObject _obj)
        {
            if (_obj == null || _obj.Foldout == false)
            {
                return;
            }

            EditorGUI.BeginDisabledGroup(_obj.Enabled == false);

            // BEGIN OBJECT
            ICEEditorLayout.BeginHorizontal();
            _obj.ReferenceGameObject = (GameObject)EditorGUILayout.ObjectField("Reference Object", _obj.ReferenceGameObject, typeof(GameObject), true);
            EditorGUI.BeginDisabledGroup(_obj.ReferenceGameObject == null);


            if (_obj.ReferenceGameObject != null)
            {
                ICEEditorLayout.ButtonDisplayObject(_obj.ReferenceGameObject.transform.position);
            }
            else
            {
                ICEEditorLayout.ButtonDisplayObject(Vector3.zero);
            }
            ICEEditorLayout.ButtonSelectObject(_obj.ReferenceGameObject, ICEEditorStyle.CMDButtonDouble);

            //_obj.GroupByTag = ICEEditorLayout.ButtonCheck( "TAG", "Allows to find a group in addition to its name also by its tag.", _obj.GroupByTag, ICEEditorStyle.CMDButtonDouble );
            _obj.GroupByTag = false;

            _obj.UseGroupParent = ICEEditorLayout.CheckButtonMiddle("GROUP", "Assorts instances to the defined Hierarchy Group", _obj.UseGroupParent);
            EditorGUI.EndDisabledGroup();
            ICEEditorLayout.EndHorizontal(Info.REGISTER_REFERENCE_OBJECT);
            // END OBJECT

            //_obj.UseHierarchyGroupObject = ICEEditorLayout.Toggle( "Use Hierarchy Group", "", _obj.UseHierarchyGroupObject, Info.REGISTER_REFERENCE_OBJECT_POOL_GROUP_USE );
            if (_obj.UseGroupParent)
            {
                EditorGUI.indentLevel++;
                ICEEditorLayout.BeginHorizontal();
                _obj.CustomGroupParent = (GameObject)EditorGUILayout.ObjectField("Custom Hierarchy Group", _obj.CustomGroupParent, typeof(GameObject), true);
                ICEEditorLayout.EndHorizontal(Info.REGISTER_REFERENCE_OBJECT_POOL_GROUP_CUSTOM);

                if (_obj.CustomGroupParent == null)
                {
                    EditorGUILayout.HelpBox(Info.REGISTER_REFERENCE_OBJECT_POOL_GROUP_INFO, MessageType.Info);
                }

                EditorGUI.indentLevel--;
            }

            // BEGIN POOL MANAGEMENT
            if (_obj.PoolManagementEnabled == true && _register.UsePoolManagement == true)
            {
                // PLAYER
                if (_obj.EntityType == EntityClassType.Player)
                {
                    _obj.MaxCoexistingObjects = 1;
                    _obj.UseInitialSpawn      = true;
                    _obj.InitialSpawnPriority = 0;
                    _obj.UseRandomization     = false;
                    _obj.SpawnWaveMin         = 1;
                    _obj.SpawnWaveMax         = 1;
                    _obj.UseSoftRespawn       = true;

                    ICEEditorLayout.MinMaxRandomDefaultSlider("Spawn Interval (min/max)", "", ref _obj.MinSpawnInterval, ref _obj.MaxSpawnInterval, 0, ref _obj.RespawnIntervalMax, 0, 0, 0.25f, 30, Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_INTERVAL);

                    if (_obj.MinSpawnInterval > 0 && _obj.ReferenceGameObject != null && _obj.ReferenceGameObject.GetComponentsInChildren <Camera>() != null)
                    {
                        //Debug.Log( "test" );
                    }
                }

                // CREATURES AND OTHER OBJECTS
                else
                {
                    ICEEditorLayout.BeginHorizontal();
                    float _maximum = _obj.MaxCoexistingObjectsMaximum;
                    _obj.MaxCoexistingObjects        = (int)ICEEditorLayout.MaxDefaultSlider("Max. Coexistent Objects (" + _obj.ActiveObjectsCount + ")", "Specifies the limit of coexistent objects", _obj.MaxCoexistingObjects, 1, 0, ref _maximum, 25, "");
                    _obj.MaxCoexistingObjectsMaximum = (int)_maximum;
                    _obj.UseMaxSpawnCycles           = ICEEditorLayout.CheckButtonSmall("MAX", "Specifies the total number of objects", _obj.UseMaxSpawnCycles);
                    _obj.UseInitialSpawn             = ICEEditorLayout.CheckButtonMiddle("INITIAL", "Spawns all instances on start according to the given priority", _obj.UseInitialSpawn);
                    ICEEditorLayout.EndHorizontal(Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_MAX);


                    if (_obj.UseMaxSpawnCycles)
                    {
                        if (_obj.MaxSpawnCycles < _obj.MaxCoexistingObjects)
                        {
                            _obj.MaxSpawnCycles = _obj.MaxCoexistingObjects;
                        }

                        if (_obj.MaxSpawnCyclesMaximum < _obj.MaxCoexistingObjectsMaximum)
                        {
                            _obj.MaxSpawnCyclesMaximum = _obj.MaxCoexistingObjectsMaximum;
                        }

                        float _max_spawn_cycles = _obj.MaxSpawnCyclesMaximum;
                        _obj.MaxSpawnCycles        = (int)ICEEditorLayout.MaxDefaultSlider("Max. Spawn Cycles (" + _obj.TotalSpawnCycles + ")", "", _obj.MaxSpawnCycles, 1, _obj.MaxCoexistingObjects, ref _max_spawn_cycles, 25, "");
                        _obj.MaxSpawnCyclesMaximum = (int)_max_spawn_cycles;
                    }

                    if (_obj.UseInitialSpawn)
                    {
                        EditorGUI.indentLevel++;
                        _obj.InitialSpawnPriority = (int)ICEEditorLayout.DefaultSlider("Initial Spawn Priority", "", _obj.InitialSpawnPriority, 1, 0, 100, 0, Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_PRIORITY);
                        EditorGUI.indentLevel--;
                    }

                    ICEEditorLayout.BeginHorizontal();
                    ICEEditorLayout.MinMaxRandomDefaultSlider("Spawn Interval (min/max)", "", ref _obj.MinSpawnInterval, ref _obj.MaxSpawnInterval, 0, ref _obj.RespawnIntervalMax, 0, 0, 0.25f, 30);
                    _obj.UseSpawnWave = ICEEditorLayout.CheckButton("WAVE", "", _obj.UseSpawnWave, ICEEditorStyle.ButtonMiddle);
                    ICEEditorLayout.EndHorizontal(Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_INTERVAL);

                    if (_obj.UseSpawnWave)
                    {
                        EditorGUI.indentLevel++;
                        ICEEditorLayout.MinMaxRandomDefaultSlider("Wave Size (min/max)", "Amount per Wave", ref _obj.SpawnWaveMin, ref _obj.SpawnWaveMax, 1, ref _obj.SpawnWaveMaximum, 1, 5, 30, Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_WAVE);
                        EditorGUI.indentLevel--;
                    }

                    EditorGUILayout.Separator();


                    _obj.UseRandomization = ICEEditorLayout.Toggle("Spawn Randomization", "", _obj.UseRandomization, Info.REGISTER_REFERENCE_OBJECT_POOL_RANDOM_SIZE);
                    if (_obj.UseRandomization)
                    {
                        EditorGUI.indentLevel++;
                        ICEEditorLayout.MinMaxRandomDefaultSlider("Random Size Variance (min/max)", "", ref _obj.RandomSizeMin, ref _obj.RandomSizeMax, -1, 1, 0, 0, 0.025f, 30, Info.REGISTER_REFERENCE_OBJECT_POOL_RANDOM_SIZE_VARIANCE);
                        EditorGUI.indentLevel--;
                        EditorGUILayout.Separator();
                    }

                    WorldObjectEditor.DrawCullingOptionsObject(_register, _obj.CullingOptions, EditorHeaderType.TOGGLE, Info.REGISTER_REFERENCE_OBJECT_POOL_SPAWN_CONDITIONS, "Spawn Conditions");
                }

                ICEEditorLayout.BeginHorizontal();
                ICEEditorLayout.Label("Spawn Areas", false);
                if (ICEEditorLayout.AddButton("Adds a new spawn point entry"))
                {
                    _obj.SpawnPoints.Add(new SpawnPointObject());
                }
                ICEEditorLayout.EndHorizontal(Info.REGISTER_REFERENCE_OBJECT_SPAWN_POINTS);

                EditorGUI.indentLevel++;

                if (_obj.SpawnPoints.Count == 0)
                {
                    if (_obj.EntityCreature != null)
                    {
                        _obj.SpawnPoints.Add(new SpawnPointObject(_obj.EntityCreature.Creature.Essentials.Target));
                    }
                    else if (_obj.ReferenceGameObject != null)
                    {
                        ICECreatureTargetAttribute _target = _obj.ReferenceGameObject.GetComponent <ICECreatureTargetAttribute>();
                        if (_target != null)
                        {
                            _obj.SpawnPoints.Add(new SpawnPointObject(_target.Target));
                        }
                        else
                        {
                            _obj.SpawnPoints.Add(new SpawnPointObject(_obj.ReferenceGameObject));
                        }
                    }
                }

                foreach (SpawnPointObject _point in _obj.SpawnPoints)
                {
                    if (CreatureObjectEditor.DrawSpawnPointObject(_point, _obj.SpawnPoints, EditorHeaderType.FOLDOUT_ENABLED))
                    {
                        return;
                    }
                }

                EditorGUI.indentLevel--;
            }
            // END POOL MANAGEMENT

            EditorGUI.EndDisabledGroup();
            EditorGUILayout.Separator();
        }
コード例 #9
0
        private static void DrawReferenceGroupListCat(ICECreatureRegister _register, string _list_title, ReferenceGroupCategory _cat, ref bool _foldout)
        {
            if (_cat == null || _cat.ReferenceGroupObjects == null)
            {
                return;
            }

            List <ReferenceGroupObject> _list = _cat.ReferenceGroupObjects;

            EditorGUI.BeginDisabledGroup(_list.Count == 0);

            // HEADER BEGIN
            ICEEditorLayout.BeginHorizontal();
            _list_title += " (" + _list.Count + ")";
            _foldout     = ICEEditorLayout.Foldout(_foldout, _list_title, "");

            ICEEditorLayout.ListFoldoutButtons <ReferenceGroupObject>(_list);

            ICEEditorLayout.EndHorizontal(ref _cat.ShowInfoText, ref _cat.InfoText, Info.REGISTER_REFERENCE_CAT);
            // HEADER END

            EditorGUI.indentLevel++;
            if (_foldout)
            {
                for (int _index = 0; _index < _list.Count; _index++)
                {
                    ReferenceGroupObject _group = _list[_index];

                    UpdateStatus(_group);

                    if (_group != null && _group.ReferenceGameObject != null)
                    {
                        ICEEditorStyle.SplitterByIndent(EditorGUI.indentLevel);
                        ICEEditorLayout.BeginHorizontal();
                        EditorGUI.BeginDisabledGroup(_group.Enabled == false);
                        _group.Foldout = EditorGUILayout.Foldout(_group.Foldout, GetTitleText(_group), ICEEditorStyle.Foldout);
                        GUILayout.FlexibleSpace();


                        EditorGUI.BeginDisabledGroup(_group.EntityComponent == null);
                        _group.Break = ICEEditorLayout.CheckButtonMiddle("BREAK", "Deactivates/activates all entity components", _group.Break);
                        EditorGUI.EndDisabledGroup();


                        _group.UseSoftRespawn = ICEEditorLayout.CheckButtonMiddle("RECYCLE", "Allows the reuse of suspended objects without new instantiations", _group.UseSoftRespawn);


                        EditorGUI.BeginDisabledGroup(_register.UsePoolManagement == false);
                        _group.PoolManagementEnabled = ICEEditorLayout.CheckButtonMiddle("POOL", "Activates Pool Management", _group.PoolManagementEnabled);
                        EditorGUI.EndDisabledGroup();
                        EditorGUI.EndDisabledGroup();

                        _group.Enabled = ICEEditorLayout.EnableButton("Enables/Disables the group", _group.Enabled);

                        if (ICEEditorLayout.ListDeleteButtonMini <ReferenceGroupObject>(_register.ReferenceGroupObjects, _group, "Removes this reference group."))
                        {
                            return;
                        }

                        ICEEditorLayout.EndHorizontal(Info.REGISTER_REFERENCE_OBJECT_GROUP);


                        DrawReferenceGroup(_register, _group);
                    }
                    else
                    {
                        _list.RemoveAt(_index);
                        --_index;
                    }
                }

                if (_list.Count > 0)
                {
                    EditorGUILayout.Separator();
                }
            }
            EditorGUI.indentLevel--;
            EditorGUI.EndDisabledGroup();
        }