public override void OnInspectorGUI() { m_comp = (SequenceHandleEx)this.target; if (m_comp.m_handle.CurType != Handle.Type.sequence) { m_comp.m_handle.SetType(Handle.Type.sequence); m_comp.m_handle.m_go = m_comp.gameObject; } EditorGUI.BeginChangeCheck(); m_comp.m_loop = EditorGUILayout.Toggle("是否循环", m_comp.m_loop); m_comp.m_dir = EditorGUILayout.FloatField("滚动正向", m_comp.m_dir); m_comp.m_dirSize = EditorGUILayout.FloatField("滚动大小", m_comp.m_dirSize); m_comp.m_endScroll = EditorGUILayout.Toggle("结束回滚", m_comp.m_endScroll); if (m_comp.m_endScroll) { m_comp.m_endScrollDuration = EditorGUILayout.FloatField("结束回滚时间", m_comp.m_endScrollDuration); } m_comp.m_clickToEnd = EditorGUILayout.Toggle("点击滚动", m_comp.m_clickToEnd); if (EditorGUI.EndChangeCheck()) { EditorUtil.SetDirty(m_comp); } //显示打开动画序列编辑器按钮 m_comp.m_handle.CurHandle.OnDraw(m_comp, m_comp.m_handle, OnOpenWnd); }
public void OnSceneGUI() { m_comp = (SequenceHandleEx)this.target; Handles.color = Color.gray; Handles.ArrowCap(0, m_comp.transform.position, Quaternion.LookRotation(Quaternion.Euler(0, 0, m_comp.m_dir) * Vector3.right), m_comp.m_dirSize * m_comp.transform.lossyScale.x); }