/************************************************************************************************************************/ private void DoLoopCounterGUI(ref Rect area, float length) { int loops = Mathf.Abs((int)(State.Time / length)); var label = "x" + loops; var style = GUI.skin.label; var width = style.CalculateWidth(label); var labelArea = AnimancerEditorUtilities.StealWidth(ref area, width); GUI.Label(labelArea, label); }
private bool DoNormalizedTimeToggle(ref Rect area) { var content = AnimancerEditorUtilities.TempContent("N"); var style = AnimancerEditorUtilities.Styles.MiniButton; if (_UseNormalizedTimeSlidersWidth == 0) { _UseNormalizedTimeSlidersWidth = style.CalculateWidth(content); } var toggleArea = AnimancerEditorUtilities.StealWidth(ref area, _UseNormalizedTimeSlidersWidth); UseNormalizedTimeSliders.Value = GUI.Toggle(toggleArea, UseNormalizedTimeSliders, content, style); return(UseNormalizedTimeSliders); }
/************************************************************************************************************************/ /// <summary>Draws all 'states' in the given list.</summary> private void DoStatesGUI(string label, List <AnimancerState> states, IAnimancerComponent owner) { var area = AnimancerEditorUtilities.GetRect(); var width = GUI.skin.label.CalculateWidth("Weight"); GUI.Label(AnimancerEditorUtilities.StealWidth(ref area, width), "Weight"); EditorGUI.LabelField(area, label, states.Count.ToString()); EditorGUI.indentLevel++; for (int i = 0; i < states.Count; i++) { DoStateGUI(states[i], owner); } EditorGUI.indentLevel--; }