コード例 #1
0
 /// <summary>
 /// When one ReorderableList is selected, deslect the rest.
 /// </summary>
 private void OnListAdd(ReorderableList list)
 {
     ItemInspector.OnListAdd(list);
 }
コード例 #2
0
        /// <summary>
        /// Draws the custom inspector.
        /// </summary>
        public override void OnInspectorGUI()
        {
            var itemExtension = target as ItemExtension;

            if (itemExtension == null || serializedObject == null)
            {
                return; // How'd this happen?
            }
            base.OnInspectorGUI();

            // Show all of the fields.
            serializedObject.Update();
            EditorGUI.BeginChangeCheck();

            // An item must exist to be able to extend it.
            if (itemExtension.GetComponent <Item>() == null)
            {
                EditorGUILayout.HelpBox("An Item component is required. Please run the Item Builder and create your item.", MessageType.Error);
                return;
            }

            var itemTypeProperty = PropertyFromName(serializedObject, "m_ConsumableItemType");

            EditorGUILayout.PropertyField(itemTypeProperty);
            if (itemTypeProperty.objectReferenceValue == null)
            {
                EditorGUILayout.HelpBox("This field is required. The Inventory uses the Consumable Item Type to determine the type of item.", MessageType.Error);
            }

            if ((m_CharacterAnimatorFoldout = EditorGUILayout.Foldout(m_CharacterAnimatorFoldout, "Character Animator Options", InspectorUtility.BoldFoldout)))
            {
                EditorGUI.indentLevel++;
                ItemInspector.DrawAnimatorStateSet(itemExtension, m_ReorderableListMap, m_ReordableLists, OnListSelect, OnListAdd, OnListRemove, PropertyFromName(serializedObject, "m_UseStates"));
                if (itemExtension is IReloadableItem)
                {
                    ItemInspector.DrawAnimatorStateSet(itemExtension, m_ReorderableListMap, m_ReordableLists, OnListSelect, OnListAdd, OnListRemove, PropertyFromName(serializedObject, "m_ReloadStates"));
                }
                if (target is MeleeWeaponExtension)
                {
                    ItemInspector.DrawAnimatorStateSet(itemExtension, m_ReorderableListMap, m_ReordableLists, OnListSelect, OnListAdd, OnListRemove, PropertyFromName(serializedObject, "m_RecoilStates"));
                }
                EditorGUI.indentLevel--;
            }

            if ((m_InputFoldout = EditorGUILayout.Foldout(m_InputFoldout, "Input Options", InspectorUtility.BoldFoldout)))
            {
                EditorGUI.indentLevel++;
                if (itemExtension is IUseableItem)
                {
                    EditorGUILayout.PropertyField(PropertyFromName(serializedObject, "m_UseInputName"));
                }
                EditorGUI.indentLevel--;
            }

            if (EditorGUI.EndChangeCheck())
            {
                Undo.RecordObject(itemExtension, "Inspector");
                serializedObject.ApplyModifiedProperties();
                InspectorUtility.SetObjectDirty(itemExtension);
            }
        }
コード例 #3
0
 /// <summary>
 /// When one ReorderableList is selected, deslect the rest.
 /// </summary>
 private void OnListSelect(ReorderableList list)
 {
     ItemInspector.OnListSelect(m_ReordableLists, list);
 }
コード例 #4
0
 /// <summary>
 /// Do not allow a list element to be removed if there is only one element left.
 /// </summary>
 private void OnListRemove(ReorderableList list)
 {
     ItemInspector.OnListRemove(list);
 }