/// <summary> /// Raises the inspector GUI event. /// Draw everything we need to the Editor window. /// </summary> public override void OnInspectorGUI() { serializedObject.Update(); /////Target///// myUITransformAnimation = ((UITransformAnimation)target); myUIAnimation = myUITransformAnimation; /////Sequence///// GUILayout.Space(SECTION_SPACE); DrawSequence(); /////Value///// GUILayout.Space(SECTION_SPACE); DrawValues(); /////Ease//// GUILayout.Space(SECTION_SPACE); DrawEase(); /////Curve///// DrawCurve(); /////Apply///// ApplyValues(); }
protected void DrawAddAnimationButtons() { GUILayout.Space(SECTION_SPACE); foreach (UITransformAnimation.TransformAnimationType animationType in Enum.GetValues(typeof(UITransformAnimation.TransformAnimationType))) { if (GUILayout.Button("Add " + animationType + " Animation")) { for (int i = 0; i < targets.Length; ++i) { UITransformAnimation newUIAnimation = ((UIAnimator)targets [i]).gameObject.AddComponent <UITransformAnimation> (); newUIAnimation.animationType = animationType; } } } }