/// <summary> /// Draws the editor to the inspector /// </summary> public override void OnInspectorGUI() { OpenScenesEditorWindow.DrawOpenTryItButton(); serializedObject.Update(); Editor.DrawPropertiesExcluding(serializedObject, new[] { "m_Script" }); serializedObject.ApplyModifiedProperties(); }
/// <summary> /// Draws the editor to the inspector /// </summary> public override void OnInspectorGUI() { OpenScenesEditorWindow.DrawOpenTryItButton(); serializedObject.Update(); SerializedProperty hideRunInBackgroundMessageProp = serializedObject.FindProperty("m_HideRunInBackgroundMessage"); if (!hideRunInBackgroundMessageProp.boolValue) { if (!Application.runInBackground) { EditorGUILayout.HelpBox("Player run in background is not checked and will require the program to be showing to use the chat client.", MessageType.Warning); EditorGUILayout.PropertyField(hideRunInBackgroundMessageProp, new GUIContent("Hide This Message")); if (GUILayout.Button("Check It Now")) { Application.runInBackground = true; } } } Editor.DrawPropertiesExcluding(serializedObject, new[] { "m_Script" }); serializedObject.ApplyModifiedProperties(); string nick = serializedObject.FindProperty("m_Nick").stringValue; string channel = serializedObject.FindProperty("m_Channel").stringValue; bool sameValues = nick.Trim().ToLower().Equals(channel.Trim().ToLower()); if (!string.IsNullOrEmpty(nick) && !string.IsNullOrEmpty(channel) && sameValues) { EditorGUILayout.HelpBox("The nick and channel can not be the same value the component will not work properly.\nThis will cause a conflict and cause a massive slow-down in processing (lag) at run-time.", MessageType.Error); } }
/// <summary> /// Draws the editor to the inspector /// </summary> public override void OnInspectorGUI() { OpenScenesEditorWindow.DrawOpenTryItButton(); serializedObject.Update(); Editor.DrawPropertiesExcluding(serializedObject, new[] { "m_Script", "m_Greetings" }); m_RepliesSetReorderableList.OnInspectorGUI(); serializedObject.ApplyModifiedProperties(); }
/// <summary> /// Draws the editor to the inspector /// </summary> public override void OnInspectorGUI() { OpenScenesEditorWindow.DrawOpenTryItButton(); serializedObject.Update(); Editor.DrawPropertiesExcluding(serializedObject, new[] { "m_Script", "m_BasicCommands", "m_ParameterizedCommands", "m_NArgunmentCommands" }); m_BasicCommandsReorderableList.OnInspectorGUI(); m_ParameterizedCommandsReorderableList.OnInspectorGUI(); m_NArgunmentCommandsReorderableList.OnInspectorGUI(); serializedObject.ApplyModifiedProperties(); }