private void DisplayObjectsList() { Gaze_EditorUtils.DrawEditorHint("Select all the objects to instantiate (EVERYTHING NEEDS TO BE A PREFAB)"); for (int i = objectsToPlace.Count - 1; i >= 0; i--) { DisplayObjectOption(i); } if (GUILayout.Button("+ Add another")) { objectsToPlace.Insert(0, null); objectsToPlaceCursor.Insert(0, null); } }
private void DisplayObjectsList() { Gaze_EditorUtils.DrawEditorHint("Select all the objects to move (THEY NEED TO BE ALREADY IN THE SCENE)"); for (int i = objectsToPlace.Count - 1; i >= 0; i--) { DisplayObjectOption(i); } if (GUILayout.Button("+ Add another")) { objectsToPlace.Insert(0, null); objectsToPlaceCursor.Insert(0, null); } }
private void DrawBehaivourName() { behaviourName = EditorGUILayout.TextField(new GUIContent("Behaviour Name", "The name that will be displayed on the hierarchy."), behaviourName); Gaze_EditorUtils.DrawEditorHint("Name your behaviour: "); }