public override void OnInspectorGUI() { LookAtUnityBezier _myLAUB = (LookAtUnityBezier)target; DrawDefaultInspector(); if (GUILayout.Button("Make new curve")) { Debug.Log("Button pressed. Congrats!!!"); BezierExample newBE = _myLAUB.myModel.gameObject.AddComponent <BezierExample>(); if (_myLAUB.curveList.Count > 0) { BezierExample lastBE = _myLAUB.curveList[_myLAUB.curveList.Count - 1]; newBE.startPoint = lastBE.endPoint; newBE.endPoint = lastBE.endPoint; newBE.startTangent = lastBE.endPoint; newBE.endTangent = lastBE.endPoint; } _myLAUB.curveList.Add(newBE); } }
public override void OnInspectorGUI() { LookAtUnityBezier _myLAUB = (LookAtUnityBezier)target; DrawDefaultInspector(); if (GUILayout.Button("Make new curve")) { BezierExample newBE = _myLAUB.myModel.gameObject.AddComponent <BezierExample>(); if (_myLAUB.curveList.Count > 0) { BezierExample lastBE = _myLAUB.curveList[_myLAUB.curveList.Count - 1]; newBE.startPoint = lastBE.endPoint; newBE.endPoint = lastBE.endPoint; newBE.startTangent = lastBE.endPoint; newBE.endTangent = lastBE.endPoint; } _myLAUB.curveList.Add(newBE); } if (GUILayout.Button("Close Loop")) { if (_myLAUB.curveList.Count > 1) { for (int i = 0; i < _myLAUB.curveList.Count; i++) { BezierExample curve = _myLAUB.curveList[i]; int before = i - 1; if (before < 0) { before = _myLAUB.curveList.Count - 1; } int after = i + 1; if (after >= _myLAUB.curveList.Count) { after = 0; } curve.startPoint = _myLAUB.curveList[before].endPoint; curve.endPoint = (_myLAUB.curveList[after].startPoint + _myLAUB.curveList[i].endPoint) / 2; } } } }
public override void OnInspectorGUI() { LookAtUnityBezier myLAUB = (LookAtUnityBezier)target; //casting class into object DrawDefaultInspector(); if (GUILayout.Button("Make new curve")) { BezierExample newBE = myLAUB.myModel.gameObject.AddComponent <BezierExample>(); if (myLAUB.curveList.Count > 0) { BezierExample lastBE = myLAUB.curveList[myLAUB.curveList.Count - 1]; newBE.startPoint = lastBE.endPoint; newBE.endPoint = lastBE.endPoint; newBE.startTangent = lastBE.endPoint; newBE.endTangent = lastBE.endPoint; } myLAUB.curveList.Add(newBE); } }