public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            serializedObject.Update();

            NetworkComponent t = target as NetworkComponent;

            EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
            {
                m_NetworkHelperInfo.Draw();

                EditorGUILayout.PropertyField(m_NetworkChannels, true);
            }
            EditorGUI.EndDisabledGroup();

            if (EditorApplication.isPlaying)
            {
                EditorGUILayout.LabelField("Network Channel Count", t.NetworkChannelCount.ToString());

                INetworkChannel[] networkChannels = t.GetAllNetworkChannels();
                foreach (INetworkChannel networkChannel in networkChannels)
                {
                    DrawNetworkChannel(networkChannel);
                }
            }

            serializedObject.ApplyModifiedProperties();

            Repaint();
        }
예제 #2
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (!EditorApplication.isPlaying)
            {
                EditorGUILayout.HelpBox("Available during runtime only.", MessageType.Info);
                return;
            }

            NetworkComponent t = (NetworkComponent)target;

            if (PrefabUtility.GetPrefabType(t.gameObject) != PrefabType.Prefab)
            {
                EditorGUILayout.LabelField("Network Channel Count", t.NetworkChannelCount.ToString());

                INetworkChannel[] networkChannels = t.GetAllNetworkChannels();
                foreach (INetworkChannel networkChannel in networkChannels)
                {
                    DrawNetworkChannel(networkChannel);
                }
            }

            Repaint();
        }
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();

            if (!EditorApplication.isPlaying)
            {
                EditorGUILayout.HelpBox("Available during runtime only.", MessageType.Info);
                return;
            }

            NetworkComponent t = target as NetworkComponent;

            if (IsPrefabInHierarchy(t.gameObject))
            {
                EditorGUILayout.LabelField("Network Channel Count", t.NetworkChannelCount.ToString());

                INetworkChannel[] networkChannels = t.GetAllNetworkChannels();
                for (int i = 0; i < networkChannels.Length; i++)
                {
                    DrawNetworkChannel(networkChannels[i]);
                }
            }

            Repaint();
        }