public override void OnInspectorGUI() { DrawDefaultInspector(); var spriteCollection = (SpriteCollection)target; if (GUILayout.Button("Refresh")) { Debug.ClearDeveloperConsole(); SpriteCollectionRefresh.Refresh(spriteCollection); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); var spriteCollection = (SpriteCollection)target; if (GUILayout.Button("Refresh")) { Debug.ClearDeveloperConsole(); SpriteCollectionRefresh.Refresh(spriteCollection); } if (GUILayout.Button("Update melee weapon trails")) { Debug.ClearDeveloperConsole(); SpriteCollectionRefresh.UpdateMeleeWeaponTrails(spriteCollection); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); var spriteCollection = (SpriteCollection)target; if (GUILayout.Button("Refresh")) { SpriteCollectionRefresh.Refresh(spriteCollection); } if (GUILayout.Button("Generate trails for melee weapons")) { SpriteCollectionRefresh.CreateMeleeWeaponTrails(spriteCollection); } if (GUILayout.Button("Read trails for melee weapons")) { SpriteCollectionRefresh.ReadMeleeWeaponTrails(spriteCollection); } }