public override void OnInspectorGUI() { if (!skin) { skin = Resources.Load("skin") as GUISkin; } GUI.skin = skin; vLockOnTargetControl lockon = (vLockOnTargetControl)target; GUILayout.BeginVertical("Lock-On Target", "window"); GUILayout.Label(m_Logo, GUILayout.MaxHeight(25)); GUILayout.Space(5); if (lockon.layerOfObstacles == 0) { EditorGUILayout.HelpBox("Please assign the Layer of Obstacles to 'Default' ", MessageType.Warning); } EditorGUILayout.BeginVertical(); base.OnInspectorGUI(); GUILayout.EndVertical(); EditorGUILayout.EndVertical(); EditorGUILayout.Space(); EditorGUILayout.Space(); }
public void Init() { if (target == null) { return; } _camera = GetComponent <Camera>(); currentTarget = target; currentTargetPos = new Vector3(currentTarget.position.x, currentTarget.position.y + offSetPlayerPivot, currentTarget.position.z); targetLookAt = new GameObject("targetLookAt").transform; targetLookAt.position = currentTarget.position; targetLookAt.hideFlags = HideFlags.HideInHierarchy; targetLookAt.rotation = currentTarget.rotation; // initialize the first camera state mouseY = currentTarget.eulerAngles.x; mouseX = currentTarget.eulerAngles.y; switchRight = 1f; currentSwitchRight = 1f; lockOn = GetComponent <vLockOnTargetControl>(); ChangeState("Default", false); currentZoom = currentState.defaultDistance; distance = currentState.defaultDistance; currentHeight = currentState.height; useSmooth = true; }