예제 #1
0
        public override void OnInspectorGUI()
        {
            LimitVisibility _target = (LimitVisibility)target;

            _target.Upgrade();

            int numOptions = _target.limitToCameras.Count;

            numOptions = EditorGUILayout.DelayedIntField("Number of cameras:", _target.limitToCameras.Count);
            if (_target.limitToCameras.Count < 0)
            {
                numOptions = 0;
            }
            if (numOptions < 1)
            {
                numOptions = 1;
            }

            if (numOptions < _target.limitToCameras.Count)
            {
                _target.limitToCameras.RemoveRange(numOptions, _target.limitToCameras.Count - numOptions);
            }
            else if (numOptions > _target.limitToCameras.Count)
            {
                if (numOptions > _target.limitToCameras.Capacity)
                {
                    _target.limitToCameras.Capacity = numOptions;
                }
                for (int i = _target.limitToCameras.Count; i < numOptions; i++)
                {
                    _target.limitToCameras.Add(null);
                }
            }

            for (int i = 0; i < _target.limitToCameras.Count; i++)
            {
                _target.limitToCameras [i] = (_Camera)CustomGUILayout.ObjectField <_Camera> ("Camera #" + i.ToString() + ":", _target.limitToCameras [i], true, "", "An AC _Camera to limit the GameObject's visibility to");
            }

            _target.negateEffect   = CustomGUILayout.Toggle("Negate effect?", _target.negateEffect, "", "If True, then the GameObject will instead be visible when the above cameras are not used");
            _target.affectChildren = CustomGUILayout.Toggle("Affect children too?", _target.affectChildren, "", "If True, then child GameObjects will be affected in the same way");

            UnityVersionHandler.CustomSetDirty(_target);
        }
예제 #2
0
        public override void OnInspectorGUI()
        {
            LimitVisibility _target = (LimitVisibility)target;

            _target.Upgrade();

            int numOptions = _target.limitToCameras.Count;

            numOptions = EditorGUILayout.IntField("Number of cameras:", _target.limitToCameras.Count);
            if (_target.limitToCameras.Count < 0)
            {
                numOptions = 0;
            }
            if (numOptions < 1)
            {
                numOptions = 1;
            }

            if (numOptions < _target.limitToCameras.Count)
            {
                _target.limitToCameras.RemoveRange(numOptions, _target.limitToCameras.Count - numOptions);
            }
            else if (numOptions > _target.limitToCameras.Count)
            {
                if (numOptions > _target.limitToCameras.Capacity)
                {
                    _target.limitToCameras.Capacity = numOptions;
                }
                for (int i = _target.limitToCameras.Count; i < numOptions; i++)
                {
                    _target.limitToCameras.Add(null);
                }
            }

            for (int i = 0; i < _target.limitToCameras.Count; i++)
            {
                _target.limitToCameras [i] = (_Camera)EditorGUILayout.ObjectField("Camera #" + i.ToString() + ":", _target.limitToCameras [i], typeof(_Camera), true);
            }

            _target.affectChildren = EditorGUILayout.Toggle("Affect children too?", _target.affectChildren);

            UnityVersionHandler.CustomSetDirty(_target);
        }