public override void OnInspectorGUI() { RememberTimeline _target = (RememberTimeline)target; EditorGUILayout.BeginVertical("Button"); EditorGUILayout.LabelField("Timeline", EditorStyles.boldLabel); _target.saveBindings = EditorGUILayout.Toggle("Save bindings?", _target.saveBindings); _target.saveTimelineAsset = EditorGUILayout.Toggle("Save Timeline asset?", _target.saveTimelineAsset); if (_target.saveTimelineAsset) { EditorGUILayout.HelpBox("Both the original and new 'Timeline' assets will need placing in a Resources folder.", MessageType.Info); } EditorGUILayout.EndVertical(); SharedGUI(); }
public override void OnInspectorGUI() { RememberTimeline _target = (RememberTimeline)target; EditorGUILayout.BeginVertical("Button"); EditorGUILayout.LabelField("Timeline", EditorStyles.boldLabel); _target.saveBindings = CustomGUILayout.Toggle("Save bindings?", _target.saveBindings, "", "If True, the GameObjects bound to the Timeline will be stored in save game files."); _target.saveTimelineAsset = CustomGUILayout.Toggle("Save Timeline asset?", _target.saveTimelineAsset, "", "If True, the Timeline asset assigned in the PlayableDirector's Timeline field will be stored in save game files."); if (_target.saveTimelineAsset) { EditorGUILayout.HelpBox("Both the original and new 'Timeline' assets will need placing in a Resources folder.", MessageType.Info); } EditorGUILayout.EndVertical(); SharedGUI(); }
public override void OnInspectorGUI() { RememberTimeline _target = (RememberTimeline)target; EditorGUILayout.BeginVertical("Button"); EditorGUILayout.LabelField("Timeline", EditorStyles.boldLabel); _target.saveBindings = CustomGUILayout.Toggle("Save bindings?", _target.saveBindings, "", "If True, the GameObjects bound to the Timeline will be stored in save game files."); _target.saveTimelineAsset = CustomGUILayout.Toggle("Save Timeline asset?", _target.saveTimelineAsset, "", "If True, the Timeline asset assigned in the PlayableDirector's Timeline field will be stored in save game files."); if (_target.saveTimelineAsset) { EditorGUILayout.HelpBox("Both the original and new 'Timeline' assets will need placing in a Resources folder.", MessageType.Info); } _target.evaluateWhenStopped = CustomGUILayout.Toggle("Evaluate when stopped?", _target.evaluateWhenStopped, "", "If True, and the Timeline was not playing when it was saved, it will be evaluated at its playback point - causing the effects of it running at that single frame to be restored"); EditorGUILayout.EndVertical(); SharedGUI(); }