예제 #1
0
        public override void OnInspectorGUI()
        {
            var script = (SpawnPool)target;

            EditorGUI.indentLevel = 0;
            PGEditorUtils.LookLikeControls();

            script.poolName = EditorGUILayout.TextField("Pool Name", script.poolName);

            script.matchPoolScale = EditorGUILayout.Toggle("Match Pool Scale", script.matchPoolScale);
            script.matchPoolLayer = EditorGUILayout.Toggle("Match Pool Layer", script.matchPoolLayer);

            script.dontReparent = EditorGUILayout.Toggle("Don't Reparent", script.dontReparent);

            script._dontDestroyOnLoad = EditorGUILayout.Toggle("Don't Destroy On Load", script._dontDestroyOnLoad);

            script.logMessages = EditorGUILayout.Toggle("Log Messages", script.logMessages);

            this.expandPrefabs = PGEditorUtils.SerializedObjFoldOutList <PrefabPool>
                                 (
                "Per-Prefab Pool Options",
                script._perPrefabPoolOptions,
                this.expandPrefabs,
                ref script._editorListItemStates,
                true
                                 );

            // Flag Unity to save the changes to to the prefab to disk
            if (GUI.changed)
            {
                EditorUtility.SetDirty(target);
            }
        }
예제 #2
0
        public override void OnInspectorGUI()
        {
            var script = (PreRuntimePoolItem)target;

            EditorGUI.indentLevel = 0;
            PGEditorUtils.LookLikeControls();

            script.poolName       = EditorGUILayout.TextField("Pool Name", script.poolName);
            script.prefabName     = EditorGUILayout.TextField("Prefab Name", script.prefabName);
            script.despawnOnStart = EditorGUILayout.Toggle("Despawn On Start", script.despawnOnStart);
            script.doNotReparent  = EditorGUILayout.Toggle("Do Not Reparent", script.doNotReparent);

            // Flag Unity to save the changes to to the prefab to disk
            if (GUI.changed)
            {
                EditorUtility.SetDirty(target);
            }
        }