private void DrawCondition(Rect pos, TriggerCondition condition, GUIContent label) { EditorGUI.LabelField(InLine.GetRect(pos, 0, 0, 2), "Trigger"); condition.referenceTrigger = (Trigger)EditorGUI.ObjectField(InLine.GetRect(pos, 0, 100, 1), condition.referenceTrigger, typeof(Trigger), true); InLine.SetRect(pos, 1, 0, 6); { EditorGUI.LabelField(InLine.NextRect(), "IsTrue"); condition.isTrue = EditorGUI.Toggle(InLine.NextRect(true), condition.isTrue); } }
protected void DrawCondition(Rect pos, DestroyedCondition condition, GUIContent label) { EditorGUI.LabelField(InLine.GetRect(pos, 0, 0, 2), "Object"); condition.checkObject = EditorGUI.ObjectField(InLine.GetRect(pos, 0, 100, 1), condition.checkObject, typeof(UnityEngine.Object), true); InLine.SetRect(pos, 1, 0, 6); { EditorGUI.LabelField(InLine.NextRect(), "IsAlive"); condition.isAlive = EditorGUI.Toggle(InLine.NextRect(true), condition.isAlive); } InLine.Reset(); }
protected void DrawCondition(Rect pos, TimedCondition condition, GUIContent label) { EditorGUI.LabelField(InLine.GetRect(pos, 0, 0, 2), "Timer Amount"); condition.timerAmount = EditorGUI.FloatField(InLine.GetRect(pos, 0, 100, 1), condition.timerAmount); InLine.SetRect(pos, 1, 0, 6); { EditorGUI.LabelField(InLine.NextRect(), "Loop"); condition.loop = EditorGUI.Toggle(InLine.NextRect(true), condition.loop); } InLine.Reset(); }