Пример #1
0
 public override void OnPaintInspectorGUI()
 {
     GUILayout.Space(5f);
     GUILayout.Label("This is the built-in default brush.");
     GUILayout.Label("It is generic brush for painting tiles and game objects.");
     if (!BrushEditorUtility.SceneIsPrepared())
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
    public override void OnPaintInspectorGUI()
    {
        GUILayout.Space(5f);
        GUILayout.Label("This brush is for painting the floorplan.");
        GUILayout.Space(5f);

        if (!BrushEditorUtility.SceneIsPrepared())
        {
            BrushEditorUtility.UnpreparedSceneInspector();
        }
    }
Пример #3
0
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         base.OnPaintInspectorGUI();
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
Пример #4
0
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         GUILayout.Label("Use this brush to place doors triggered by pressure plates");
         GUILayout.Label("First paint the door and then the corresponding pressure plate.");
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
 public override void OnPaintInspectorGUI()
 {
     GUILayout.Space(5f);
     GUILayout.Label("This is built-in default brush.");
     GUILayout.Label("It is generic brush for painting tiles and game objects.");
     GUILayout.Space(5f);
     GUILayout.Label("You'll also find other brushes from the dropdown.");
     GUILayout.Label("They are custom made for this game.");
     if (!BrushEditorUtility.SceneIsPrepared())
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         GUILayout.Space(5f);
         GUILayout.Label("Use paint tool to paint rails.");
         GUILayout.Label("Then paint again on the rails to place a turret.");
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
Пример #7
0
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         GUILayout.Space(5f);
         GUILayout.Label("Paint to place a blue teleport.");
         GUILayout.Label("Then paint again to place it's orange target.");
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
Пример #8
0
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         brush.m_KeyColor = EditorGUILayout.ColorField("Key Color", brush.m_KeyColor);
         GUILayout.Space(5f);
         GUILayout.Label("Use this brush to place doors and keys.");
         GUILayout.Label("First paint the door and then the corresponding key.");
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
Пример #9
0
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         brush.m_Color = EditorGUILayout.ColorField("Color", brush.m_Color);
         brush.m_Blend = EditorGUILayout.Slider("Blend", brush.m_Blend, 0f, 1f);
         GUILayout.Space(5f);
         GUILayout.Label("Use this brush to tint areas with a color.");
         GUILayout.Space(5f);
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         GUILayout.Space(5f);
         GUILayout.Label("Use paint tool to place a new laser tower.");
         GUILayout.Label("The new tower will connect to currently selected one.");
         GUILayout.Space(5f);
         GUILayout.Label("Select an existing laser via picking tool.");
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
Пример #11
0
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         GUILayout.BeginHorizontal();
         brush.m_Difficulty = EditorGUILayout.Slider("Difficulty", brush.m_Difficulty, 0f, 1f);
         GUILayout.EndHorizontal();
         GUILayout.Space(5f);
         GUILayout.Label("Paint areas where you want minions spawning.");
         GUILayout.Label("Adjust difficulty slider for more and tougher minions.");
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }
 public override void OnPaintInspectorGUI()
 {
     if (BrushEditorUtility.SceneIsPrepared())
     {
         brush.m_Tick      = Mathf.Max(EditorGUILayout.IntField("Tick", brush.m_Tick), 1);
         brush.m_TickDelay = Mathf.Max(EditorGUILayout.FloatField("Tick Length", brush.m_TickDelay), 0.1f);
         GUILayout.Space(5f);
         GUILayout.Label("Use paint tool to place sequence turrets.");
         GUILayout.Space(5f);
         GUILayout.Label("Then paint again to place it's target(s).");
         GUILayout.Label("Set different ticks to the targets to create sequences.");
         GUILayout.Label("Use picking tool to select existing turret.");
         GUILayout.Space(5f);
         GUILayout.Label("Hotkeys . and , to rotate the tick number.");
     }
     else
     {
         BrushEditorUtility.UnpreparedSceneInspector();
     }
 }