Пример #1
0
        /// <summary>
        /// Draws the zone settings
        /// </summary>
        private void DrawSettings()
        {
            zone.gameObject.name = EditorGUILayout.TextField("Name", zone.gameObject.name);
            zone.color           = EditorGUILayout.ColorField("Color", zone.color);
            zone.triggerType     = (Zone.ZoneTriggerTypes)EditorGUILayout.EnumPopup("Trigger Type", zone.triggerType);

            if (zone.triggerType == Zone.ZoneTriggerTypes.SendMessage)
            {
                EditorToolkit.DrawSeparator();
                EditorGUILayout.Space();
                EditorGUI.indentLevel++;

                zone.messageReceiver     = (GameObject)EditorGUILayout.ObjectField("Message Receiver", zone.messageReceiver, typeof(GameObject), true);
                zone.RequireReceivers    = EditorGUILayout.Toggle("Require Receivers", zone.RequireReceivers);
                zone.MessageEnterHandler = EditorGUILayout.TextField("OnEnter Handler", zone.MessageEnterHandler);
                zone.MessageStayHandler  = EditorGUILayout.TextField("OnStay Handler", zone.MessageStayHandler);
                zone.MessageExitHandler  = EditorGUILayout.TextField("OnExit Handler", zone.MessageExitHandler);

                EditorGUI.indentLevel--;
                EditorToolkit.DrawSeparator();
            }
            else
            {
                EditorToolkit.DrawSeparator();
                EditorGUILayout.Space();
                EditorGUI.indentLevel++;

                EditorGUILayout.HelpBox(
                    "You must provide your own component on this game object to handle OnTriggerEnter, OnTriggerStay and/or OnTriggerExit",
                    MessageType.Info
                    );
                EditorGUI.indentLevel--;
                EditorToolkit.DrawSeparator();
            }
        }
Пример #2
0
        /// <summary>
        /// Unity3D OnInspectorGUI event
        /// </summary>
        public override void OnInspectorGUI()
        {
            EditorToolkit.DrawTitle("Unity Design Tools");

            DrawControlPanel();

            EditorToolkit.DrawSeparator();

            DrawSupportInfo();
        }
        public override void OnInspectorGUI()
        {
            EditorToolkit.DrawTitle("Zone Controller");

            DrawToolbar();
            EditorToolkit.DrawSeparator();

            DrawZones();
            EditorToolkit.DrawSeparator();

            EditorToolkit.DrawFooter();
        }
Пример #4
0
        public override void OnInspectorGUI()
        {
            Tools.current = Tool.None;

            EditorToolkit.DrawTitle("Boundaries Controller");

            ShowToolbar();
            EditorToolkit.DrawSeparator();

            ShowGroups();
            EditorToolkit.DrawSeparator();

            EditorToolkit.DrawFooter();
        }
Пример #5
0
        private void DrawSegments()
        {
            showSegments = EditorToolkit.DrawTitleFoldOut(showSegments, "Segments");

            if (showSegments)
            {
                EditorGUI.indentLevel++;

                if (group.segments.Count > 0)
                {
                    for (int i = 0; i < group.segments.Count; i++)
                    {
                        EditorGUI.indentLevel++;

                        EditorGUILayout.BeginHorizontal();

                        group.segments[i].name = EditorGUILayout.TextField(group.segments[i].name);
                        if (GUILayout.Button("X", EditorToolkit.CloseButtonLayoutOption()))
                        {
                            group.segments.RemoveAt(i);
                            return;
                        }

                        EditorGUILayout.EndHorizontal();

                        EditorGUI.indentLevel++;

                        group.segments[i].start = EditorGUILayout.Vector3Field("Start", group.segments[i].start);

                        if (group.segments.Count - 1 == i && !group.isClosed)
                        {
                            group.segments[i].end = EditorGUILayout.Vector3Field("End", group.segments[i].end);
                        }
                        EditorGUI.indentLevel--;

                        EditorGUILayout.Separator();

                        EditorGUI.indentLevel--;
                    }
                }
                else
                {
                    EditorGUILayout.HelpBox("No segments.  Click Add Segment in the toolbar or use the SceneView click-to-create method.", MessageType.Info);
                }

                EditorGUI.indentLevel--;
                EditorToolkit.DrawSeparator();
            }
        }
Пример #6
0
        /// <summary>
        /// Unity3D OnInspectorGUI event
        /// </summary>
        public override void OnInspectorGUI()
        {
            RestrictColliderSettings();
            GUI.changed = false;

            EditorToolkit.DrawTitle("Zone");
            DrawToolbar();

            EditorToolkit.DrawSeparator();

            DrawSettings();
            EditorToolkit.DrawFooter();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(target);
            }
        }
Пример #7
0
        public override void OnInspectorGUI()
        {
            Tools.current = Tool.None;
            GUI.changed   = false;

            EditorToolkit.DrawTitle("Pool");
            DrawToolbar();
            EditorToolkit.DrawSeparator();

            pool.prefab = EditorGUILayout.ObjectField("Prefab", pool.prefab, typeof(GameObject), false) as GameObject;

            if (pool.prefab)
            {
                pool.name = string.Format("pool-{0}", pool.prefab.name);
            }

            pool.size  = EditorGUILayout.IntField("Pool Size", pool.size);
            pool.limit = EditorGUILayout.Toggle("Limit Growth", pool.limit);

            if (pool.limit)
            {
                pool.limitSize           = EditorGUILayout.IntField("Limit Size", pool.limitSize);
                pool.suppressLimitErrors = EditorGUILayout.Toggle("Ignore Limit Errors", pool.suppressLimitErrors);

                if (pool.limitSize < pool.size)
                {
                    pool.limitSize = pool.size;
                }
            }

            pool.shrinkBack      = EditorGUILayout.Toggle("Shrink Back", pool.shrinkBack);
            pool.hideInHierarchy = EditorGUILayout.Toggle("Hide in Hierarchy", pool.hideInHierarchy);

            EditorToolkit.DrawSeparator();
            EditorToolkit.DrawFooter();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(pool);
            }
        }
Пример #8
0
        public override void OnInspectorGUI()
        {
            Tools.current = Tool.None;
            GUI.changed   = false;

            EditorToolkit.DrawTitle("Pool Controller");
            DrawToolbar();

            if (!controller)
            {
                return;                         // handle a DestroyAll call
            }
            EditorToolkit.DrawSeparator();
            DrawPools();

            EditorToolkit.DrawSeparator();
            EditorToolkit.DrawFooter();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(controller);
            }
        }