Пример #1
0
        public override void OnInspectorGUI()
        {
            this.serializedObject.Update();
            Effector2D target = this.target as Effector2D;

            this.m_ShowColliderMask.target = target.useColliderMask;
            EditorGUILayout.PropertyField(this.m_UseColliderMask);
            if (EditorGUILayout.BeginFadeGroup(this.m_ShowColliderMask.faded))
            {
                EditorGUILayout.PropertyField(this.m_ColliderMask);
            }
            EditorGUILayout.EndFadeGroup();
            this.serializedObject.ApplyModifiedProperties();
            base.OnInspectorGUI();
            if (((IEnumerable <Collider2D>)target.GetComponents <Collider2D>()).Any <Collider2D>((Func <Collider2D, bool>)(collider =>
            {
                if (collider.enabled)
                {
                    return(collider.usedByEffector);
                }
                return(false);
            })))
            {
                return;
            }
            if (target.requiresCollider)
            {
                EditorGUILayout.HelpBox("This effector will not function until there is at least one enabled 2D collider with 'Used by Effector' checked on this GameObject.", MessageType.Warning);
            }
            else
            {
                EditorGUILayout.HelpBox("This effector can optionally work without a 2D collider.", MessageType.Info);
            }
        }
Пример #2
0
        public override void OnInspectorGUI()
        {
            base.serializedObject.Update();
            Effector2D effector2D = this.target as Effector2D;

            this.m_ShowColliderMask.target = effector2D.useColliderMask;
            EditorGUILayout.PropertyField(this.m_UseColliderMask, new GUILayoutOption[0]);
            if (EditorGUILayout.BeginFadeGroup(this.m_ShowColliderMask.faded))
            {
                EditorGUILayout.PropertyField(this.m_ColliderMask, new GUILayoutOption[0]);
            }
            EditorGUILayout.EndFadeGroup();
            base.serializedObject.ApplyModifiedProperties();
            base.OnInspectorGUI();
            if (effector2D.GetComponents <Collider2D>().Any((Collider2D collider) => collider.enabled && collider.usedByEffector))
            {
                return;
            }
            if (effector2D.requiresCollider)
            {
                EditorGUILayout.HelpBox("This effector will not function until there is at least one enabled 2D collider with 'Used by Effector' checked on this GameObject.", MessageType.Warning);
            }
            else
            {
                EditorGUILayout.HelpBox("This effector can optionally work without a 2D collider.", MessageType.Info);
            }
        }
Пример #3
0
        public override void OnInspectorGUI()
        {
            base.OnInspectorGUI();
            Effector2D effector2D = this.target as Effector2D;

            if (effector2D.GetComponents <Collider2D>().Any((Collider2D collider) => collider.enabled && collider.usedByEffector))
            {
                return;
            }
            if (effector2D.requiresCollider)
            {
                EditorGUILayout.HelpBox("This effector will not function until there is at least one enabled 2D collider with 'Used by Effector' checked on this GameObject.", MessageType.Warning);
            }
            else
            {
                EditorGUILayout.HelpBox("This effector can optionally work without a 2D collider.", MessageType.Info);
            }
        }