Пример #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);
        }
    }
Пример #2
0
    public override void OnInspectorGUI()
    {
        var script = (Targetable)target;

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

        script.debugLevel = PGEditorUtils.EnumPopup <DEBUG_LEVELS>("Debug Level", script.debugLevel);

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

        EditorGUI.indentLevel = 1;
        PGEditorUtils.LookLikeControls();
        script.numberOfTargets = EditorGUILayout.IntField("Targets (-1 for all)", script.numberOfTargets);
        script.targetLayers    = PGEditorUtils.LayerMaskField("Target Layers", script.targetLayers);
        script.sortingStyle    = PGEditorUtils.EnumPopup <TargetTracker.SORTING_STYLES>
                                 (
            "Sorting Style",
            script.sortingStyle
                                 );

        if (script.sortingStyle != TargetTracker.SORTING_STYLES.None)
        {
            EditorGUI.indentLevel = 2;
            script.sortInterval   = EditorGUILayout.FloatField("Minimum Interval", script.sortInterval);
            EditorGUI.indentLevel = 1;
        }

        EditorGUI.indentLevel = 0;
        this.showPerimeter    = EditorGUILayout.Foldout(this.showPerimeter, "Perimeter Settings");

        if (this.showPerimeter)
        {
            EditorGUI.indentLevel = 2;
            script.perimeterLayer = EditorGUILayout.LayerField("Perimeter Layer", script.perimeterLayer);

            EditorGUILayout.BeginHorizontal();

            // Only trigger the update if it actually changes. This runs code in a peroperty
            //   that may be expensive
            var shape = script.perimeterShape;
            shape = PGEditorUtils.EnumPopup <TargetTracker.PERIMETER_SHAPES>("Perimeter Shape", shape);
            if (shape != script.perimeterShape)
            {
                script.perimeterShape = shape;
            }


            GUILayout.Label("Gizmo", GUILayout.MaxWidth(40));
            script.drawGizmo = EditorGUILayout.Toggle(script.drawGizmo, GUILayout.MaxWidth(47));
            EditorGUILayout.EndHorizontal();

            if (script.drawGizmo)
            {
                EditorGUI.indentLevel = 3;
                EditorGUILayout.BeginHorizontal();

                script.gizmoColor = EditorGUILayout.ColorField("Gizmo Color", script.gizmoColor);

                GUIStyle style = EditorStyles.miniButton;
                style.alignment  = TextAnchor.MiddleCenter;
                style.fixedWidth = 52;

                bool clicked = GUILayout.Toggle(false, "Reset", style);
                if (clicked)
                {
                    script.gizmoColor = script.defaultGizmoColor;
                }

                EditorGUILayout.EndHorizontal();

                EditorGUI.indentLevel = 2;

                GUILayout.Space(4);
            }

            Vector3 range = script.range;
            switch (script.perimeterShape)
            {
            case TargetTracker.PERIMETER_SHAPES.Sphere:
                range.x = EditorGUILayout.FloatField("Range", range.x);
                range.y = range.x;
                range.z = range.x;
                break;

            case TargetTracker.PERIMETER_SHAPES.Box:
                range = EditorGUILayout.Vector3Field("Range", range);
                break;

            case TargetTracker.PERIMETER_SHAPES.Capsule:
                range   = EditorGUILayout.Vector2Field("Range", range);
                range.z = range.x;
                break;
            }
            script.range = range;


            script.perimeterPositionOffset = EditorGUILayout.Vector3Field("Position Offset", script.perimeterPositionOffset);
            script.perimeterRotationOffset = EditorGUILayout.Vector3Field("Rotation Offset", script.perimeterRotationOffset);
        }
        EditorGUI.indentLevel = 1;


        GUILayout.Space(4);
        script.debugLevel = (DEBUG_LEVELS)EditorGUILayout.EnumPopup("Debug Level", (System.Enum)script.debugLevel);


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

        EditorGUI.indentLevel = 1;
        PGEditorUtils.LookLikeControls();

        script.otherTarget = PGEditorUtils.ObjectField <GameObject>
                             (
            "Other Message Target (Optional)",
            script.otherTarget
                             );

        script.forComponent = (TargetProMessenger.COMPONENTS)EditorGUILayout.EnumPopup
                              (
            new GUIContent("For Component", "Choose which component's events to use"),
            script.forComponent
                              );


        script.messageMode = (TargetProMessenger.MESSAGE_MODE)EditorGUILayout.EnumPopup
                             (
            new GUIContent("Message Mode", "SendMessage will only send to this GameObject"),
            script.messageMode
                             );

        // Change the label spacing
        EditorGUIUtility.LookLikeControls(220);

        EditorGUI.indentLevel = 3;
        if (script.forComponent == TargetProMessenger.COMPONENTS.FireController)
        {
            script.fireController_OnStart        = EditorGUILayout.Toggle("FireController_OnStart", script.fireController_OnStart);
            script.fireController_OnUpdate       = EditorGUILayout.Toggle("FireController_OnUpdate", script.fireController_OnUpdate);
            script.fireController_OnTargetUpdate = EditorGUILayout.Toggle("FireController_OnTargetUpdate", script.fireController_OnTargetUpdate);
            script.fireController_OnIdleUpdate   = EditorGUILayout.Toggle("FireController_OnIdleUpdate", script.fireController_OnIdleUpdate);
            script.fireController_OnFire         = EditorGUILayout.Toggle("FireController_OnFire", script.fireController_OnFire);
            script.fireController_OnStop         = EditorGUILayout.Toggle("FireController_OnStop", script.fireController_OnStop);
        }
        else if (script.forComponent == TargetProMessenger.COMPONENTS.Projectile)
        {
            script.projectile_OnLaunched       = EditorGUILayout.Toggle("Projectile_OnLaunched", script.projectile_OnLaunched);
            script.projectile_OnLaunchedUpdate = EditorGUILayout.Toggle("Projectile_OnLaunchedUpdate", script.projectile_OnLaunchedUpdate);
            script.projectile_OnDetonation     = EditorGUILayout.Toggle("Projectile_OnDetonation", script.projectile_OnDetonation);
        }
        else if (script.forComponent == TargetProMessenger.COMPONENTS.Targetable)
        {
            script.targetable_OnHit         = EditorGUILayout.Toggle("Targetable_OnHit", script.targetable_OnHit);
            script.targetable_OnDetected    = EditorGUILayout.Toggle("Targetable_OnDetected", script.targetable_OnDetected);
            script.targetable_OnNotDetected = EditorGUILayout.Toggle("Targetable_OnNotDetected", script.targetable_OnNotDetected);
        }

        EditorGUI.indentLevel = 1;

        GUILayout.Space(4);

        // Change the label spacing back
        PGEditorUtils.LookLikeControls();
        script.debugLevel = PGEditorUtils.EnumPopup <DEBUG_LEVELS>("Debug Level", script.debugLevel);

        // Flag Unity to save the changes to to the prefab to disk
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
Пример #6
0
    public override void OnInspectorGUI()
    {
        var script = (Detonator)target;

        GUIStyle style;

        PGEditorUtils.LookLikeControls();
        EditorGUI.indentLevel = 1;

        script.targetLayers = PGEditorUtils.LayerMaskField
                              (
            "Hit Layers",
            script.targetLayers
                              );

        script.perimeterLayer = EditorGUILayout.LayerField("Range Layer", script.perimeterLayer);

        EditorGUILayout.BeginHorizontal();

        // Only trigger the update if it actually changes. This runs code in a peroperty
        //   that may be expensive
        var shape = script.perimeterShape;

        shape = PGEditorUtils.EnumPopup <TargetTracker.PERIMETER_SHAPES>("Detonation Shape", shape);
        if (shape != script.perimeterShape)
        {
            script.perimeterShape = shape;
        }

        script.overrideGizmoVisibility = false;

        GUILayout.Label("Gizmo", GUILayout.MaxWidth(40));
        script.drawGizmo = EditorGUILayout.Toggle(script.drawGizmo, GUILayout.MaxWidth(47));
        EditorGUILayout.EndHorizontal();

        if (script.drawGizmo)
        {
            EditorGUI.indentLevel = 3;
            EditorGUILayout.BeginHorizontal();

            script.gizmoColor = EditorGUILayout.ColorField("Gizmo Color", script.gizmoColor);

            style            = EditorStyles.miniButton;
            style.alignment  = TextAnchor.MiddleCenter;
            style.fixedWidth = 52;

            bool clicked = GUILayout.Toggle(false, "Reset", style);
            if (clicked)
            {
                script.gizmoColor = script.defaultGizmoColor;
            }

            EditorGUILayout.EndHorizontal();

            EditorGUI.indentLevel = 2;

            GUILayout.Space(4);
        }

        script.durration = EditorGUILayout.FloatField("Expand Durration", script.durration);

        // Display some information
        GUILayout.Space(6);
        style           = new GUIStyle(EditorStyles.label);
        style.wordWrap  = true;
        style.fontStyle = FontStyle.Italic;
        GUILayout.Label
        (
            "If spawned by a projectile, " +
            "the folowing range and effects are inherited from the projectile...",
            style
        );


        Vector3 range = script.range;

        switch (script.perimeterShape)
        {
        case TargetTracker.PERIMETER_SHAPES.Sphere:
            range.x = EditorGUILayout.FloatField("Max Range", range.x);
            range.y = range.x;
            range.z = range.x;
            break;

        case TargetTracker.PERIMETER_SHAPES.Box:
            range = EditorGUILayout.Vector3Field("Max Range", range);
            break;

        case TargetTracker.PERIMETER_SHAPES.Capsule:
            range   = EditorGUILayout.Vector2Field("Max Range", range);
            range.z = range.x;
            break;
        }
        script.range = range;

        GUILayout.Space(6);

        this.expandEffects = PGEditorUtils.SerializedObjFoldOutList <HitEffectGUIBacker>
                             (
            "EffectOnTargets",
            script._effectsOnTarget,
            this.expandEffects,
            ref script._editorListItemStates,
            true
                             );

        GUILayout.Space(4);
        script.debugLevel = (DEBUG_LEVELS)EditorGUILayout.EnumPopup("Debug Level", (System.Enum)script.debugLevel);


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

        GUIContent content;

        EditorGUI.indentLevel = 1;
        PGEditorUtils.LookLikeControls();

        content         = new GUIContent("Interval", "Fire every X seconds");
        script.interval = EditorGUILayout.FloatField(content, script.interval);

        content = new GUIContent
                  (
            "Init Countdown at 0",
            "Able to fire immediatly when first spawned, before interval count begins"
                  );
        script.initIntervalCountdownAtZero = EditorGUILayout.Toggle(content, script.initIntervalCountdownAtZero);

        content = new GUIContent
                  (
            "Wait For Alignment",
            "Wait for the emitter to line up with the target before fireing. The " +
            "count will continue so this will fire as soon as possible."
                  );
        script.waitForAlignment = EditorGUILayout.Toggle(content, script.waitForAlignment);
        if (script.waitForAlignment)
        {
            EditorGUI.indentLevel = 2;

            script.emitter = PGEditorUtils.ObjectField <Transform>("Emitter (Optional)", script.emitter);

            content = new GUIContent
                      (
                "Angle Tolerance",
                "If waitForAlignment is true: If the emitter is pointing towards " +
                "the target within this angle in degrees, the target can be fired on."
                      );
            script.lockOnAngleTolerance = EditorGUILayout.FloatField(content, script.lockOnAngleTolerance);

            content = new GUIContent
                      (
                "Flat Comparison",
                "If false the true angles will be compared for alignment. " +
                "(More precise. Emitter must point at target.)\n" +
                "If true, only the direction matters. " +
                "(Good when turning in a direction but perfect alignment isn't needed.)"
                      );
            script.flatAngleCompare = EditorGUILayout.Toggle(content, script.flatAngleCompare);

            EditorGUI.indentLevel = 1;
        }

        script.notifyTargets = PGEditorUtils.EnumPopup <FireController.NOTIFY_TARGET_OPTIONS>
                               (
            "Notify Targets",
            script.notifyTargets
                               );

        if (script.notifyTargets > FireController.NOTIFY_TARGET_OPTIONS.Off)
        {
            script.ammoPrefab = PGEditorUtils.ObjectField <Transform>
                                (
                "Ammo (Optional)",
                script.ammoPrefab
                                );
        }


        EditorGUI.indentLevel = 2;

        this.expandEffects = PGEditorUtils.SerializedObjFoldOutList <HitEffectGUIBacker>
                             (
            "EffectOnTargets",
            script._effectsOnTarget,
            this.expandEffects,
            ref script._editorListItemStates,
            true
                             );

        EditorGUI.indentLevel = 1;


        GUILayout.Space(4);
        script.debugLevel = PGEditorUtils.EnumPopup <DEBUG_LEVELS>("Debug Level", script.debugLevel);

        // Flag Unity to save the changes to to the prefab to disk
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
Пример #8
0
    // Use this for initialization
    public override void OnInspectorGUI()
    {
        FontAnalyse script = (FontAnalyse)target;

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


        Rect sfxPathRect = EditorGUILayout.GetControlRect();

        // 用刚刚获取的文本输入框的位置和大小参数,创建一个文本输入框,用于输入特效路径
        EditorGUI.TextField(sfxPathRect, "ImgPath", script.ImgPath);
        // 判断当前鼠标正拖拽某对象或者在拖拽的过程中松开了鼠标按键
        // 同时还需要判断拖拽时鼠标所在位置处于文本输入框内
        if ((Event.current.type == EventType.DragUpdated ||
             Event.current.type == EventType.DragExited) &&
            sfxPathRect.Contains(Event.current.mousePosition))
        {
            // 判断是否拖拽了文件
            if (DragAndDrop.paths != null && DragAndDrop.paths.Length > 0)
            {
                string sfxPath = DragAndDrop.paths [0];
                // 拖拽的过程中,松开鼠标之后,拖拽操作结束,此时就可以使用获得的 sfxPath 变量了
                                #if UNITY_EDITOR_OSX
                if (!string.IsNullOrEmpty(sfxPath) && Event.current.type == EventType.DragExited)
                {
                                #else
                if (!string.IsNullOrEmpty(sfxPath) && Event.current.type == EventType.DragUpdated)
                {
                                #endif
                    DragAndDrop.AcceptDrag();

                    script.ImgPath = common.TextUtil.cut(sfxPath, "Resources/", false, false);
                }
            }
        }

        sfxPathRect = EditorGUILayout.GetControlRect();
        // 用刚刚获取的文本输入框的位置和大小参数,创建一个文本输入框,用于输入特效路径
        EditorGUI.TextField(sfxPathRect, "DataPath", script.DataPath);
        // 判断当前鼠标正拖拽某对象或者在拖拽的过程中松开了鼠标按键
        // 同时还需要判断拖拽时鼠标所在位置处于文本输入框内
        if ((Event.current.type == EventType.DragUpdated ||
             Event.current.type == EventType.DragExited) &&
            sfxPathRect.Contains(Event.current.mousePosition))
        {
            // 判断是否拖拽了文件
            if (DragAndDrop.paths != null && DragAndDrop.paths.Length > 0)
            {
                string sfxPath = DragAndDrop.paths [0];
                // 拖拽的过程中,松开鼠标之后,拖拽操作结束,此时就可以使用获得的 sfxPath 变量了
                                #if UNITY_EDITOR_OSX
                if (!string.IsNullOrEmpty(sfxPath) && Event.current.type == EventType.DragExited)
                {
                                #else
                if (!string.IsNullOrEmpty(sfxPath) && Event.current.type == EventType.DragUpdated)
                {
                                #endif
                    DragAndDrop.AcceptDrag();

                    script.DataPath = common.TextUtil.cut(sfxPath, "Resources/", false, false);
                }
            }
        }

        script.advanceAddition = EditorGUILayout.IntField("advanceAddition", script.advanceAddition);
        script.pixelPerUnit    = EditorGUILayout.FloatField("pixelPerUnit", script.pixelPerUnit);
//
//		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);
        EditorGUILayout.BeginHorizontal();           // 1/2 the item button width
        GUILayout.Space(0);

        // Master add at end button. List items will insert
        if (GUILayout.Button(new GUIContent("Generate", "Click to generate data"), EditorStyles.toolbarButton))
        {
            if (script.ImgPath != null && script.DataPath != null)
            {
                script.slice(script.ImgPath, script.DataPath);
                CharacterGroup[] groups = FindObjectsOfType <CharacterGroup>();
                for (int i = 0; i < groups.Length; i++)
                {
                    groups[i].setTextInEditor(false);
                }
            }
        }

        if (GUILayout.Button(new GUIContent("Clear", "Click to generate data"), EditorStyles.toolbarButton))
        {
            script.clear();
        }
        EditorGUILayout.EndHorizontal();

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

        // Flag Unity to save the changes to to the prefab to disk
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
}
Пример #9
0
    public override void OnInspectorGUI()
    {
        var script = (LineOfSightModifier)target;

        PGEditorUtils.LookLikeControls();
        EditorGUI.indentLevel = 1;

        // Display some information
        GUILayout.Space(6);
        GUIStyle style = new GUIStyle(EditorStyles.textField);

        style.wordWrap  = true;
        style.fontStyle = FontStyle.Italic;
        style.padding   = new RectOffset(4, 4, 4, 4);
        EditorGUILayout.LabelField
        (
            "Add layers to activate LOS filtering.\n" +
            "  - Target Tracker to ignore targets\n" +
            "  - Fire Controller to hold fire",
            style
        );

        script.targetTrackerLayerMask = PGEditorUtils.LayerMaskField
                                        (
            "Target Tracker Mask",
            script.targetTrackerLayerMask
                                        );

        // Might as well set the component if we are going to do GetComponent.
        //   Also works as a singleton, not that it matters much in Editor scripts.
        if (script.fireCtrl == null)
        {
            script.fireCtrl = script.GetComponent <FireController>();
        }

        if (script.fireCtrl)
        {
            script.fireControllerLayerMask = PGEditorUtils.LayerMaskField
                                             (
                "Fire Controller Mask",
                script.fireControllerLayerMask
                                             );
        }

        GUILayout.Space(6);

        script.testMode = PGEditorUtils.EnumPopup <LineOfSightModifier.TEST_MODE>
                          (
            "LOS Test Mode",
            script.testMode
                          );

        if (script.testMode == LineOfSightModifier.TEST_MODE.SixPoint)
        {
            EditorGUI.indentLevel = 2;
            script.radius         = EditorGUILayout.FloatField("Radius", script.radius);
            EditorGUI.indentLevel = 1;
        }

        GUILayout.Space(4);
        script.debugLevel = (DEBUG_LEVELS)EditorGUILayout.EnumPopup("Debug Level", (System.Enum)script.debugLevel);


        // Flag Unity to save the changes to to the prefab to disk
        if (GUI.changed)
        {
            EditorUtility.SetDirty(target);
        }
    }
Пример #10
0
    public override void OnInspectorGUI()
    {
        var script = (Projectile)target;

        PGEditorUtils.LookLikeControls();
        GUIContent content;

        EditorGUI.indentLevel = 1;

        script.targetLayers = PGEditorUtils.LayerMaskField
                              (
            "Hit Layers",
            script.targetLayers
                              );

        script.detonationMode = PGEditorUtils.EnumPopup <Projectile.DETONATION_MODES>
                                (
            "Detonation Mode",
            script.detonationMode
                                );

        content = new GUIContent
                  (
            "Timer (0 = OFF)",
            "An optional timer (in seconds) to detonate this " +
            "projectile if it expires."
                  );
        script.timer = EditorGUILayout.FloatField(content, script.timer);

        content = new GUIContent
                  (
            "Detonate On Sleep",
            "If the projectile has a rigidbody, this will detonate it if it falls " +
            "asleep. See Unity's docs for more information on how this happens."
                  );
        script.detonateOnRigidBodySleep = EditorGUILayout.Toggle(content,
                                                                 script.detonateOnRigidBodySleep);

        content        = new GUIContent("Area Hit", "True to an area, not just a single target");
        script.areaHit = EditorGUILayout.Toggle(content, script.areaHit);

        if (script.areaHit)
        {
            EditorGUI.indentLevel  = 2;
            script.numberOfTargets = EditorGUILayout.IntField("Targets (-1 for all)", script.numberOfTargets);

            script.sortingStyle = PGEditorUtils.EnumPopup <TargetTracker.SORTING_STYLES>
                                  (
                "Sorting Style",
                script.sortingStyle
                                  );


            if (script.sortingStyle != TargetTracker.SORTING_STYLES.None)
            {
                EditorGUI.indentLevel = 3;
                script.sortInterval   = EditorGUILayout.FloatField("Min Interval", script.sortInterval);
                EditorGUI.indentLevel = 2;
            }

            script.perimeterLayer = EditorGUILayout.LayerField("Range Layer", script.perimeterLayer);

            EditorGUILayout.BeginHorizontal();

            // Only trigger the update if it actually changes. This runs code in a peroperty
            //   that may be expensive
            var shape = script.perimeterShape;
            shape = PGEditorUtils.EnumPopup <TargetTracker.PERIMETER_SHAPES>("Perimeter Shape", shape);
            if (shape != script.perimeterShape)
            {
                script.perimeterShape = shape;
            }

            script.overrideGizmoVisibility = false;

            GUILayout.Label("Gizmo", GUILayout.MaxWidth(40));
            script.drawGizmo = EditorGUILayout.Toggle(script.drawGizmo, GUILayout.MaxWidth(47));
            EditorGUILayout.EndHorizontal();

            if (script.drawGizmo)
            {
                EditorGUI.indentLevel = 3;
                EditorGUILayout.BeginHorizontal();

                script.gizmoColor = EditorGUILayout.ColorField("Gizmo Color", script.gizmoColor);

                GUIStyle style = EditorStyles.miniButton;
                style.alignment  = TextAnchor.MiddleCenter;
                style.fixedWidth = 52;

                bool clicked = GUILayout.Toggle(false, "Reset", style);
                if (clicked)
                {
                    script.gizmoColor = script.defaultGizmoColor;
                }

                EditorGUILayout.EndHorizontal();

                EditorGUI.indentLevel = 2;

                GUILayout.Space(4);
            }

            Vector3 range = script.range;
            switch (script.perimeterShape)
            {
            case TargetTracker.PERIMETER_SHAPES.Sphere:
                range.x = EditorGUILayout.FloatField("Range", range.x);
                range.y = range.x;
                range.z = range.x;
                break;

            case TargetTracker.PERIMETER_SHAPES.Box:
                range = EditorGUILayout.Vector3Field("Range", range);
                break;

            case TargetTracker.PERIMETER_SHAPES.Capsule:
                range   = EditorGUILayout.Vector2Field("Range", range);
                range.z = range.x;
                break;
            }
            script.range = range;


            //script.perimeterPositionOffset = EditorGUILayout.Vector3Field("Position Offset", script.perimeterPositionOffset);
            //script.perimeterRotationOffset = EditorGUILayout.Vector3Field("Rotation Offset", script.perimeterRotationOffset);
            GUILayout.Space(8);
        }
        else
        {
            script.overrideGizmoVisibility = true;
        }

        EditorGUI.indentLevel = 1;

        script.notifyTargets = PGEditorUtils.EnumPopup <Projectile.NOTIFY_TARGET_OPTIONS>
                               (
            "Notify Targets",
            script.notifyTargets
                               );

        script.detonationPrefab = PGEditorUtils.ObjectField <Transform>
                                  (
            "Spawn On Detonation",
            script.detonationPrefab
                                  );

        EditorGUI.indentLevel = 2;

        this.expandEffects = PGEditorUtils.SerializedObjFoldOutList <HitEffectGUIBacker>
                             (
            "EffectOnTargets   (May be inherited)",
            script._effectsOnTarget,
            this.expandEffects,
            ref script._editorListItemStates,
            true
                             );

        GUILayout.Space(4);
        script.debugLevel = (DEBUG_LEVELS)EditorGUILayout.EnumPopup("Debug Level", (System.Enum)script.debugLevel);


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