// Use this for initialization void OnEnable() { if (m_uiUpDownButton == null) { m_uiUpDownButton = GetComponent <tk2dUIUpDownButton> (); } if (m_uiUpDownButton != null) { if (m_uiUpDownButton.upStateGO != null) { m_uiUpDownButton.upStateGO.SetActive(true); } if (m_uiUpDownButton.downStateGO != null) { m_uiUpDownButton.downStateGO.SetActive(false); } } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); tk2dUIUpDownButton upDownButton = (tk2dUIUpDownButton)target; upDownButton.upStateGO = tk2dUICustomEditorGUILayout.SceneObjectField("Up State GameObject", upDownButton.upStateGO, target); upDownButton.downStateGO = tk2dUICustomEditorGUILayout.SceneObjectField("Down State GameObject", upDownButton.downStateGO, target); tk2dGuiUtility.LookLikeControls(200); bool newUseOnReleaseInsteadOfOnUp = EditorGUILayout.Toggle("Use OnRelease Instead of OnUp", upDownButton.UseOnReleaseInsteadOfOnUp); if (newUseOnReleaseInsteadOfOnUp != upDownButton.UseOnReleaseInsteadOfOnUp) { upDownButton.InternalSetUseOnReleaseInsteadOfOnUp(newUseOnReleaseInsteadOfOnUp); GUI.changed = true; } if (GUI.changed) { tk2dUtil.SetDirty(upDownButton); } }