public override void OnInspectorGUI() { RememberVisibility _target = (RememberVisibility)target; EditorGUILayout.BeginVertical("Button"); EditorGUILayout.LabelField("Visibility", EditorStyles.boldLabel); _target.startState = (AC_OnOff)EditorGUILayout.EnumPopup("Visibility on start:", _target.startState); _target.affectChildren = EditorGUILayout.Toggle("Affect children?", _target.affectChildren); EditorGUILayout.EndVertical(); SharedGUI(); }
public override void OnInspectorGUI() { RememberVisibility _target = (RememberVisibility)target; EditorGUILayout.BeginVertical("Button"); EditorGUILayout.LabelField("Visibility", EditorStyles.boldLabel); _target.startState = (AC_OnOff)EditorGUILayout.EnumPopup("Visibility on start:", _target.startState); _target.affectChildren = EditorGUILayout.Toggle("Affect children?", _target.affectChildren); if (_target.GetComponent <SpriteFader>() == null && _target.GetComponent <SpriteRenderer>() != null) { _target.saveColour = EditorGUILayout.Toggle("Save colour/alpha?", _target.saveColour); } EditorGUILayout.EndVertical(); SharedGUI(); }
public override void OnInspectorGUI() { RememberVisibility _target = (RememberVisibility)target; CustomGUILayout.BeginVertical(); EditorGUILayout.LabelField("Visibility", EditorStyles.boldLabel); _target.startState = (AC_OnOff)CustomGUILayout.EnumPopup("Visibility on start:", _target.startState, "", "The Renderer's enabled state when the game begins"); _target.affectChildren = CustomGUILayout.Toggle("Affect children?", _target.affectChildren, "", "If True, child Renderers should be affected as well"); if (_target.GetComponent <SpriteFader>() == null && _target.GetComponent <SpriteRenderer>()) { _target.saveColour = CustomGUILayout.Toggle("Save colour/alpha?", _target.saveColour, "", "If True, the sprite's colour/alpha will be saved"); } CustomGUILayout.EndVertical(); SharedGUI(); }