Пример #1
0
		//when selected
		public void OnSceneGUI ()
		{	
			//foreach (TerrainTile tile in mapMagic.tiles.All())
			//	EditorUtility.SetSelectedRenderState(tile.ActiveTerrain.GetComponent<Terrain>(), EditorSelectedRenderState.Hidden);

			current = this;
			if (mapMagic == null) mapMagic = (MapMagicObject)target;
			if (!mapMagic.enabled) return;

			FrameDraw.DrawSceneGUI(mapMagic);

			if (mapMagic.guiTiles)
				PinDraw.DrawSceneGUI(mapMagic, ref selectionMode);

			if (mapMagic.guiLocks)
				LockDraw.DrawSceneGUI(mapMagic); 

			current = null;
		}
Пример #2
0
		public override void  OnInspectorGUI ()
		{
			current = this;
			mapMagic = (MapMagicObject)target;

			//waiting for object selector close
			if (Event.current.type == EventType.ExecuteCommand && 
				Event.current.commandName == "ObjectSelectorUpdated" && 
				ScriptableAssetExtensions.GetObjectSelectorId() == 12345)
					mapMagic.graph = (Graph)ScriptableAssetExtensions.GetObjectSelectorObject();

			if (ui.undo == null)
				ui.undo = new Den.Tools.GUI.Undo {
					undoObject = mapMagic,
					undoName = "MapMagic Inspector Value"
				};

			ui.Draw(DrawGUI, inInspector:true);

			current = null;
		}