GetProGridsType() публичный статический Метод

Get a pg_Editor type.
public static GetProGridsType ( ) : Type
Результат Type
        public override void OnInspectorGUI()
        {
            if (!m_IsEditing)
            {
                if (GUILayout.Button("Edit Bezier Shape"))
                {
                    SetIsEditing(true);
                }

                EditorGUILayout.HelpBox("Editing a Bezier Shape will erase any modifications made to the mesh!\n\nIf you accidentally enter Edit Mode you can Undo to get your changes back.", MessageType.Warning);

                return;
            }

            if (GUILayout.Button("Editing Bezier Shape", UI.EditorGUIUtility.GetActiveStyle("Button")))
            {
                SetIsEditing(false);
            }

            Event e = Event.current;

            if (m_IsMoving)
            {
                if (e.type == EventType.Ignore ||
                    e.type == EventType.MouseUp)
                {
                    OnFinishVertexModification();
                }
            }

            EditorGUI.BeginChangeCheck();

            bool handleIsValid = (m_currentHandle > -1 && m_currentHandle < m_Points.Count);

            BezierPoint inspectorPoint = handleIsValid ?
                                         m_Points[m_currentHandle] :
                                         new BezierPoint(Vector3_Zero, Vector3_Backward, Vector3_Forward, Quaternion.identity);

            inspectorPoint = DoBezierPointGUI(inspectorPoint);

            if (handleIsValid && EditorGUI.EndChangeCheck())
            {
                if (!m_IsMoving)
                {
                    OnBeginVertexModification();
                }

                m_Points[m_currentHandle] = inspectorPoint;
                UpdateMesh(false);
            }

            EditorGUI.BeginChangeCheck();

            if (GUILayout.Button("Clear Points"))
            {
                UndoUtility.RecordObject(m_Target, "Clear Bezier Spline Points");
                m_Points.Clear();
                UpdateMesh(true);
            }

            if (GUILayout.Button("Add Point"))
            {
                UndoUtility.RecordObject(m_Target, "Add Bezier Spline Point");

                if (m_Points.Count > 0)
                {
                    m_Points.Add(new BezierPoint(m_Points[m_Points.Count - 1].position,
                                                 m_Points[m_Points.Count - 1].tangentIn,
                                                 m_Points[m_Points.Count - 1].tangentOut,
                                                 Quaternion.identity));
                    UpdateMesh(true);
                }
                else
                {
                    m_Target.Init();
                }

                m_currentHandle = (BezierHandle)(m_Points.Count - 1);

                SceneView.RepaintAll();
            }

            GUILayout.BeginHorizontal();
            GUILayout.FlexibleSpace();
            m_TangentMode = (BezierTangentMode)GUILayout.Toolbar((int)m_TangentMode, s_TangentModeIcons, commandStyle);
            GUILayout.FlexibleSpace();
            GUILayout.EndHorizontal();

            m_CloseLoop = EditorGUILayout.Toggle("Close Loop", m_CloseLoop);
            m_Smooth    = EditorGUILayout.Toggle("Smooth", m_Smooth);
            m_Radius    = Mathf.Max(.001f, EditorGUILayout.FloatField("Radius", m_Radius));
            m_Rows      = Math.Clamp(EditorGUILayout.IntField("Rows", m_Rows), 3, 512);
            m_Columns   = Math.Clamp(EditorGUILayout.IntField("Columns", m_Columns), 3, 512);

            if (EditorGUI.EndChangeCheck())
            {
                UpdateMesh(true);
            }

            if (ProGridsInterface.GetProGridsType() != null)
            {
                s_SnapTangents = EditorGUILayout.Toggle("Snap Tangents", s_SnapTangents);
            }
        }