public static Show ( UnityEditor.SerializedProperty bodyMask, int count ) : void | ||
bodyMask | UnityEditor.SerializedProperty | |
count | int | |
Результат | void |
public void OnBodyInspectorGUI() { if (this.m_ShowBodyMask) { bool changed = GUI.changed; this.m_BodyMaskFoldout = EditorGUILayout.Foldout(this.m_BodyMaskFoldout, AvatarMaskInspector.styles.BodyMask); GUI.changed = changed; if (this.m_BodyMaskFoldout) { AvatarMask avatarMask = this.target as AvatarMask; for (int i = 0; i < avatarMask.humanoidBodyPartCount; i++) { this.m_BodyPartToggle[i] = avatarMask.GetHumanoidBodyPartActive(i); } this.m_BodyPartToggle = BodyMaskEditor.Show(this.m_BodyPartToggle, avatarMask.humanoidBodyPartCount); bool flag = false; for (int j = 0; j < avatarMask.humanoidBodyPartCount; j++) { flag |= (avatarMask.GetHumanoidBodyPartActive(j) != this.m_BodyPartToggle[j]); } if (flag) { Undo.RegisterCompleteObjectUndo(avatarMask, "Body Mask Edit"); for (int k = 0; k < avatarMask.humanoidBodyPartCount; k++) { avatarMask.SetHumanoidBodyPartActive(k, this.m_BodyPartToggle[k]); } EditorUtility.SetDirty(avatarMask); } } } }
public void OnBodyInspectorGUI() { if (this.m_ShowBodyMask) { bool changed = GUI.changed; this.m_BodyMaskFoldout = EditorGUILayout.Foldout(this.m_BodyMaskFoldout, AvatarMaskInspector.styles.BodyMask); GUI.changed = changed; if (this.m_BodyMaskFoldout) { BodyMaskEditor.Show(this.m_BodyMask, 13); } } }
public void OnBodyInspectorGUI() { if (m_ShowBodyMask) { // Don't make toggling foldout cause GUI.changed to be true (shouldn't cause undoable action etc.) bool wasChanged = GUI.changed; m_BodyMaskFoldout = EditorGUILayout.Foldout(m_BodyMaskFoldout, Styles.BodyMask, true); GUI.changed = wasChanged; if (m_BodyMaskFoldout) { BodyMaskEditor.Show(m_BodyMask, (int)AvatarMaskBodyPart.LastBodyPart); } } }