public override void OnPaintInspectorGUI() { GUILayout.Space(5f); GUILayout.Label("This is the built-in default brush."); GUILayout.Label("It is generic brush for painting tiles and game objects."); if (!BrushEditorUtility.SceneIsPrepared()) { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { GUILayout.Space(5f); GUILayout.Label("This brush is for painting the floorplan."); GUILayout.Space(5f); if (!BrushEditorUtility.SceneIsPrepared()) { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { base.OnPaintInspectorGUI(); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Label("Use this brush to place doors triggered by pressure plates"); GUILayout.Label("First paint the door and then the corresponding pressure plate."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { GUILayout.Space(5f); GUILayout.Label("This is built-in default brush."); GUILayout.Label("It is generic brush for painting tiles and game objects."); GUILayout.Space(5f); GUILayout.Label("You'll also find other brushes from the dropdown."); GUILayout.Label("They are custom made for this game."); if (!BrushEditorUtility.SceneIsPrepared()) { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Space(5f); GUILayout.Label("Use paint tool to paint rails."); GUILayout.Label("Then paint again on the rails to place a turret."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Space(5f); GUILayout.Label("Paint to place a blue teleport."); GUILayout.Label("Then paint again to place it's orange target."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { brush.m_KeyColor = EditorGUILayout.ColorField("Key Color", brush.m_KeyColor); GUILayout.Space(5f); GUILayout.Label("Use this brush to place doors and keys."); GUILayout.Label("First paint the door and then the corresponding key."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { brush.m_Color = EditorGUILayout.ColorField("Color", brush.m_Color); brush.m_Blend = EditorGUILayout.Slider("Blend", brush.m_Blend, 0f, 1f); GUILayout.Space(5f); GUILayout.Label("Use this brush to tint areas with a color."); GUILayout.Space(5f); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.Space(5f); GUILayout.Label("Use paint tool to place a new laser tower."); GUILayout.Label("The new tower will connect to currently selected one."); GUILayout.Space(5f); GUILayout.Label("Select an existing laser via picking tool."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { GUILayout.BeginHorizontal(); brush.m_Difficulty = EditorGUILayout.Slider("Difficulty", brush.m_Difficulty, 0f, 1f); GUILayout.EndHorizontal(); GUILayout.Space(5f); GUILayout.Label("Paint areas where you want minions spawning."); GUILayout.Label("Adjust difficulty slider for more and tougher minions."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }
public override void OnPaintInspectorGUI() { if (BrushEditorUtility.SceneIsPrepared()) { brush.m_Tick = Mathf.Max(EditorGUILayout.IntField("Tick", brush.m_Tick), 1); brush.m_TickDelay = Mathf.Max(EditorGUILayout.FloatField("Tick Length", brush.m_TickDelay), 0.1f); GUILayout.Space(5f); GUILayout.Label("Use paint tool to place sequence turrets."); GUILayout.Space(5f); GUILayout.Label("Then paint again to place it's target(s)."); GUILayout.Label("Set different ticks to the targets to create sequences."); GUILayout.Label("Use picking tool to select existing turret."); GUILayout.Space(5f); GUILayout.Label("Hotkeys . and , to rotate the tick number."); } else { BrushEditorUtility.UnpreparedSceneInspector(); } }