private void Stats(ref Creature Creature_Editor) { Layout.Text("Name",ref Creature_Editor.Name); Layout.Text("Description",ref Creature_Editor.Description); Level_Foldout = EditorGUILayout.Foldout(Level_Foldout, "Levels"); if (Level_Foldout) { EditorGUILayout.BeginHorizontal(); Layout.Float("Change All Levels", ref Creature_Editor.Change_All_Levels); if(GUILayout.Button("Confirm",GUILayout.Height(15f),GUILayout.Width(58f))) { Creature_Editor.Level_Up(Stat.Hitpoints_Level,Creature_Editor.Change_All_Levels,true); Creature_Editor.Level_Up(Stat.Melee_Level,Creature_Editor.Change_All_Levels,true); Creature_Editor.Level_Up(Stat.Magic_Level,Creature_Editor.Change_All_Levels,true); Creature_Editor.Level_Up(Stat.Archery_Level,Creature_Editor.Change_All_Levels,true); Level_Up_Equipment (ref Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand], Creature_Editor.Change_All_Levels); Level_Up_Equipment (ref Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand], Creature_Editor.Change_All_Levels); Level_Up_Equipment (ref Creature_Editor.Slot[(int)Assign_Slot.Armor], Creature_Editor.Change_All_Levels); } EditorGUILayout.EndHorizontal(); EditorGUILayout.LabelField("Combat",EditorStyles.boldLabel); EditorGUI.indentLevel++; EditorGUILayout.FloatField("Combat Level",Creature_Editor.Combat_Level()); Layout.Float("Hitpoints Level",ref Creature_Editor.Stat_Dictionary,Stat.Hitpoints_Level); Layout.Float("Melee Level",ref Creature_Editor.Stat_Dictionary,Stat.Melee_Level); Layout.Float("Magic Level",ref Creature_Editor.Stat_Dictionary,Stat.Magic_Level); Layout.Float("Archery Level",ref Creature_Editor.Stat_Dictionary,Stat.Archery_Level); Layout.Float("Movement",ref Creature_Editor.Stat_Dictionary,Stat.Movement); EditorGUI.indentLevel--; EditorGUILayout.LabelField("Equipment",EditorStyles.boldLabel); EditorGUI.indentLevel++; Layout.Float("Primary Hand Level",ref Creature_Editor.Slot[(int)Assign_Slot.Primary_Hand].Level); Layout.Float("Secondary Hand Level",ref Creature_Editor.Slot[(int)Assign_Slot.Secondary_Hand].Level); Layout.Float("Armor Level",ref Creature_Editor.Slot[(int)Assign_Slot.Armor].Level); EditorGUI.indentLevel--; } EditorGUILayout.PropertyField(Passives,true); EditorGUILayout.PropertyField(Actives,true); EditorGUILayout.PropertyField(Defects,true); }