/// <inheritdoc /> public override void OnInspectorGUI() { serializedObject.Update(); // // SECTION: Main Settings // _drawMainSettings.value = DrawSectionGUI(_drawMainSettings.value, "Main Settings", () => { EditorGUILayout.PropertyField(Icon); EditorGUILayout.PropertyField(LocaleName); EditorGUILayout.PropertyField(StatisticsPrefab); }); // // SECTION: Resources Settings // _drawResourcesSettings.value = DrawSectionGUI(_drawResourcesSettings.value, "Resources Settings", () => { EditorGUILayout.PropertyField(ModelPrefab); EditorGUILayout.PropertyField(HandsPrefab); }); // // SECTION: Animations Settings // _drawAnimationSettings.value = DrawSectionGUI(_drawAnimationSettings.value, "Animation Settings", () => { DefaultAnimatorController.intValue = EditorGUILayoutGameUtility.AnimationSettingsField("Default Animator", DefaultAnimatorController.intValue); }); // And draw the content... DrawDatabaseItemGUI(); serializedObject.ApplyModifiedProperties(); }
/// <inheritdoc /> public override void OnInspectorGUI() { serializedObject.Update(); // // SECTION: Controller Settings // _drawControllerSettings.value = DrawSectionGUI(_drawControllerSettings.value, "Controller Settings", () => { EditorGUILayout.PropertyField(Type); AnimatorController.intValue = EditorGUILayoutGameUtility.AnimationSettingsField("Animator Controller", AnimatorController.intValue); }); // // SECTION: Resources Settings // _drawResourcesSettings.value = DrawSectionGUI(_drawResourcesSettings.value, "Resources Settings", () => { EditorGUILayout.PropertyField(FPPModel); EditorGUILayout.PropertyField(TPPModel); }); // // SECTION: Fire Settings // _drawFireSettings.value = DrawSectionGUI(_drawFireSettings.value, "Fire Settings", () => { EditorGUILayout.PropertyField(RoundsPerMinute); EditorGUILayout.PropertyField(RecoilAndSpreadFramesLimit); EditorGUILayout.PropertyField(CanFireWhileRunning); }); // // SECTION: Bullet Settings // _drawBulletSettings.value = DrawSectionGUI(_drawBulletSettings.value, "Bullet Settings", () => { EditorGUILayout.PropertyField(BulletVelocity); EditorGUILayout.PropertyField(BulletVelocityTimeout); EditorGUILayout.PropertyField(BulletGravity); EditorGUILayout.PropertyField(BulletRadius); EditorGUILayout.PropertyField(BulletRaycastDistance); EditorGUILayout.PropertyField(BulletDamage); EditorGUILayout.PropertyField(BulletTimeout); }); // // SECTION: Reload Settings // _drawReloadSettings.value = DrawSectionGUI(_drawReloadSettings.value, "Reload Settings", () => { EditorGUILayout.PropertyField(ReloadTime); }); // // SECTION: Camera Settings // _drawCameraSettings.value = DrawSectionGUI(_drawCameraSettings.value, "Camera Settings", () => { EditorGUILayout.PropertyField(CameraShakeFromLast); EditorGUILayout.PropertyField(CameraShakeToNext); }); // // SECTION: Bullet Spread Settings // _drawBulletSpreadSettings.value = DrawSectionGUI(_drawBulletSpreadSettings.value, "Bullet Spread Settings", () => { EditorGUILayout.PropertyField(SpreadWarmupTime); EditorGUILayout.PropertyField(HorizontalSpread); EditorGUILayout.PropertyField(VerticalSpread); EditorGUILayout.PropertyField(HorizontalSpreadTimeMod); EditorGUILayout.PropertyField(HorizontalSpreadTimeModCooldown); EditorGUILayout.PropertyField(VerticalSpreadTimeMod); EditorGUILayout.PropertyField(VerticalSpreadTimeModCooldown); EditorGUILayout.PropertyField(SpreadTimeModEnabled); }); // // SECTION: Bullet Recoil Settings // _drawBulletRecoilSettings.value = DrawSectionGUI(_drawBulletRecoilSettings.value, "Bullet Recoil Settings", () => { EditorGUILayout.PropertyField(RecoilWarmupTime); EditorGUILayout.PropertyField(HorizontalRecoilTimeMod); EditorGUILayout.PropertyField(HorizontalRecoilTimeModCooldown); EditorGUILayout.PropertyField(VerticalRecoilTimeMod); EditorGUILayout.PropertyField(VerticalRecoilTimeModCooldown); }); // // SECTION: State Settings // _drawStateSettings.value = DrawSectionGUI(_drawStateSettings.value, "State Settings", () => { EditorGUILayout.PropertyField(RunSpreadMod); EditorGUILayout.PropertyField(RunRecoilMod); EditorGUILayout.PropertyField(MoveSpreadMod); EditorGUILayout.PropertyField(MoveRecoilMod); EditorGUILayout.PropertyField(CrouchSpreadMod); EditorGUILayout.PropertyField(CrouchRecoilMod); EditorGUILayout.PropertyField(AimSpreadMod); EditorGUILayout.PropertyField(AimRecoilMod); }); // // SECTION: Audio Settings // _drawAudioSettings.value = DrawSectionGUI(_drawAudioSettings.value, "Audio Settings", () => { EditorGUILayout.PropertyField(FireSounds, true); EditorGUILayout.PropertyField(FireSoundPitchRange); }); // And draw the content... DrawDatabaseItemGUI(); serializedObject.ApplyModifiedProperties(); }