示例#1
0
        /// <summary>
        /// Unity3D OnInspectorGUI event
        /// </summary>
        public override void OnInspectorGUI()
        {
            EditorToolkit.DrawTitle("Unity Design Tools");

            DrawControlPanel();

            EditorToolkit.DrawSeparator();

            DrawSupportInfo();
        }
        public override void OnInspectorGUI()
        {
            EditorToolkit.DrawTitle("Zone Controller");

            DrawToolbar();
            EditorToolkit.DrawSeparator();

            DrawZones();
            EditorToolkit.DrawSeparator();

            EditorToolkit.DrawFooter();
        }
示例#3
0
        public override void OnInspectorGUI()
        {
            Tools.current = Tool.None;

            EditorToolkit.DrawTitle("Boundaries Controller");

            ShowToolbar();
            EditorToolkit.DrawSeparator();

            ShowGroups();
            EditorToolkit.DrawSeparator();

            EditorToolkit.DrawFooter();
        }
示例#4
0
        /// <summary>
        /// Unity3D OnInspectorGUI event
        /// </summary>
        public override void OnInspectorGUI()
        {
            RestrictColliderSettings();
            GUI.changed = false;

            EditorToolkit.DrawTitle("Zone");
            DrawToolbar();

            EditorToolkit.DrawSeparator();

            DrawSettings();
            EditorToolkit.DrawFooter();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(target);
            }
        }
示例#5
0
        public override void OnInspectorGUI()
        {
            Tools.current = Tool.None;
            GUI.changed   = false;

            EditorToolkit.DrawTitle("Pool");
            DrawToolbar();
            EditorToolkit.DrawSeparator();

            pool.prefab = EditorGUILayout.ObjectField("Prefab", pool.prefab, typeof(GameObject), false) as GameObject;

            if (pool.prefab)
            {
                pool.name = string.Format("pool-{0}", pool.prefab.name);
            }

            pool.size  = EditorGUILayout.IntField("Pool Size", pool.size);
            pool.limit = EditorGUILayout.Toggle("Limit Growth", pool.limit);

            if (pool.limit)
            {
                pool.limitSize           = EditorGUILayout.IntField("Limit Size", pool.limitSize);
                pool.suppressLimitErrors = EditorGUILayout.Toggle("Ignore Limit Errors", pool.suppressLimitErrors);

                if (pool.limitSize < pool.size)
                {
                    pool.limitSize = pool.size;
                }
            }

            pool.shrinkBack      = EditorGUILayout.Toggle("Shrink Back", pool.shrinkBack);
            pool.hideInHierarchy = EditorGUILayout.Toggle("Hide in Hierarchy", pool.hideInHierarchy);

            EditorToolkit.DrawSeparator();
            EditorToolkit.DrawFooter();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(pool);
            }
        }
示例#6
0
        public override void OnInspectorGUI()
        {
            Tools.current = Tool.None;
            GUI.changed   = false;

            EditorToolkit.DrawTitle("Pool Controller");
            DrawToolbar();

            if (!controller)
            {
                return;                         // handle a DestroyAll call
            }
            EditorToolkit.DrawSeparator();
            DrawPools();

            EditorToolkit.DrawSeparator();
            EditorToolkit.DrawFooter();

            if (GUI.changed)
            {
                EditorUtility.SetDirty(controller);
            }
        }
示例#7
0
        public override void OnInspectorGUI()
        {
            Tools.current = Tool.None;
            GUI.changed   = false;

            EditorToolkit.DrawTitle("Boundaries Group");

            DrawToolbar();
            EditorGUILayout.Space();

            DrawSettings();
            DrawOperations();
            DrawSegments();

            group.Connect();

            EditorToolkit.DrawFooter();

            if (GUI.changed)
            {
                serializedObject.ApplyModifiedProperties();
                EditorUtility.SetDirty(target);
            }
        }