public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.LabelField("Approximated Stats"); Hazard c = (Hazard)serializedObject.targetObject; EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Stealth", UnityEngine.GUILayout.MaxWidth(UnityEngine.Screen.width * .31f)); EditorGUILayout.LabelField("+", UnityEngine.GUILayout.MaxWidth(10)); EditorGUILayout.IntField(Hazard.GetSkillDC(c.GetAttribute(MStatAttr.STEALTH), c.level) - 10); EditorGUILayout.LabelField("/", UnityEngine.GUILayout.MaxWidth(10)); EditorGUILayout.IntField(Hazard.GetSkillDC(c.GetAttribute(MStatAttr.STEALTH), c.level)); EditorGUILayout.EndHorizontal(); EditorGUILayout.IntField("Disable", Hazard.GetSkillDC(c.GetAttribute(MStatAttr.DISABLE), c.level)); EditorGUILayout.IntField("AC", Hazard.GetArmorClass(c.GetAttribute(MStatAttr.AC), c.level)); EditorGUILayout.IntField("Attack", Hazard.GetAttack(c.level, c.isComplex)); EditorGUILayout.IntField("Save DC", Hazard.GetSaveDC(c.GetAttribute(MStatAttr.ABILITY_DC), c.level)); EditorGUILayout.IntField("Fort", Hazard.GetFortReflexBonus(c.GetAttribute(MStatAttr.FORT), c.level)); EditorGUILayout.IntField("Ref", Hazard.GetFortReflexBonus(c.GetAttribute(MStatAttr.REFX), c.level)); }