public static void OnEnable() { CreateInstances(); editorDelay = new EditorDelay(0.1f); toolbarItems = new string[3] { "Ray Bullet", "Physics Bullet", "Grenade" }; }
/// <summary> /// This function is called when the window becomes enabled and active. /// </summary> public static void OnEnable() { properties = new WeaponProperties(); delay = new EditorDelay(0.1f); toolbarItems = new string[] { "First Person Weapon", "Pickable Weapon" }; Transform player = UEditorInternal.FindPlayer(); if (player != null) { inventory = UEditorInternal.FindComponent <AdvancedInventory>(player); } additionalComponents = new List <AdditionalComponents>() { new AdditionalComponents { name = "Crosshair", component = typeof(Crosshair), isActive = true }, new AdditionalComponents { name = "Camera Zoom", component = typeof(FPCameraZoom), isActive = true } }; additionalComponentsRL = new ReorderableList(additionalComponents, typeof(AdditionalComponents), true, true, false, false) { drawHeaderCallback = (rect) => { EditorGUI.LabelField(new Rect(rect.x, rect.y + 1, 200, EditorGUIUtility.singleLineHeight), "Additional Components"); }, drawElementCallback = (rect, index, isActive, isFocused) => { AdditionalComponents additionalSystem = additionalComponents[index]; EditorGUI.LabelField(new Rect(rect.x, rect.y + 2, 100, EditorGUIUtility.singleLineHeight), additionalSystem.name); additionalSystem.isActive = EditorGUI.Toggle(new Rect(rect.width + 10, rect.y + 2, 30, EditorGUIUtility.singleLineHeight), additionalSystem.isActive); additionalComponents[index] = additionalSystem; } }; }
/// <summary> /// This function is called when the object becomes enabled and active. /// </summary> public static void OnEnable() { properties = new AIProperties(); delay = new EditorDelay(0.1f); }