示例#1
0
 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     UnityEditor.EditorGUILayout.BeginHorizontal();
     UnityEngine.GUILayout.Label("Method name:");
     methodName = UnityEditor.EditorGUILayout.TextField(methodName);
     UnityEditor.EditorGUILayout.EndHorizontal();
     useTargetVar = UnityEditor.EditorGUILayout.Toggle("Use other target", useTargetVar);
     if (useTargetVar)
     {
         UnityEditor.EditorGUILayout.BeginHorizontal();
         UnityEngine.GUILayout.Label("Target var name:");
         targetVarName = UnityEditor.EditorGUILayout.TextField(targetVarName);
         UnityEditor.EditorGUILayout.EndHorizontal();
     }
     paramType = (ParameterType)UnityEditor.EditorGUILayout.EnumPopup("Parameter:", paramType);
     if (paramType == ParameterType.VarValue)
     {
         UnityEditor.EditorGUILayout.BeginHorizontal();
         UnityEngine.GUILayout.Label("Var name:");
         paramTypeValue = UnityEditor.EditorGUILayout.TextField(paramTypeValue);
         UnityEditor.EditorGUILayout.EndHorizontal();
     }
     if (paramType == ParameterType.String)
     {
         UnityEditor.EditorGUILayout.BeginHorizontal();
         UnityEngine.GUILayout.Label("Value:");
         paramTypeValue = UnityEditor.EditorGUILayout.TextField(paramTypeValue);
         UnityEditor.EditorGUILayout.EndHorizontal();
     }
     #endif
 }
示例#2
0
 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     UnityEditor.EditorGUILayout.BeginHorizontal();
     UnityEngine.GUILayout.Label(new UnityEngine.GUIContent("Type:", "Only if this type is currently playing as continuous it will be stopped"));
     type = (SoundSet.ClipType)UnityEditor.EditorGUILayout.EnumPopup(type);
     UnityEditor.EditorGUILayout.EndHorizontal();
     #endif
 }
示例#3
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 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     type = (EntityMover.SpeedModType)UnityEditor.EditorGUILayout.EnumPopup("Type", type);
     timeout = UnityEditor.EditorGUILayout.FloatField("Timeout:", timeout);
     saveAsVar = UnityEditor.EditorGUILayout.Toggle("Save as var", saveAsVar);
     if (saveAsVar)
     {
         varName = UnityEditor.EditorGUILayout.TextField("var:", varName);
     }
     #endif
 }
示例#4
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 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     targetName = UnityEditor.EditorGUILayout.TextField("Target var:", targetName);
     triggerName = UnityEditor.EditorGUILayout.TextField("Trigger name:", triggerName);
     paramType = (ParameterType)UnityEditor.EditorGUILayout.EnumPopup("Parameter:", paramType);
     if (paramType == ParameterType.VarValue)
     {
         paramTypeValue = UnityEditor.EditorGUILayout.TextField("Var name:", paramTypeValue);
     }
     if (paramType == ParameterType.String)
     {
         paramTypeValue = UnityEditor.EditorGUILayout.TextField("Value:", paramTypeValue);
     }
     #endif
 }
示例#5
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 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     target = (TargetType)UnityEditor.EditorGUILayout.EnumPopup("Target:", target);
     if (target == TargetType.TargetVar)
     {
         UnityEditor.EditorGUILayout.BeginHorizontal();
         UnityEngine.GUILayout.Label("Target var name:");
         targetVarName = UnityEditor.EditorGUILayout.TextField(targetVarName);
         UnityEditor.EditorGUILayout.EndHorizontal();
     }
     UnityEditor.EditorGUILayout.BeginHorizontal();
     UnityEngine.GUILayout.Label("Save var name:");
     varName = UnityEditor.EditorGUILayout.TextField(varName);
     UnityEditor.EditorGUILayout.EndHorizontal();
     #endif
 }
示例#6
0
        bool repeated = false; //minimize progress delay

        #endregion Fields

        #region Methods

        public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
        {
            #if UNITY_EDITOR
            ignorePathConfiguration = UnityEditor.EditorGUILayout.Toggle("Ignore point actions", ignorePathConfiguration);
                #endif
        }
示例#7
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 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     triggerID = UnityEditor.EditorGUILayout.TextField("TriggerID:", triggerID);
     #endif
 }
示例#8
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 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     varName = UnityEditor.EditorGUILayout.TextField("var:", varName);
     #endif
 }
示例#9
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 public override void DrawGUI(IntelligenceState parentState, Intelligence intelligence, CallbackCollection callbacks)
 {
     #if UNITY_EDITOR
     newBehaviour = UnityEditor.EditorGUILayout.ObjectField("Behaviour:", newBehaviour, typeof(Intelligence), false) as Intelligence;
     #endif
 }