/// <summary> /// The main InspectorGUI code, every widget drawer gets called here /// </summary> public override void OnInspectorGUI() { if (!WasInitialised) { OnActivate(); } if (target != null) { if (!EditorInitialized) { OnActivate(); } if (Script.TerrainInfo != null) { DrawDevelWidget(); DrawErosionTypeProperties(); _NoiseParameterEditor.DrawNoiseParameterGUI(TerrainInfo, EditorWidgetFoldouts); } } DrawTerrainSizeWidget(); _ParameterPresetEditor.DrawLoadSaveGUI(TerrainInfo, EditorWidgetFoldouts); _ParameterPresetEditor.DisplayParameterList().DoLayoutList(); EditorGUILayout.LabelField("Run the project to initialise the controls!"); }
/// <summary> /// The main InspectorGUI code, every widget drawer gets called here /// </summary> public override void OnInspectorGUI() { if (!WasInitialised) { OnActivate(); } if (target != null) { if (!EditorInitialized) { OnActivate(); } if (Script.TerrainInfo != null) { DrawDevelWidget(); DrawRoadGenerationWidget(); DrawErosionTypeProperties(); _NoiseParameterEditor.DrawNoiseParameterGUI(Script, TerrainInfo, EditorWidgetFoldouts); _EditorSeasonalChange.DrawSeasonalChangeGUI(TerrainInfo); // should always be running after terrainInfo is avaliable, cant be run in editor //_EditorSeasonalChange.SeasonalChangeUpdate(TerrainInfo); } } DrawTerrainSizeWidget(); _ParameterPresetEditor.DrawLoadSaveGUI(TerrainInfo, EditorWidgetFoldouts); _ParameterPresetEditor.DisplayParameterList().DoLayoutList(); EditorGUILayout.LabelField("Run the project to initialise the controls!"); }