public override void OnInspectorGUI() { _self = (SrpgcKeyboardMovementController)target; _self.rootMotion = EditorGUILayout.Toggle("Use Root Motion", _self.rootMotion); if(_self.rootMotion) { _self.speedThreshold = EditorGUILayout.FloatField("Speed Threshold", _self.speedThreshold); _self.speedDamp = EditorGUILayout.FloatField("Speed Damp", _self.speedDamp); _self.directionDamp = EditorGUILayout.FloatField("Direction Damp", _self.directionDamp); _self.speedFloat = EditorGUILayout.TextField("Speed Float Name", _self.speedFloat); _self.directionFloat = EditorGUILayout.TextField("Direction Float Name", _self.directionFloat); _self.angleFloat = EditorGUILayout.TextField("Angle Float Name", _self.angleFloat); } else { _self.speedFloat = EditorGUILayout.TextField("Speed Float Name", _self.speedFloat); _self.keyStrafeLeft = (KeyCode)EditorGUILayout.EnumPopup("Key Strafe Left", _self.keyStrafeLeft); _self.keyStrafeRight = (KeyCode)EditorGUILayout.EnumPopup("Key Strafe Right", _self.keyStrafeRight); _self.walkSpeed = EditorGUILayout.FloatField("Walk Speed", _self.walkSpeed); _self.runSpeed = EditorGUILayout.FloatField("Run Speed", _self.runSpeed); _self.turnSpeed = EditorGUILayout.FloatField("Turn Speed", _self.turnSpeed); _self.jumpPower = EditorGUILayout.FloatField("Jump Power", _self.jumpPower); _self.gravity = EditorGUILayout.FloatField("Gravity", _self.gravity); _self.slopeLimit = EditorGUILayout.FloatField("Slope Limit", _self.slopeLimit); _self.antiBunny = EditorGUILayout.FloatField("Anti Bunny", _self.antiBunny); } if(GUI.changed) { EditorUtility.SetDirty(_self); } }
public override void OnInspectorGUI() { _self = (SrpgcKeyboardMovementController)target; _self.rootMotion = EditorGUILayout.Toggle("Use Root Motion", _self.rootMotion); if (_self.rootMotion) { _self.speedThreshold = EditorGUILayout.FloatField("Speed Threshold", _self.speedThreshold); _self.speedDamp = EditorGUILayout.FloatField("Speed Damp", _self.speedDamp); _self.directionDamp = EditorGUILayout.FloatField("Direction Damp", _self.directionDamp); _self.speedFloat = EditorGUILayout.TextField("Speed Float Name", _self.speedFloat); _self.directionFloat = EditorGUILayout.TextField("Direction Float Name", _self.directionFloat); _self.angleFloat = EditorGUILayout.TextField("Angle Float Name", _self.angleFloat); } else { _self.speedFloat = EditorGUILayout.TextField("Speed Float Name", _self.speedFloat); _self.keyStrafeLeft = (KeyCode)EditorGUILayout.EnumPopup("Key Strafe Left", _self.keyStrafeLeft); _self.keyStrafeRight = (KeyCode)EditorGUILayout.EnumPopup("Key Strafe Right", _self.keyStrafeRight); _self.walkSpeed = EditorGUILayout.FloatField("Walk Speed", _self.walkSpeed); _self.runSpeed = EditorGUILayout.FloatField("Run Speed", _self.runSpeed); _self.turnSpeed = EditorGUILayout.FloatField("Turn Speed", _self.turnSpeed); _self.jumpPower = EditorGUILayout.FloatField("Jump Power", _self.jumpPower); _self.gravity = EditorGUILayout.FloatField("Gravity", _self.gravity); _self.slopeLimit = EditorGUILayout.FloatField("Slope Limit", _self.slopeLimit); _self.antiBunny = EditorGUILayout.FloatField("Anti Bunny", _self.antiBunny); } if (GUI.changed) { EditorUtility.SetDirty(_self); } }