示例#1
0
        public override void OnInspectorGUI()
        {
            RememberTimeline _target = (RememberTimeline)target;

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Timeline", EditorStyles.boldLabel);
            _target.saveBindings      = EditorGUILayout.Toggle("Save bindings?", _target.saveBindings);
            _target.saveTimelineAsset = EditorGUILayout.Toggle("Save Timeline asset?", _target.saveTimelineAsset);
            if (_target.saveTimelineAsset)
            {
                EditorGUILayout.HelpBox("Both the original and new 'Timeline' assets will need placing in a Resources folder.", MessageType.Info);
            }
            EditorGUILayout.EndVertical();

            SharedGUI();
        }
        public override void OnInspectorGUI()
        {
            RememberTimeline _target = (RememberTimeline)target;

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Timeline", EditorStyles.boldLabel);
            _target.saveBindings      = CustomGUILayout.Toggle("Save bindings?", _target.saveBindings, "", "If True, the GameObjects bound to the Timeline will be stored in save game files.");
            _target.saveTimelineAsset = CustomGUILayout.Toggle("Save Timeline asset?", _target.saveTimelineAsset, "", "If True, the Timeline asset assigned in the PlayableDirector's Timeline field will be stored in save game files.");
            if (_target.saveTimelineAsset)
            {
                EditorGUILayout.HelpBox("Both the original and new 'Timeline' assets will need placing in a Resources folder.", MessageType.Info);
            }
            EditorGUILayout.EndVertical();

            SharedGUI();
        }
示例#3
0
        public override void OnInspectorGUI()
        {
            RememberTimeline _target = (RememberTimeline)target;

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Timeline", EditorStyles.boldLabel);
            _target.saveBindings      = CustomGUILayout.Toggle("Save bindings?", _target.saveBindings, "", "If True, the GameObjects bound to the Timeline will be stored in save game files.");
            _target.saveTimelineAsset = CustomGUILayout.Toggle("Save Timeline asset?", _target.saveTimelineAsset, "", "If True, the Timeline asset assigned in the PlayableDirector's Timeline field will be stored in save game files.");
            if (_target.saveTimelineAsset)
            {
                EditorGUILayout.HelpBox("Both the original and new 'Timeline' assets will need placing in a Resources folder.", MessageType.Info);
            }
            _target.evaluateWhenStopped = CustomGUILayout.Toggle("Evaluate when stopped?", _target.evaluateWhenStopped, "", "If True, and the Timeline was not playing when it was saved, it will be evaluated at its playback point - causing the effects of it running at that single frame to be restored");
            EditorGUILayout.EndVertical();

            SharedGUI();
        }