public override void OnInspectorGUI()
        {
            RememberVisibility _target = (RememberVisibility)target;

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Visibility", EditorStyles.boldLabel);
            _target.startState     = (AC_OnOff)EditorGUILayout.EnumPopup("Visibility on start:", _target.startState);
            _target.affectChildren = EditorGUILayout.Toggle("Affect children?", _target.affectChildren);
            EditorGUILayout.EndVertical();

            SharedGUI();
        }
示例#2
0
        public override void OnInspectorGUI()
        {
            RememberVisibility _target = (RememberVisibility)target;

            EditorGUILayout.BeginVertical("Button");
            EditorGUILayout.LabelField("Visibility", EditorStyles.boldLabel);
            _target.startState     = (AC_OnOff)EditorGUILayout.EnumPopup("Visibility on start:", _target.startState);
            _target.affectChildren = EditorGUILayout.Toggle("Affect children?", _target.affectChildren);

            if (_target.GetComponent <SpriteFader>() == null && _target.GetComponent <SpriteRenderer>() != null)
            {
                _target.saveColour = EditorGUILayout.Toggle("Save colour/alpha?", _target.saveColour);
            }

            EditorGUILayout.EndVertical();

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

            CustomGUILayout.BeginVertical();
            EditorGUILayout.LabelField("Visibility", EditorStyles.boldLabel);
            _target.startState     = (AC_OnOff)CustomGUILayout.EnumPopup("Visibility on start:", _target.startState, "", "The Renderer's enabled state when the game begins");
            _target.affectChildren = CustomGUILayout.Toggle("Affect children?", _target.affectChildren, "", "If True, child Renderers should be affected as well");

            if (_target.GetComponent <SpriteFader>() == null && _target.GetComponent <SpriteRenderer>())
            {
                _target.saveColour = CustomGUILayout.Toggle("Save colour/alpha?", _target.saveColour, "", "If True, the sprite's colour/alpha will be saved");
            }

            CustomGUILayout.EndVertical();

            SharedGUI();
        }