public override void OnInspectorGUI() { //Get our spawner m_spawnerGroup = (SpawnerGroup)target; //Set up the box style if (m_boxStyle == null) { m_boxStyle = new GUIStyle(GUI.skin.box); m_boxStyle.normal.textColor = GUI.skin.label.normal.textColor; m_boxStyle.fontStyle = FontStyle.Bold; m_boxStyle.alignment = TextAnchor.UpperLeft; } //Setup the wrap style if (m_wrapStyle == null) { m_wrapStyle = new GUIStyle(GUI.skin.label); m_wrapStyle.wordWrap = true; } //Fix up names if necessary m_spawnerGroup.FixNames(); //Create a nice text intro GUILayout.BeginVertical("Spawner Group", m_boxStyle); GUILayout.Space(20); EditorGUILayout.LabelField("A Spawner Group allows you to chain a set of spawners together. The command buttons you run will be run on all sub spawners. It may take a little while so be patient.", m_wrapStyle); GUILayout.EndVertical(); //Disable if spawning if (m_spawnerGroup.m_updateCoroutine != null) { GUI.enabled = false; } DrawDefaultInspector(); GUILayout.BeginVertical("Terrain Helper", m_boxStyle); GUILayout.Space(20); GUILayout.BeginHorizontal(); if (GUILayout.Button(GetLabel("Flatten"))) { if (EditorUtility.DisplayDialog("Flatten Terrain tiles ?", "Are you sure you want to flatten all terrain tiles - this can not be undone ?", "Yes", "No")) { TerrainHelper.Flatten(); } } if (GUILayout.Button(GetLabel("Smooth"))) { if (EditorUtility.DisplayDialog("Smooth Terrain tiles ?", "Are you sure you want to smooth all terrain tiles - this can not be undone ?", "Yes", "No")) { TerrainHelper.Smooth(1); } } if (GUILayout.Button(GetLabel("Clear Trees"))) { if (EditorUtility.DisplayDialog("Clear Terrain trees ?", "Are you sure you want to clear all terrain trees - this can not be undone ?", "Yes", "No")) { //outdated //TerrainHelper.ClearTrees(); } } if (GUILayout.Button(GetLabel("Clear Details"))) { if (EditorUtility.DisplayDialog("Clear Terrain details ?", "Are you sure you want to clear all terrain details - this can not be undone ?", "Yes", "No")) { //outdated //TerrainHelper.ClearDetails(); } } GUILayout.EndHorizontal(); GUILayout.Space(5); GUILayout.EndVertical(); //Re-enable GUI.enabled = true; //Display progress if (m_spawnerGroup.m_updateCoroutine != null) { GUILayout.BeginVertical("Spawner Controller", m_boxStyle); GUILayout.Space(20); GUILayout.BeginHorizontal(); if (GUILayout.Button(GetLabel("Cancel"))) { m_spawnerGroup.CancelSpawn(); } GUILayout.EndHorizontal(); GUILayout.Space(5); GUILayout.EndVertical(); //Draw the various progress bars for (int idx = 0; idx < m_spawnerGroup.m_spawners.Count; idx++) { //Display progress if (m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress > 0f && m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress < 1f) { ProgressBar(string.Format("{0} ({1:0.0}%)", m_spawnerGroup.m_spawners[idx].m_name, m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress * 100f), m_spawnerGroup.m_spawners[idx].m_spawner.m_spawnProgress); } } } else { GUILayout.BeginVertical("Spawner Controller", m_boxStyle); GUILayout.Space(20); GUILayout.BeginHorizontal(); if (GUILayout.Button(GetLabel("Reset"))) { m_spawnerGroup.ResetSpawner(); } if (GUILayout.Button(GetLabel("Spawn"))) { //Check that they have a single selected terrain if (Gaia.TerrainHelper.GetActiveTerrainCount() != 1) { EditorUtility.DisplayDialog("OOPS!", "You must have only one active terrain in order to use a Spawner Group. Please either add a terrain, or deactivate all but one terrain.", "OK"); } else { m_spawnerGroup.RunSpawnerIteration(); StartEditorUpdates(); } } GUILayout.EndHorizontal(); GUILayout.Space(5f); GUILayout.EndVertical(); } }