protected override void RenderContent(UnityEngine.Object undoRecordObject) { int newInt; bool newBool; var content = new GUIContent(); content.text = "Can snap to grid"; content.tooltip = "When turned on, vertices can be snapped to grid cells."; newBool = EditorGUILayout.ToggleLeft(content, CanSnapToGrid); if (newBool != CanSnapToGrid) { EditorUndoEx.Record(undoRecordObject); CanSnapToGrid = newBool; } content.text = "Can snap to object verts"; content.tooltip = "When turned on, vertices can be snapped to other object vertices."; newBool = EditorGUILayout.ToggleLeft(content, CanSnapToObjectVerts); if (newBool != CanSnapToObjectVerts) { EditorUndoEx.Record(undoRecordObject); CanSnapToObjectVerts = newBool; } content.text = "Snap destination layers"; content.tooltip = "Allows you to specify which layers can be used as snap destinations when doing vertex snapping."; newInt = EditorGUILayoutEx.LayerMaskField(content, SnapDestinationLayers); if (newInt != SnapDestinationLayers) { EditorUndoEx.Record(undoRecordObject); SnapDestinationLayers = newInt; } }
protected override void RenderContent(UnityEngine.Object undoRecordObject) { int newInt; var content = new GUIContent(); content.text = "Transformable layers"; content.tooltip = "Allows you to specify which layers can be transformed by the gizmo. Objects which do not belong to a transformable layer will not be transformed by the gizmo."; newInt = EditorGUILayoutEx.LayerMaskField(content, TransformableLayers); if (newInt != TransformableLayers) { EditorUndoEx.Record(undoRecordObject); TransformableLayers = newInt; } }