/// <inheritdoc/> protected internal override InspectableState Refresh() { SpriteTexture spriteTexture = InspectedObject as SpriteTexture; if (spriteTexture == null) { return(InspectableState.NotModified); } InspectableState state = genericDrawer.Refresh(); if (state != InspectableState.NotModified) { // The inspector will by default just assign a resource reference without loading it, make sure we load it // so it can be previewed if (spriteTexture.Texture != null && !spriteTexture.Texture.IsLoaded) { Resources.Load <Texture>(spriteTexture.Texture.UUID); } // Make sure GUI redraws as the sprite texture properties were updated previewTexture.SetTexture(spriteTexture); } return(state); }
private void OnEditorUpdate() { InspectableState viewOptionsState = guiViewSettings.Refresh(); if (viewOptionsState != InspectableState.NotModified) { SceneWindow sceneWindow = SceneWindow.GetWindow <SceneWindow>(); if (sceneWindow != null) { sceneWindow.Camera.ViewSettings = viewSettings; } ProjectSettings.SetObject(SceneCamera.ViewSettingsKey, viewSettings); } InspectableState moveOptionsState = guiMovementSettings.Refresh(); if (moveOptionsState != InspectableState.NotModified) { SceneWindow sceneWindow = SceneWindow.GetWindow <SceneWindow>(); if (sceneWindow != null) { sceneWindow.Camera.MoveSettings = moveSettings; } ProjectSettings.SetObject(SceneCamera.MoveSettingsKey, moveSettings); } InspectableState renderOptionsState = guiRenderSettings.Refresh(); if (renderOptionsState != InspectableState.NotModified) { SceneWindow sceneWindow = SceneWindow.GetWindow <SceneWindow>(); if (sceneWindow != null) { sceneWindow.Camera.RenderSettings = renderSettings; } ProjectSettings.SetObject(SceneCamera.RenderSettingsKey, renderSettings); } }
/// <inheritdoc/> protected internal override InspectableState Refresh() { return(drawer.Refresh()); }