SplineInspector.cs 1.5 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEditor;
  4. using UnityEngine;
  5. [CustomEditor(typeof(Spline))]
  6. public class SplineInspector : Editor
  7. {
  8. public override void OnInspectorGUI()
  9. {
  10. Spline spline = (Spline) target;
  11. spline.DraggablePrefab = (GameObject)EditorGUILayout.ObjectField(nameof(spline.DraggablePrefab), spline.DraggablePrefab, typeof(GameObject), true);
  12. spline.NewNodeOffset = EditorGUILayout.FloatField(nameof(spline.NewNodeOffset), spline.NewNodeOffset);
  13. spline.MoveSpeed = EditorGUILayout.FloatField(nameof(spline.MoveSpeed), spline.MoveSpeed);
  14. spline.SpawnStartDelay = EditorGUILayout.FloatField(nameof(spline.SpawnStartDelay), spline.SpawnStartDelay);
  15. spline.SpawnDelay = EditorGUILayout.FloatField(nameof(spline.SpawnDelay), spline.SpawnDelay);
  16. spline.SpawnCount = EditorGUILayout.IntField(nameof(spline.SpawnCount), spline.SpawnCount);
  17. spline.DraggableSplineEndAction = (DraggableSplineEndAction)EditorGUILayout.EnumPopup(nameof(spline.DraggableSplineEndAction), spline.DraggableSplineEndAction);
  18. spline.PreWarmTime = EditorGUILayout.FloatField(nameof(spline.PreWarmTime), spline.PreWarmTime);
  19. spline.SpawnDelay = Mathf.Max(spline.SpawnDelay, 0.1f);
  20. if (GUILayout.Button("Add point"))
  21. {
  22. spline.AddNode();
  23. }
  24. if (spline.Segments.Count > 0 && GUILayout.Button("Close"))
  25. {
  26. spline.Close();
  27. }
  28. if (GUI.changed) { EditorUtility.SetDirty(spline); }
  29. }
  30. }