Nextrek
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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
using AC;
[CustomEditor (typeof (Sound))]
public class SoundEditor : Editor
{
public override void OnInspectorGUI()
{
Sound _target = (Sound) target;
_target.soundType = (SoundType) EditorGUILayout.EnumPopup ("Sound type:", _target.soundType);
_target.playWhilePaused = EditorGUILayout.Toggle ("Play while game paused?", _target.playWhilePaused);
_target.relativeVolume = EditorGUILayout.Slider ("Relative volume:", _target.relativeVolume, 0f, 1f);
if (_target.soundType == SoundType.Music)
{
_target.surviveSceneChange = EditorGUILayout.Toggle ("Play music across scenes?", _target.surviveSceneChange);
if (_target.surviveSceneChange && _target.transform.root != null && _target.transform.root != _target.gameObject.transform)
{
Debug.Log (_target.transform.root + " != " + _target.gameObject);
EditorGUILayout.HelpBox ("For music to survive scene-changes, please move this object out of it's hierarchy, so that it has no parent GameObject.", MessageType.Warning);
}
}
if (GUI.changed)
{
EditorUtility.SetDirty (_target);
}
}
}
|
Revision |
Author |
Commited |
Message |
83
|
FMMortaroli
|
Tue 13 May, 2014 11:32:51 +0000 |
|