//by Bob Berkebile : Pixelplacement : http://www.pixelplacement.com using UnityEngine; using UnityEditor; using System.Collections; [CustomEditor(typeof(iTweenPath))] public class iTweenPathEditor : Editor { iTweenPath _target; GUIStyle style = new GUIStyle(); public static int count = 0; void OnEnable(){ //i like bold handle labels since I'm getting old: style.fontStyle = FontStyle.Bold; style.normal.textColor = Color.white; _target = (iTweenPath)target; //lock in a default path name: if(!_target.initialized){ _target.initialized = true; _target.pathName = "New Path " + ++count; _target.initialName = _target.pathName; } } public override void OnInspectorGUI(){ //path name: EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Path Name"); _target.pathName = EditorGUILayout.TextField(_target.pathName); EditorGUILayout.EndHorizontal(); if(_target.pathName == ""){ _target.pathName = _target.initialName; } //path color: EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Path Color"); _target.pathColor = EditorGUILayout.ColorField(_target.pathColor); EditorGUILayout.EndHorizontal(); //exploration segment count control: EditorGUILayout.BeginHorizontal(); EditorGUILayout.PrefixLabel("Node Count"); _target.nodeCount = Mathf.Clamp(EditorGUILayout.IntSlider(_target.nodeCount, 0, 10), 2,100); EditorGUILayout.EndHorizontal(); //add node? if(_target.nodeCount > _target.nodes.Count){ for (int i = 0; i < _target.nodeCount - _target.nodes.Count; i++) { _target.nodes.Add(Vector3.zero); } } //remove node? if(_target.nodeCount < _target.nodes.Count){ if(EditorUtility.DisplayDialog("Remove path node?","Shortening the node list will permantently destory parts of your path. This operation cannot be undone.", "OK", "Cancel")){ int removeCount = _target.nodes.Count - _target.nodeCount; _target.nodes.RemoveRange(_target.nodes.Count-removeCount,removeCount); }else{ _target.nodeCount = _target.nodes.Count; } } //node display: EditorGUI.indentLevel = 4; for (int i = 0; i < _target.nodes.Count; i++) { _target.nodes[i] = EditorGUILayout.Vector3Field("Node " + (i+1), _target.nodes[i]); } //update and redraw: if(GUI.changed){ EditorUtility.SetDirty(_target); } } void OnSceneGUI(){ if(_target.enabled) { // dkoontz if(_target.nodes.Count > 0){ //allow path adjustment undo: //Undo.SetSnapshotTarget(_target,"Adjust iTween Path"); Undo.RecordObject(_target,"Adjust iTween Path"); //path begin and end labels: Handles.Label(_target.nodes[0], "'" + _target.pathName + "' Begin", style); Handles.Label(_target.nodes[_target.nodes.Count-1], "'" + _target.pathName + "' End", style); //node handle display: for (int i = 0; i < _target.nodes.Count; i++) { _target.nodes[i] = Handles.PositionHandle(_target.nodes[i], Quaternion.identity); } } } // dkoontz } }