An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus).
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEditor;
using UnityEngine;
using Fungus.Commands;
namespace Fungus.EditorUtils
{
[CustomEditor (typeof(ControlAudio))]
public class ControlAudioEditor : CommandEditor
{
protected SerializedProperty controlProp;
protected SerializedProperty audioSourceProp;
protected SerializedProperty startVolumeProp;
protected SerializedProperty endVolumeProp;
protected SerializedProperty fadeDurationProp;
protected SerializedProperty waitUntilFinishedProp;
protected virtual void OnEnable()
{
if (NullTargetCheck()) // Check for an orphaned editor instance
return;
controlProp = serializedObject.FindProperty("control");
audioSourceProp = serializedObject.FindProperty("_audioSource");
startVolumeProp = serializedObject.FindProperty("startVolume");
endVolumeProp = serializedObject.FindProperty("endVolume");
fadeDurationProp = serializedObject.FindProperty("fadeDuration");
waitUntilFinishedProp = serializedObject.FindProperty("waitUntilFinished");
}
public override void DrawCommandGUI()
{
serializedObject.Update();
ControlAudio t = target as ControlAudio;
EditorGUILayout.PropertyField(controlProp);
EditorGUILayout.PropertyField(audioSourceProp);
string fadeLabel = "Fade Out Duration";
if (t.Control != ControlAudio.ControlType.StopLoop && t.Control != ControlAudio.ControlType.PauseLoop)
{
fadeLabel = "Fade In Duration";
string volumeLabel = "End Volume";
if (t.Control == ControlAudio.ControlType.ChangeVolume)
{
fadeLabel = "Fade Duration";
volumeLabel = "New Volume";
}
EditorGUILayout.PropertyField(endVolumeProp,new GUIContent(volumeLabel));
}
EditorGUILayout.PropertyField(fadeDurationProp,new GUIContent(fadeLabel));
EditorGUILayout.PropertyField(waitUntilFinishedProp);
serializedObject.ApplyModifiedProperties();
}
}
}