From 0797b54d326de7e279fb3c86a33d1ca3a74d6c5d Mon Sep 17 00:00:00 2001 From: chrisgregan Date: Tue, 29 Mar 2016 16:19:47 +0100 Subject: [PATCH] Indented character object field on Say command Note: This new property is useful if you want to define your characters as prefabs and just link to the prefab instead of an instance in the scene. --- Assets/Fungus/Narrative/Editor/SayEditor.cs | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Assets/Fungus/Narrative/Editor/SayEditor.cs b/Assets/Fungus/Narrative/Editor/SayEditor.cs index 75580ac3..c0d5c764 100644 --- a/Assets/Fungus/Narrative/Editor/SayEditor.cs +++ b/Assets/Fungus/Narrative/Editor/SayEditor.cs @@ -121,7 +121,11 @@ namespace Fungus new GUIContent("Character", "Character that is speaking"), new GUIContent(""), Character.activeCharacters); + + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.PrefixLabel(" "); characterProp.objectReferenceValue = (Character) EditorGUILayout.ObjectField(characterProp.objectReferenceValue, typeof(Character), true); + EditorGUILayout.EndHorizontal(); Say t = target as Say;