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Fixed character description property in Character Editor

master
chrisgregan 10 years ago
parent
commit
b8440daf47
  1. 6
      Assets/Fungus/Narrative/Editor/CharacterEditor.cs

6
Assets/Fungus/Narrative/Editor/CharacterEditor.cs

@ -15,7 +15,7 @@ namespace Fungus
protected SerializedProperty soundEffectProp;
protected SerializedProperty portraitsProp;
protected SerializedProperty portraitsFaceProp;
protected SerializedProperty notesProp;
protected SerializedProperty descriptionProp;
protected virtual void OnEnable()
{
@ -24,7 +24,7 @@ namespace Fungus
soundEffectProp = serializedObject.FindProperty ("soundEffect");
portraitsProp = serializedObject.FindProperty ("portraits");
portraitsFaceProp = serializedObject.FindProperty ("portraitsFace");
notesProp = serializedObject.FindProperty ("notes");
descriptionProp = serializedObject.FindProperty ("description");
}
public override void OnInspectorGUI()
@ -36,7 +36,7 @@ namespace Fungus
EditorGUILayout.PropertyField(nameTextProp, new GUIContent("Name Text", "Name of the character display in the dialog"));
EditorGUILayout.PropertyField(nameColorProp, new GUIContent("Name Color", "Color of name text display in the dialog"));
EditorGUILayout.PropertyField(soundEffectProp, new GUIContent("Sound Effect", "Sound to play when the character is talking. Overrides the setting in the Dialog."));
EditorGUILayout.PropertyField(notesProp, new GUIContent("Notes", "Notes about this story character (personality, attibutes, etc.)"));
EditorGUILayout.PropertyField(descriptionProp, new GUIContent("Description", "Notes about this story character (personality, attibutes, etc.)"));
if (t.portraits != null &&
t.portraits.Count > 0)
{

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