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Fixed conditional hiding of transform component

master
chrisgregan 11 years ago
parent
commit
cd8bf17775
  1. 20
      Assets/Fungus/Editor/FungusScript/FungusScriptEditor.cs

20
Assets/Fungus/Editor/FungusScript/FungusScriptEditor.cs

@ -22,9 +22,25 @@ namespace Fungus.Script
if (t != null)
{
// Hide the transform component if FungusScript is the only component on the game object
// Hide the transform component if FungusScript & Variables are the only components on the game object
// Gives a bit more room in inspector for editing commands. The transform will become visible if any non-Fungus
// components are attached to the game object.
Component[] components = t.GetComponents(typeof(Component));
t.transform.hideFlags = (components.Length == 2) ? HideFlags.HideInInspector : HideFlags.None;
int count = 0;
foreach (Component component in components)
{
System.Type type = component.GetType();
if (type == typeof(Transform) ||
type == typeof(FungusScript) ||
type == typeof(BooleanVariable) ||
type == typeof(IntegerVariable) ||
type == typeof(FloatVariable) ||
type == typeof(StringVariable))
{
count++;
}
}
t.transform.hideFlags = (count == components.Length) ? HideFlags.HideInInspector : HideFlags.None;
}
EditorGUI.BeginChangeCheck();

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