An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Fungus
{
[CustomEditor (typeof(AddOptionCommand))]
public class AddOptionCommandEditor : FungusCommandEditor
{
public override void DrawCommandInspectorGUI()
{
AddOptionCommand t = target as AddOptionCommand;
EditorGUI.BeginChangeCheck();
string newText = EditorGUILayout.TextField(new GUIContent("Text", "Text to display on option button"), t.text);
Sequence newSequence = SequenceEditor.SequenceField(new GUIContent("Sequence", "Sequence to execute when this option is selected"),
t.GetParentFungusScript(),
t.sequence);
AddOptionCommand.Condition newCondition = (AddOptionCommand.Condition)EditorGUILayout.EnumPopup(new GUIContent("Condition", "Conditions for when this option is displayed"), t.condition);
if (EditorGUI.EndChangeCheck())
{
Undo.RecordObject(t, "Set AddOption command");
t.text = newText;
t.sequence = newSequence;
t.condition = newCondition;
}
if (t.condition == AddOptionCommand.Condition.ShowOnBoolean ||
t.condition == AddOptionCommand.Condition.HideOnBoolean)
{
string newBooleanVariableKey = EditorGUILayout.TextField(new GUIContent("Boolean Variable Key", "Boolean variable to check for condition"), t.booleanVariableKey);
if (newBooleanVariableKey != t.booleanVariableKey)
{
Undo.RecordObject(t, "Set Boolean Variable");
t.booleanVariableKey = newBooleanVariableKey;
}
}
}
}
}