using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace Adnc.AnimatorHelpers.Editors.CustomEditors { [CustomEditor(typeof(AnimatorPlayback))] public class AnimatorPlaybackEditor : Editor { private SortableListAnimatorVariable _listBools; private SortableListAnimatorVariable _listFloats; private SortableListAnimatorVariable _listInts; private SortableListAnimatorVariable _listTriggers; private void OnEnable () { _listBools = new SortableListAnimatorVariable(this, "bools", "Set Bools"); _listFloats = new SortableListAnimatorVariable(this, "floats", "Set Floats"); _listInts = new SortableListAnimatorVariable(this, "ints", "Set Ints"); _listTriggers = new SortableListAnimatorVariable(this, "triggers", "Set Triggers"); } public override void OnInspectorGUI () { serializedObject.Update(); _listBools.Update(); _listFloats.Update(); _listInts.Update(); _listTriggers.Update(); var propWait = serializedObject.FindProperty("waitForCondition"); EditorGUILayout.PropertyField(propWait); if (propWait.boolValue) { var propCondition = serializedObject.FindProperty("conditions"); EditorGUILayout.PropertyField(propCondition, true); } serializedObject.ApplyModifiedProperties(); } } }