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using NUnit.Framework; using System; using System.Collections; using System.Collections.Generic; using System.Security.Policy; using UnityEditor; using UnityEngine; [CustomEditor(typeof(InteractableObject))] public class InteractableObjectEditor : Editor { bool[] group_states = new bool[11]; string[] group_names = new string[11] { "Climb", "Fly", "Invincible", "Talk", "Dash", "Interact", "Smash", "Teleport", "Enter", "Jump", "Stealth" }; static List<String> climb_variables = new List<String>() { "wall_spline" }; static List<String> fly_variables = new List<String>() { "fly_spline" }; static List<String> inv_variables = new List<String>() { "block_box" }; static List<String> talk_variables = new List<String>() { "start_dialogue" }; static List<String> dash_variables = new List<String>() { "move_spline" }; static List<String> event_variables = new List<String>() { "event_animator" }; static List<String> smash_variables = new List<String>() { "smash_object", "explosive_force", "effect_radius" }; static List<String> teleport_variables = new List<String>() { "next_location" }; static List<String> enter_variables = new List<String>() { "scene_name", "scene_transform" }; static List<String> jump_variables = new List<String>() { "jump_spline" }; static List<String> stealth_variables = new List<String>() { }; List<string>[] group_variables = new List<string>[11] { climb_variables,fly_variables,inv_variables,talk_variables,dash_variables, event_variables,smash_variables,teleport_variables,enter_variables,jump_variables,stealth_variables}; public override void OnInspectorGUI() { EditorGUILayout.PropertyField(serializedObject.FindProperty("event_type")); for (int i = 0; i < group_names.Length; i++) { group_states[i] = EditorGUILayout.Foldout(group_states[i], group_names[i]); if (group_states[i]) { foreach(String prop_name in group_variables[i]) { EditorGUILayout.PropertyField(serializedObject.FindProperty(prop_name)); } } } } }
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