49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //
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#if UNITY_EDITOR
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using UnityEditor;
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namespace Animancer.Editor
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{
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/// <summary>[Editor-Only] A custom GUI for <see cref="WeightedMaskLayers.Fade"/>.</summary>
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/// https://kybernetik.com.au/animancer/api/Animancer.Editor/WeightedMaskLayersFadeDrawer
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[CustomGUI(typeof(WeightedMaskLayers.Fade))]
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public class WeightedMaskLayersFadeDrawer : CustomGUI<WeightedMaskLayers.Fade>
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{
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/************************************************************************************************************************/
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private bool _IsExpanded;
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void DoGUI()
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{
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_IsExpanded = EditorGUILayout.Foldout(_IsExpanded, "Weighted Mask Layers Fade", true);
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if (_IsExpanded)
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DoDetailsGUI();
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}
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/************************************************************************************************************************/
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/// <summary>Draws the GUI for the target's fields.</summary>
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protected virtual void DoDetailsGUI()
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{
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EditorGUI.indentLevel++;
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Value.ElapsedTime = EditorGUILayout.Slider("Elapsed", Value.ElapsedTime, 0, Value.Duration);
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Value.Duration = EditorGUILayout.FloatField("Duration", Value.Duration);
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EditorGUI.indentLevel--;
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}
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/************************************************************************************************************************/
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}
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}
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#endif
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