39 lines
1.8 KiB
C#
39 lines
1.8 KiB
C#
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using UnityEditor;
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using UnityEngine;
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namespace UnrealM
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{
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[CustomEditor(typeof(ActionSequenceSystem))]
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public class ActionSequenceSystemInspector : Editor
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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int countAll, countActive;
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GUILayout.Label("ObjectPool State: Active/All", EditorStyles.boldLabel);
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ActionNodeAction.GetObjectPoolInfo(out countActive, out countAll);
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GUILayout.Label(string.Format("ActionNode: {0}/{1}", countActive, countAll));
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ActionNodeInterval.GetObjectPoolInfo(out countActive, out countAll);
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GUILayout.Label(string.Format("IntervalNode: {0}/{1}", countActive, countAll));
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ActionNodeCondition.GetObjectPoolInfo(out countActive, out countAll);
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GUILayout.Label(string.Format("ConditionNode: {0}/{1}", countActive, countAll));
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ActionSequence.GetObjectPoolInfo(out countActive, out countAll);
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GUILayout.Label(string.Format("Sequence: {0}/{1}", countActive, countAll));
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//Showing ActionSequences in progress
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ActionSequenceSystem actionSequenceSystem = target as ActionSequenceSystem;
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GUILayout.Label(string.Format("Sequence Count: {0}", actionSequenceSystem.ListSequence.Count), EditorStyles.boldLabel);
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for (int i = 0; i < actionSequenceSystem.ListSequence.Count; i++)
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{
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if (!actionSequenceSystem.ListSequence[i].isFinshed)
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{
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GUILayout.Box(string.Format("{0} id: {1}\n Loop:{2}/{3}", i, actionSequenceSystem.ListSequence[i].id,
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actionSequenceSystem.ListSequence[i].cycles, actionSequenceSystem.ListSequence[i].loopTime), "TextArea");
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}
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}
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Repaint();
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}
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}
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}
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