using UnityEngine;
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using UnityEditor;
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using qtools.qhierarchy.pdata;
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namespace qtools.qhierarchy.phelper
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{
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[CustomEditor(typeof(QObjectList))]
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public class QObjectListInspector : Editor
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{
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public override void OnInspectorGUI()
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{
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EditorGUILayout.HelpBox("\nThis is an auto created GameObject that managed by QHierarchy.\n\n" +
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"It stores references to some GameObjects in the current scene. This object will not be included in the application build.\n\n" +
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"You can safely remove it, but lock / unlock / visible / etc. states will be reset. Delete this object if you want to remove the QHierarchy.\n\n" +
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"This object can be hidden if you uncheck \"Show QHierarchy GameObject\" in the settings of the QHierarchy.\n"
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, MessageType.Info, true);
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if (QSettings.getInstance().get<bool>(QSetting.ShowObjectListContent))
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{
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if (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.ExpandWidth(true), GUILayout.Height(20)), "Hide content"))
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{
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QSettings.getInstance().set(QSetting.ShowObjectListContent, false);
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}
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base.OnInspectorGUI();
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}
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else
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{
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if (GUI.Button(EditorGUILayout.GetControlRect(GUILayout.ExpandWidth(true), GUILayout.Height(20)), "Show content"))
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{
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QSettings.getInstance().set(QSetting.ShowObjectListContent, true);
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}
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}
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}
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}
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}
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