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- using UnityEditor;
- using UnityEngine;
- namespace HighlightPlus {
- [CustomEditor(typeof(HighlightSeeThroughOccluder))]
- public class HighlightSeeThroughOccluderEditor : Editor {
- SerializedProperty mode, detectionMethod;
- void OnEnable() {
- mode = serializedObject.FindProperty("mode");
- detectionMethod = serializedObject.FindProperty("detectionMethod");
- }
- public override void OnInspectorGUI() {
- serializedObject.Update();
- EditorGUILayout.PropertyField(mode);
- if (mode.intValue == (int)OccluderMode.BlocksSeeThrough) {
- EditorGUILayout.HelpBox("This object will occlude any see-through effect.", MessageType.Info);
- EditorGUILayout.PropertyField(detectionMethod);
- } else {
- EditorGUILayout.HelpBox("This object will trigger see-through effect. Use only on objects that do not write to depth buffer normally, like sprites or transparent objects.", MessageType.Info);
- }
- serializedObject.ApplyModifiedProperties();
- }
- }
- }
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