add some extra assets FX and SFX
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@@ -46,9 +46,12 @@ public class IKWeaponSystemEditor : Editor
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SerializedProperty weaponsManager;
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SerializedProperty weaponTransform;
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SerializedProperty layer;
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SerializedProperty weaponUsesAttachment;
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SerializedProperty mainWeaponAttachmentSystem;
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SerializedProperty ignoreUseAttachmentSystem;
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SerializedProperty showThirdPersonSettings;
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SerializedProperty thirdPersonWeaponInfo;
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SerializedProperty thirdPersonUseSwayInfo;
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@@ -277,8 +280,11 @@ public class IKWeaponSystemEditor : Editor
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weaponsManager = serializedObject.FindProperty ("weaponsManager");
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weaponTransform = serializedObject.FindProperty ("weaponTransform");
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layer = serializedObject.FindProperty ("layer");
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weaponUsesAttachment = serializedObject.FindProperty ("weaponUsesAttachment");
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mainWeaponAttachmentSystem = serializedObject.FindProperty ("mainWeaponAttachmentSystem");
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ignoreUseAttachmentSystem = serializedObject.FindProperty ("ignoreUseAttachmentSystem");
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showThirdPersonSettings = serializedObject.FindProperty ("showThirdPersonSettings");
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thirdPersonWeaponInfo = serializedObject.FindProperty ("thirdPersonWeaponInfo");
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thirdPersonUseSwayInfo = serializedObject.FindProperty ("thirdPersonWeaponInfo.useSwayInfo");
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@@ -1091,7 +1097,7 @@ public class IKWeaponSystemEditor : Editor
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EditorGUI.BeginChangeCheck ();
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currentFreeHandlePosition = currentTransform.position;
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var fmh_1094_84_638979118404681935 = Quaternion.identity; newFreeHandlePosition = Handles.FreeMoveHandle (currentFreeHandlePosition, handleRadius, snapValue, Handles.CircleHandleCap);
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var fmh_1100_84_639102822664694982 = Quaternion.identity; newFreeHandlePosition = Handles.FreeMoveHandle (currentFreeHandlePosition, handleRadius, snapValue, Handles.CircleHandleCap);
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if (EditorGUI.EndChangeCheck ()) {
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Undo.RecordObject (currentTransform, handleName);
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@@ -1338,6 +1344,8 @@ public class IKWeaponSystemEditor : Editor
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GUILayout.Label ("Attachment Assigned\t " + weaponUsesAttachment.boolValue);
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EditorGUILayout.PropertyField (mainWeaponAttachmentSystem);
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EditorGUILayout.PropertyField (ignoreUseAttachmentSystem);
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Check Attachments Assigned")) {
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