using UnityEngine; using System.Collections; #if UNITY_EDITOR using UnityEditor; [CustomEditor (typeof(playerAbilitiesSystem))] public class playerAbilitiesSystemEditor : Editor { playerAbilitiesSystem manager; SerializedProperty currentArrayElement; void OnEnable () { manager = (playerAbilitiesSystem)target; } public override void OnInspectorGUI () { EditorGUILayout.Space (); DrawDefaultInspector (); EditorGUILayout.Space (); EditorGUILayout.Space (); if (GUILayout.Button ("Enable All Abilities")) { if (!Application.isPlaying) { manager.enableOrDisableAllAbilitiesFromEditor (true); } } EditorGUILayout.Space (); if (GUILayout.Button ("Disable All Abilities")) { if (!Application.isPlaying) { manager.enableOrDisableAllAbilitiesFromEditor (false); } } EditorGUILayout.Space (); EditorGUILayout.Space (); if (GUILayout.Button ("Enable All Abilities Can Be Shown On Wheel")) { if (!Application.isPlaying) { manager.enableOrDisableAllAbilitiesCanBeShownOnWheelFromEditor (true); } } EditorGUILayout.Space (); if (GUILayout.Button ("Disable All Abilities Can Be Shown On Wheel")) { if (!Application.isPlaying) { manager.enableOrDisableAllAbilitiesCanBeShownOnWheelFromEditor (false); } } EditorGUILayout.Space (); } } #endif