forked from cgvr/DeltaVR
deltavr multiplayer 2.0
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@@ -0,0 +1,53 @@
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEngine;
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namespace FishNet.Managing.Observing.Editing
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{
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[CustomEditor(typeof(ObserverManager), true)]
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[CanEditMultipleObjects]
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public class ObserverManagerEditor : Editor
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{
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private SerializedProperty _useNetworkLod;
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private SerializedProperty _levelOfDetailDistances;
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private SerializedProperty _updateHostVisibility;
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private SerializedProperty _defaultConditions;
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protected virtual void OnEnable()
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{
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_useNetworkLod = serializedObject.FindProperty(nameof(_useNetworkLod));
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_levelOfDetailDistances = serializedObject.FindProperty(nameof(_levelOfDetailDistances));
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_updateHostVisibility = serializedObject.FindProperty(nameof(_updateHostVisibility));
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_defaultConditions = serializedObject.FindProperty(nameof(_defaultConditions));
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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GUI.enabled = false;
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EditorGUILayout.ObjectField("Script:", MonoScript.FromMonoBehaviour((ObserverManager)target), typeof(ObserverManager), false);
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GUI.enabled = true;
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EditorGUILayout.PropertyField(_useNetworkLod);
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if (_useNetworkLod.boolValue)
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{
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EditorGUI.indentLevel++;
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EditorGUILayout.PropertyField(_levelOfDetailDistances);
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EditorGUI.indentLevel--;
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}
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EditorGUILayout.PropertyField(_updateHostVisibility);
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EditorGUILayout.PropertyField(_defaultConditions);
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EditorGUILayout.Space();
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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#endif
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