using UnityEngine; using UnityEngine.Events; using NaughtyAttributes; namespace GameplayIngredients.Logic { public class EditorOnlyLogic : LogicBase { public enum Mode { EditorOnly, PlayerOnly } public Mode ExecutionPath; [ReorderableList] public Callable[] OnExecute; public override void Execute() { switch(ExecutionPath) { case Mode.EditorOnly: if (Application.isEditor) Callable.Call(OnExecute); break; case Mode.PlayerOnly: if (!Application.isEditor) Callable.Call(OnExecute); break; } } } }