using UnityEngine; using UnityEditor; using GameplayIngredients.StateMachines; namespace GameplayIngredients.Editor { [CustomEditor(typeof(State), true)] public class StateEditor : IngredientEditor { public override void OnInspectorGUI_PingArea() { serializedObject.Update(); EditorGUI.BeginChangeCheck(); string name = (serializedObject.targetObject as State).gameObject.name; DrawBreadCrumb("State", color, () => { GUILayout.Label(ObjectNames.NicifyVariableName(name)); GUILayout.FlexibleSpace(); OpenIngredientsExplorerButton(serializedObject.targetObject as StateMachine); }); DrawBaseProperties(); if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); } } static readonly Color color = new Color(.5f, .1f, 1f, 1f); } }