UnityEditor.ExposeTransformEditor.OnEnable C# (CSharp) Method

OnEnable() public method

public OnEnable ( string transformPaths, SerializedObject serializedObject ) : void
transformPaths string
serializedObject SerializedObject
return void
        public void OnEnable(string[] transformPaths, SerializedObject serializedObject)
        {
            this.m_TransformPaths = transformPaths;
            this.m_ExtraExposedTransformPaths = serializedObject.FindProperty("m_ExtraExposedTransformPaths");
            if (this.m_ExtraExposedTransformList == null)
            {
                this.m_ExtraExposedTransformList = new ReorderableList(serializedObject, this.m_ExtraExposedTransformPaths, false, true, true, true);
                this.m_ExtraExposedTransformList.onAddDropdownCallback = new ReorderableList.AddDropdownCallbackDelegate(this.AddTransformPathInList);
                this.m_ExtraExposedTransformList.onRemoveCallback = new ReorderableList.RemoveCallbackDelegate(this.RemoveTransformPathInList);
                this.m_ExtraExposedTransformList.drawElementCallback = new ReorderableList.ElementCallbackDelegate(this.DrawTransformPathElement);
                this.m_ExtraExposedTransformList.drawHeaderCallback = new ReorderableList.HeaderCallbackDelegate(this.DrawTransformPathListHeader);
                this.m_ExtraExposedTransformList.elementHeight = 16f;
            }
        }

Usage Example

示例#1
0
        internal override void OnEnable()
        {
            Editor.AssignCachedProperties(this, serializedObject.GetIterator());

            m_ExposeTransformEditor = new ExposeTransformEditor();

            string[] transformPaths = singleImporter.transformPaths;
            m_RootMotionBoneList = new GUIContent[transformPaths.Length];
            for (int i = 0; i < transformPaths.Length; i++)
            {
                m_RootMotionBoneList[i] = new GUIContent(transformPaths[i]);
            }

            if (m_RootMotionBoneList.Length > 0)
            {
                m_RootMotionBoneList[0] = EditorGUIUtility.TrTextContent("None");
            }

            m_ExposeTransformEditor.OnEnable(singleImporter.transformPaths, serializedObject);

            m_CanMultiEditTransformList = CanMultiEditTransformList();

            m_IsBiped            = false;
            m_BipedMappingReport = new List <string>();

            UpdateBipedMappingReport();

            if (m_AnimationType.intValue == (int)ModelImporterAnimationType.Human && m_Avatar == null)
            {
                ResetAvatar();
            }
        }
All Usage Examples Of UnityEditor.ExposeTransformEditor::OnEnable