UnityEditor.ModuleUI.GUILayerMask C# (CSharp) Method

GUILayerMask() public static method

public static GUILayerMask ( GUIContent guiContent, UnityEditor.SerializedProperty boolProp ) : void
guiContent UnityEngine.GUIContent
boolProp UnityEditor.SerializedProperty
return void
        public static void GUILayerMask(GUIContent guiContent, SerializedProperty boolProp, params GUILayoutOption[] layoutOptions)
        {
            EditorGUI.LayerMaskField(PrefixLabel(GetControlRect(13, layoutOptions), guiContent), boolProp, GUIContent.none, ParticleSystemStyles.Get().popup);
        }

Usage Example

 public override void OnInspectorGUI(ParticleSystem s)
 {
     if (CollisionModuleUI.s_Texts == null)
     {
         CollisionModuleUI.s_Texts = new CollisionModuleUI.Texts();
     }
     string[] options = new string[]
     {
         "Planes",
         "World"
     };
     CollisionModuleUI.CollisionTypes collisionTypes = (CollisionModuleUI.CollisionTypes)ModuleUI.GUIPopup(string.Empty, this.m_Type, options);
     if (collisionTypes == CollisionModuleUI.CollisionTypes.Plane)
     {
         this.DoListOfPlanesGUI();
         EditorGUI.BeginChangeCheck();
         this.m_PlaneVisualizationType = (CollisionModuleUI.PlaneVizType)ModuleUI.GUIPopup(CollisionModuleUI.s_Texts.visualization, (int)this.m_PlaneVisualizationType, this.m_PlaneVizTypeNames);
         if (EditorGUI.EndChangeCheck())
         {
             EditorPrefs.SetInt("PlaneColisionVizType", (int)this.m_PlaneVisualizationType);
             if (this.m_PlaneVisualizationType == CollisionModuleUI.PlaneVizType.Solid)
             {
                 this.SyncVisualization();
             }
             else
             {
                 ParticleEffectUtils.ClearPlanes();
             }
         }
         EditorGUI.BeginChangeCheck();
         this.m_ScaleGrid = ModuleUI.GUIFloat(CollisionModuleUI.s_Texts.scalePlane, this.m_ScaleGrid, "f2");
         if (EditorGUI.EndChangeCheck())
         {
             this.m_ScaleGrid = Mathf.Max(0f, this.m_ScaleGrid);
             EditorPrefs.SetFloat("ScalePlaneColision", this.m_ScaleGrid);
             this.SyncVisualization();
         }
     }
     ModuleUI.GUIFloat(CollisionModuleUI.s_Texts.dampen, this.m_Dampen);
     ModuleUI.GUIFloat(CollisionModuleUI.s_Texts.bounce, this.m_Bounce);
     ModuleUI.GUIFloat(CollisionModuleUI.s_Texts.lifetimeLoss, this.m_LifetimeLossOnCollision);
     ModuleUI.GUIFloat(CollisionModuleUI.s_Texts.minKillSpeed, this.m_MinKillSpeed);
     if (collisionTypes != CollisionModuleUI.CollisionTypes.World)
     {
         ModuleUI.GUIFloat(CollisionModuleUI.s_Texts.particleRadius, this.m_ParticleRadius);
     }
     if (collisionTypes == CollisionModuleUI.CollisionTypes.World)
     {
         ModuleUI.GUILayerMask(CollisionModuleUI.s_Texts.collidesWith, this.m_CollidesWith);
         ModuleUI.GUIPopup(CollisionModuleUI.s_Texts.quality, this.m_Quality, CollisionModuleUI.s_Texts.qualitySettings);
         if (this.m_Quality.intValue > 0)
         {
             ModuleUI.GUIFloat(CollisionModuleUI.s_Texts.voxelSize, this.m_VoxelSize);
         }
     }
     ModuleUI.GUIToggle(CollisionModuleUI.s_Texts.collisionMessages, this.m_CollisionMessages);
 }
All Usage Examples Of UnityEditor.ModuleUI::GUILayerMask