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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace BNG {
[CustomEditor(typeof(Button))]
public class ButtonEditor : Editor {
public override void OnInspectorGUI() {
Button button = (Button)target;
GUILayout.Label("Show Button Position : ", EditorStyles.boldLabel);
GUILayout.BeginHorizontal();
if (GUILayout.Button("Preview Button Up")) {
button.transform.localPosition = new Vector3(button.transform.localPosition.x, button.MaxLocalY, button.transform.localPosition.z);
}
if (GUILayout.Button("Preview Button Down")) {
button.transform.localPosition = new Vector3(button.transform.localPosition.x, button.MinLocalY, button.transform.localPosition.z);
}
GUILayout.EndHorizontal();
// Make sure local position is always capped properly
// Cap values
if (button.transform.localPosition.y < button.MinLocalY) {
button.transform.localPosition = button.GetButtonDownPosition();
}
else if (button.transform.localPosition.y > button.MaxLocalY) {
button.transform.localPosition = button.GetButtonUpPosition();
}
base.OnInspectorGUI();
}
}
}