Demonstration

You will find on this page a quick demo of Easy Editor. Happy Easy Editing !

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List<Bag> bagsList;
Collider[] draggingCollider;

        


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public bool useLabel = true;

[Visibility("useLabel", true)]
public RenderOrderLabel renderOrderLabel = RenderOrderLabel.MainCharacter;

[Visibility("useLabel", false)]
public int renderOrderValue = 2000;

        


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[Comment(""When the Armor reach zero, the Life drop twice faster.)]
[ProgressBar(10f)]
float armor = 3.5f;

        


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[Inspector]
public void CreateGrid()
{

}

        

[Inspector]
private void ToggleDisplayAdvancedSettings()
{
    Enemy monobehaviour = (Enemy)target;

    monobehaviour.showAdvancedSetting = !monobehaviour.showAdvancedSetting;

    if(monobehaviour.showAdvancedSetting)
    {
        ShowGroup("Advanced Settings");
    }
    else
    {
        HideGroup("Advanced Settings");
    }
}

        


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[Inspector(group = "Game Designer Settings")]
[Comment("this option is not optimized for mobiles.")]
public Color skinColor;
...
[Inspector(group = "Basic Settings")]
public bool usePhysic = true;
...
[Inspector(group = "Advanced Settings", groupDescription = "These settings can only be" +
            " tuned by a programmer. Do not change any of these settings.")]
public List listOfTarget;
...

        

[Inspector(group = "Game Designer Settings", foldable = true)]

        


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[Inspector(group = "Popup")]
[Popup("Wizard Potion", "Warrior Potion", "Priest Potion")]
public string potionType;
[Visibility("potionType", "Wizard Potion")]
[Popup(1, 2, 3)]
public int wizardLevel;
public Ingredient potionResult;
public Ingredient[] potionIngredients;

[Inspector(group = "Progress Bar")]
[ProgressBarAttribute(10)]
public float life = 6f;

[Inspector(group = "Read Only")]
[ReadOnly]
public Vector3 velocity;

[Inspector(group = "Enum Flag")]
[EnumFlag]
public PlatformCompatibility compatibleDevice;

[Inspector(group = "Path")]
[CommentAttribute("Drag an asset from the project panel to the string field.")]
[Path]
public string assetPath;

        


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[Inspector(group = "Advanced Settings", rendererType = "CustomRenderer", order = 1)]
[Comment("When the Armor reach zero, the Life drop twice faster.")]
private void RenderProgressBars()
{
    RenderLifeBar ();

    GUILayout.Space(5);

    RenderArmorBar ();
}

        


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[Inspector(rendererType = "InlineClassRenderer")]
public EasyEditorEnemy2 enemy;

        

[Inspector(rendererType = "InlineClassRenderer")]
public Bag mainBag;

#region definition of generic classes

[System.Serializable]
public class Weapon
{
    [BeginHorizontal]
    public string name = "";
    [EndHorizontal]
    public float strength = 0f;
}

[Groups("Basic Settings")]
[System.Serializable]
public class Bag
{
    [Range(1, 10)]
    public int weight;

    [Inspector( rendererType = "InlineClassRenderer")]
    public Weapon mainWeapon;

    public List otherWeapons;
}

#endregion

        


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[Message(text = "The camera cannot be null.", messageType = MessageType.Error, method = "IsCameraNull")]
public Camera ennemyCamera;

[Inspector]
[Message(text = "The animation plays only in Play mode.", messageType = MessageType.Warning, method = "IsNotPlayMode")]
public void PlayIntoFuryAnimation()
{
    GetComponent<Animation>().Play();
}

private bool IsNotPlayMode()
{
    return !Application.isPlaying;
}

private bool IsCameraNull()
{
    return ennemyCamera == null;
}