#if UNITY_EDITOR using UnityEditor; namespace VLB { [CustomEditor(typeof(EffectFlicker))] [CanEditMultipleObjects] public class Editor_EffectFlicker : Editor_EffectAbstractBase { SerializedProperty performPauses = null; SerializedProperty flickeringDuration = null; SerializedProperty pauseDuration = null; SerializedProperty restoreIntensityOnPause = null; SerializedProperty frequency = null; SerializedProperty intensityAmplitude = null; SerializedProperty smoothing = null; protected override void DisplayChildProperties() { if (FoldableHeader.Begin(this, EditorStrings.Effects.HeaderTimings)) { EditorGUILayout.PropertyField(frequency, EditorStrings.Effects.FrequencyFlicker); } FoldableHeader.End(); if (FoldableHeader.Begin(this, EditorStrings.Effects.HeaderPause)) { EditorGUILayout.PropertyField(performPauses, EditorStrings.Effects.PerformPauses); if (m_Targets.HasAtLeastOneTargetWith((EffectFlicker comp) => { return comp.performPauses == true; })) { EditorGUILayout.PropertyField(flickeringDuration, EditorStrings.Effects.FlickeringDuration); EditorGUILayout.PropertyField(pauseDuration, EditorStrings.Effects.PauseDuration); EditorGUILayout.PropertyField(restoreIntensityOnPause, EditorStrings.Effects.RestoreIntensityOnPause); } } FoldableHeader.End(); if (FoldableHeader.Begin(this, EditorStrings.Effects.HeaderVisual)) { EditorGUILayout.PropertyField(intensityAmplitude, EditorStrings.Effects.IntensityAmplitude); EditorGUILayout.PropertyField(smoothing, EditorStrings.Effects.Smoothing); } FoldableHeader.End(); } } } #endif