EditorGUILayout.PropertyField(_pHideInRadar,newGUIContent("Hide In Radar","If enabled, this element will be hidden within the radar."));
EditorGUILayout.PropertyField(_pIgnoreRadarRadius,newGUIContent("Ignore Radius","Enable, if this element should always be visible within the radar. Useful for e.g. quest markers."));
EditorGUILayout.PropertyField(_pIgnoreRadarScaling,newGUIContent("Ignore Radar Scaling","Enable, if this element should ignore the radar scaling feature."));
EditorGUILayout.PropertyField(_pIgnoreRadarFading,newGUIContent("Ignore Radar Fading","Enable, if this element should ignore the radar fading feature."));
EditorGUILayout.PropertyField(_pRotateWithGameObject,newGUIContent("Rotate With GameObject","If enabled, this element will rotate within the radar depending on it's gameobject's rotation."));
// height system settings
GUILayout.Space(4);// SPACE
EditorGUILayout.BeginVertical(boxStyle);
_pUseRadarHeightSystem.boolValue=EditorGUILayout.ToggleLeft(newGUIContent("Enable Height System","Enable if you want to use the height system on this element."),_pUseRadarHeightSystem.boolValue,subHeaderStyle);
_compassBar_=EditorGUILayout.Foldout(_compassBar_,"Compass Bar Settings",true,foldoutStyle);
if(_compassBar_){
GUILayout.Space(4);// SPACE
// CONTENT BEGIN
EditorGUILayout.PropertyField(_pHideInCompassBar,newGUIContent("Hide In Compass Bar","If enabled, this element will be hidden within the compass bar."));
if(_pHideInCompassBar.boolValue&&showHelpboxes){
EditorGUILayout.HelpBox("Element will be hidden within the compass bar.",MessageType.Info);
}else{
EditorGUILayout.PropertyField(_pIgnoreCompassBarRadius,newGUIContent("Ignore Radius","Enable, if this element should always be visible within the compass bar. Useful for e.g. quest markers."));
EditorGUILayout.HelpBox("The element will always be rendered within the compass bar, independent of the actual distance.",MessageType.Info);
}
// distance text settings
GUILayout.Space(4);// SPACE
EditorGUILayout.BeginVertical(boxStyle);
_pUseCompassBarDistanceText.boolValue=EditorGUILayout.ToggleLeft(newGUIContent("Enable Distance Text","Enable to show a text with the actual distance next to the element."),_pUseCompassBarDistanceText.boolValue,subHeaderStyle);
if(_pUseCompassBarDistanceText.boolValue){
GUILayout.Space(4);// SPACE
EditorGUILayout.PropertyField(_pCompassBarDistanceTextFormat,newGUIContent("Text Format","Define a text format for the distance. {0} will be replaced with the actual distance."));
if(_pCompassBarPrefab.objectReferenceValue==null)
EditorGUILayout.HelpBox("CompassBar Prefab is missing!",MessageType.Error);
EditorGUILayout.PropertyField(_pShowIndicator,newGUIContent("Show Indicator","Enable, if you want to use the indicator feature on this element. Needs to be enabled on the HUD Navigation System component."));
if(_pShowIndicator.boolValue){
EditorGUILayout.PropertyField(_pShowOffscreenIndicator,newGUIContent("Show Offscreen Indicator","Enable, if you want to use the offscreen indicator feature on this element. Needs to be enabled on the HUD Navigation System component."));
if(hudNavigationSystem!=null){
if(!hudNavigationSystem.useIndicators)
EditorGUILayout.HelpBox("Indicators are deactivated!\nEnable this feature on the HUDNavigationSystem component.",MessageType.Warning);
EditorGUILayout.HelpBox("Offscreen Indicators are deactivated!\nEnable this feature on the HUDNavigationSystem ",MessageType.Warning);
}
EditorGUILayout.PropertyField(_pIgnoreIndicatorRadius,newGUIContent("Ignore Radius","Enable, if the indicator of this element should always be visible. Useful for e.g. quest markers."));
EditorGUILayout.PropertyField(_pIgnoreIndicatorHideDistance,newGUIContent("Ignore Hide Distance","Enable, if the indicator of this element should ignore the hide distance. Useful for e.g. pickup items."));
EditorGUILayout.PropertyField(_pIgnoreIndicatorScaling,newGUIContent("Ignore Distance Scaling","Enable, if the indicator should ignore the distance scaling feature. Useful for e.g. pickup items."));
EditorGUILayout.PropertyField(_pIgnoreIndicatorFading,newGUIContent("Ignore Distance Fading","Enable, if the indicator should ignore the distance fading feature. Useful for e.g. POI's or quest markers."));
if(showHelpboxes){
if(_pIgnoreIndicatorRadius.boolValue)
EditorGUILayout.HelpBox("The indicator will always be rendered, independent of the actual distance.",MessageType.Info);
if(_pIgnoreIndicatorHideDistance.boolValue)
EditorGUILayout.HelpBox("The indicator will still be rendered, even if the player is close to it (hide distance).",MessageType.Info);
if(_pIgnoreIndicatorScaling.boolValue)
EditorGUILayout.HelpBox("The indicator will not be affected by the distance scaling feature.",MessageType.Info);
if(_pIgnoreIndicatorFading.boolValue)
EditorGUILayout.HelpBox("The indicator will not be affected by the distance fading feature.",MessageType.Info);
}
// distance text settings
GUILayout.Space(4);// SPACE
EditorGUILayout.BeginVertical(boxStyle);
_pUseIndicatorDistanceText.boolValue=EditorGUILayout.ToggleLeft(newGUIContent("Enable Distance Text","Enable to show a text with the actual distance next to the element."),_pUseIndicatorDistanceText.boolValue,subHeaderStyle);
if(_pUseIndicatorDistanceText.boolValue){
GUILayout.Space(4);// SPACE
EditorGUILayout.PropertyField(_pShowOffscreenIndicatorDistance,newGUIContent("Show Offscreen Distance","Enable, if you want to show the offscreen distance text."));
EditorGUILayout.PropertyField(_pIndicatorOnscreenDistanceTextFormat,newGUIContent("Onscreen Text Format","Define a text format for the onscreen distance. {0} will be replaced with the actual distance."));
if(_pShowOffscreenIndicatorDistance.boolValue)
EditorGUILayout.PropertyField(_pIndicatorOffscreenDistanceTextFormat,newGUIContent("Offscreen Text Format","Define a text format for the offscreen distance. {0} will be replaced with the actual distance."));
if(_pIndicatorPrefab.objectReferenceValue==null){
EditorGUILayout.HelpBox("Indicator Prefab is missing!",MessageType.Error);
EditorGUILayout.PropertyField(_pHideInMinimap,newGUIContent("Hide In Minimap","If enabled, this element will be hidden within the minimap."));
EditorGUILayout.PropertyField(_pIgnoreMinimapRadius,newGUIContent("Ignore Radius","Enable, if this element should always be visible within the minimap. Useful for e.g. quest markers."));
EditorGUILayout.PropertyField(_pIgnoreMinimapScaling,newGUIContent("Ignore Minimap Scaling","Enable, if this element should ignore the minimap scaling feature."));
EditorGUILayout.PropertyField(_pIgnoreMinimapFading,newGUIContent("Ignore Minimap Fading","Enable, if this element should ignore the minimap fading feature."));
EditorGUILayout.PropertyField(_pRotateWithGameObjectMM,newGUIContent("Rotate With GameObject","If enabled, this element will rotate within the minimap depending on it's gameobject's rotation."));
// height system settings
GUILayout.Space(4);// SPACE
EditorGUILayout.BeginVertical(boxStyle);
_pUseMinimapHeightSystem.boolValue=EditorGUILayout.ToggleLeft(newGUIContent("Enable Height System","Enable if you want to use the height system on this element."),_pUseMinimapHeightSystem.boolValue,subHeaderStyle);