CinemachineCollisionImpulseSourceEditor.cs 1.0 KB

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  1. #if !UNITY_2019_3_OR_NEWER
  2. #define CINEMACHINE_PHYSICS
  3. #define CINEMACHINE_PHYSICS_2D
  4. #endif
  5. using UnityEditor;
  6. using UnityEngine;
  7. namespace Cinemachine.Editor
  8. {
  9. #if CINEMACHINE_PHYSICS || CINEMACHINE_PHYSICS_2D
  10. [CustomEditor(typeof(CinemachineCollisionImpulseSource))]
  11. internal sealed class CinemachineCollisionImpulseSourceEditor
  12. : BaseEditor<CinemachineCollisionImpulseSource>
  13. {
  14. public override void OnInspectorGUI()
  15. {
  16. BeginInspector();
  17. EditorGUILayout.Separator();
  18. var collider = Target.GetComponent<Collider>();
  19. var collider2D = Target.GetComponent<Collider2D>();
  20. if ((collider == null || !collider.enabled) && (collider2D == null || !collider2D.enabled))
  21. EditorGUILayout.HelpBox(
  22. "An active Collider or Collider2D component is required in order to detect collisions and generate Impulse events",
  23. MessageType.Warning);
  24. DrawRemainingPropertiesInInspector();
  25. }
  26. }
  27. #endif
  28. }