2021-06-25 07:50:12 -04:00

33 lines
1.0 KiB
C#

#if !UNITY_2019_3_OR_NEWER
#define CINEMACHINE_PHYSICS
#define CINEMACHINE_PHYSICS_2D
#endif
using UnityEditor;
using UnityEngine;
namespace Cinemachine.Editor
{
#if CINEMACHINE_PHYSICS || CINEMACHINE_PHYSICS_2D
[CustomEditor(typeof(CinemachineCollisionImpulseSource))]
internal sealed class CinemachineCollisionImpulseSourceEditor
: BaseEditor<CinemachineCollisionImpulseSource>
{
public override void OnInspectorGUI()
{
BeginInspector();
EditorGUILayout.Separator();
var collider = Target.GetComponent<Collider>();
var collider2D = Target.GetComponent<Collider2D>();
if ((collider == null || !collider.enabled) && (collider2D == null || !collider2D.enabled))
EditorGUILayout.HelpBox(
"An active Collider or Collider2D component is required in order to detect collisions and generate Impulse events",
MessageType.Warning);
DrawRemainingPropertiesInInspector();
}
}
#endif
}