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