@@ -180,49 +180,25 @@ public class PlayerCubeControllerEditor : NetworkTransformEditor
180180 private SerializedProperty m_Speed ;
181181 private SerializedProperty m_ApplyVerticalInputToZAxis ;
182182
183-
184183 public override void OnEnable ()
185184 {
186185 m_Speed = serializedObject .FindProperty (nameof (PlayerCubeController .Speed ));
187186 m_ApplyVerticalInputToZAxis = serializedObject .FindProperty (nameof (PlayerCubeController .ApplyVerticalInputToZAxis ));
188187 base .OnEnable ();
189188 }
190189
190+ private void DisplayPlayerCubeControllerProperties ()
191+ {
192+ EditorGUILayout .PropertyField (m_Speed );
193+ EditorGUILayout .PropertyField (m_ApplyVerticalInputToZAxis );
194+ }
191195
192196 public override void OnInspectorGUI ()
193197 {
194198 var playerCubeController = target as PlayerCubeController ;
195-
196-
197- playerCubeController .PlayerCubeControllerPropertiesVisible = EditorGUILayout .BeginFoldoutHeaderGroup (playerCubeController .PlayerCubeControllerPropertiesVisible , $" {nameof (PlayerCubeController )} Properties" );
198- if (playerCubeController .PlayerCubeControllerPropertiesVisible )
199- {
200- EditorGUILayout .PropertyField (m_Speed );
201- EditorGUILayout .PropertyField (m_ApplyVerticalInputToZAxis );
202- }
203- EditorGUILayout .EndFoldoutHeaderGroup ();
204-
205-
206- EditorGUILayout .Space ();
207-
208-
209- playerCubeController .NetworkTransformPropertiesVisible = EditorGUILayout .BeginFoldoutHeaderGroup (playerCubeController .NetworkTransformPropertiesVisible , $" {nameof (NetworkTransform )} Properties" );
210- if (playerCubeController .NetworkTransformPropertiesVisible )
211- {
212- // End the header group prior to invoking the base OnInspectorGUID in order to avoid nested
213- // foldout groups.
214- EditorGUILayout .EndFoldoutHeaderGroup ();
215- // If NetworkTransform properties are visible, then both the properties any modified properties
216- // will be applied.
217- base .OnInspectorGUI ();
218- }
219- else
220- {
221- // End the header group
222- EditorGUILayout .EndFoldoutHeaderGroup ();
223- // If NetworkTransform properties are not visible, then make sure we apply any modified properties.
224- serializedObject .ApplyModifiedProperties ();
225- }
199+ void SetExpanded (bool expanded ) { playerCubeController .PlayerCubeControllerPropertiesVisible = expanded ; };
200+ DrawFoldOutGroup <PlayerCubeController >(playerCubeController .GetType (), DisplayPlayerCubeControllerProperties , playerCubeController .PlayerCubeControllerPropertiesVisible , SetExpanded );
201+ base .OnInspectorGUI ();
226202 }
227203}
228204#endif
@@ -235,17 +211,11 @@ public class PlayerCubeController : NetworkTransform
235211 // within the inspector view will be saved and restored the next time the
236212 // asset/prefab is viewed.
237213 public bool PlayerCubeControllerPropertiesVisible ;
238- public bool NetworkTransformPropertiesVisible ;
239214#endif
240-
241-
242215 public float Speed = 10 ;
243216 public bool ApplyVerticalInputToZAxis ;
244-
245-
246217 private Vector3 m_Motion ;
247218
248-
249219 private void Update ()
250220 {
251221 // If not spawned or we don't have authority, then don't update
@@ -254,12 +224,10 @@ public class PlayerCubeController : NetworkTransform
254224 return ;
255225 }
256226
257-
258227 // Handle acquiring and applying player input
259228 m_Motion = Vector3 .zero ;
260229 m_Motion .x = Input .GetAxis (" Horizontal" );
261230
262-
263231 // Determine whether the vertical input is applied to the Y or Z axis
264232 if (! ApplyVerticalInputToZAxis )
265233 {
@@ -270,7 +238,6 @@ public class PlayerCubeController : NetworkTransform
270238 m_Motion .z = Input .GetAxis (" Vertical" );
271239 }
272240
273-
274241 // If there is any player input magnitude, then apply that amount of
275242 // motion to the transform
276243 if (m_Motion .magnitude > 0 )
0 commit comments