using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace Beyond { [CustomEditor(typeof(HealableBushController))] public class HealableBushControllerEditor : Editor { private HealableBushController healableBushController; private int itemToHealIndex = 0; private void OnEnable() { healableBushController = (HealableBushController)target; } // Update is called once per frame public override void OnInspectorGUI() { serializedObject.Update(); base.OnInspectorGUI(); if (healableBushController.items) { List powerScrollItemNames = new(); List powerScrollitems = new(); foreach (bItem item in healableBushController.items.items) { if (item.type == bItemType.PowerScroll) { powerScrollItemNames.Add(item.name); powerScrollitems.Add(item); } } bItem itemToHeal = healableBushController.itemRequiredToHeal; if (itemToHeal) { itemToHealIndex = powerScrollitems.FindIndex(item => itemToHeal == item); } GUILayout.Label("Item required to heal", EditorStyles.boldLabel); itemToHealIndex = EditorGUILayout.Popup(itemToHealIndex, powerScrollItemNames.ToArray()); healableBushController.itemRequiredToHeal = powerScrollitems[itemToHealIndex]; EditorUtility.SetDirty(healableBushController); serializedObject.ApplyModifiedProperties(); } } } }