using UnityEngine; using UnityEditor; namespace HQFPSWeapons.UserInterface { [CustomEditor(typeof(Panel))] public class PanelEditor : UnityEditor.Editor { public override void OnInspectorGUI() { base.OnInspectorGUI(); EditorGUILayout.Space(); Rect rect = EditorGUILayout.GetControlRect(); float fullWidth = rect.width; float btnWidth = rect.width * 0.35f; rect.x = fullWidth * 0.25f - btnWidth / 2; rect.width = btnWidth; var canvasGroup = serializedObject.FindProperty("m_CanvasGroup").objectReferenceValue as CanvasGroup; if(GUI.Button(rect, "Show") && canvasGroup != null) { canvasGroup.alpha = 1f; canvasGroup.blocksRaycasts = true; } rect.x = fullWidth * 0.75f - btnWidth / 2; if(GUI.Button(rect, "Hide") && canvasGroup != null) { canvasGroup.alpha = 0f; canvasGroup.blocksRaycasts = false; } } } }