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using UnityEngine;
using UnityEditor;
using UnityEditor.UI;
[CustomEditor( typeof(WebGLNativeInputField))]
public class WebGLNativeInputFieldEditor : InputFieldEditor
{
private SerializedProperty m_DialogType;
private SerializedProperty m_DialogTitle;
private SerializedProperty m_DialogOkBtn;
private SerializedProperty m_DialogCancelBtn;
protected override void OnEnable()
{
base.OnEnable();
m_DialogType = serializedObject.FindProperty("m_DialogType");
m_DialogTitle = serializedObject.FindProperty("m_DialogTitle");
m_DialogOkBtn = serializedObject.FindProperty("m_DialogOkBtn");
m_DialogCancelBtn = serializedObject.FindProperty("m_DialogCancelBtn");
}
public override void OnInspectorGUI()
{
WebGLNativeInputField dialog = target as WebGLNativeInputField;
serializedObject.Update();
EditorGUILayout.PropertyField(m_DialogType);
EditorGUILayout.PropertyField(m_DialogTitle);
if (dialog.m_DialogType == WebGLNativeInputField.EDialogType.OverlayHtml)
{
EditorGUILayout.PropertyField(m_DialogOkBtn);
EditorGUILayout.PropertyField(m_DialogCancelBtn);
}
serializedObject.ApplyModifiedProperties();
base.OnInspectorGUI();
}
}