using UnityEngine; namespace Unity.VisualScripting { [Editor(typeof(INesterStateTransition))] public class NesterStateTransitionEditor : StateTransitionEditor { public NesterStateTransitionEditor(Metadata metadata) : base(metadata) { } private Metadata nestMetadata => metadata[nameof(INesterStateTransition.nest)]; private Metadata graphMetadata => nestMetadata[nameof(IGraphNest.graph)]; protected override GraphReference headerReference => reference.ChildReference((INesterStateTransition)metadata.value, false); protected override Metadata headerTitleMetadata => graphMetadata[nameof(IGraph.title)]; protected override Metadata headerSummaryMetadata => graphMetadata[nameof(IGraph.summary)]; protected override float GetInspectorHeight(float width) { return LudiqGUI.GetEditorHeight(this, nestMetadata, width); } protected override void OnInspectorGUI(Rect position) { LudiqGUI.Editor(nestMetadata, position); } } }