using UnityEditor; using UnityEngine; namespace Cinemachine.Editor { [CustomEditor(typeof(CinemachineHardLookAt))] [CanEditMultipleObjects] internal sealed class CinemachineHardLookAtEditor : BaseEditor { public override void OnInspectorGUI() { BeginInspector(); bool needWarning = false; for (int i = 0; !needWarning && i < targets.Length; ++i) needWarning = (targets[i] as CinemachineHardLookAt).LookAtTarget == null; if (needWarning) EditorGUILayout.HelpBox( "Hard Look At requires a LookAt target. Change Aim to Do Nothing if you don't want a LookAt target.", MessageType.Warning); EditorGUI.BeginChangeCheck(); GUI.enabled = false; EditorGUILayout.LabelField(" ", "No additional settings", EditorStyles.miniLabel); GUI.enabled = true; DrawRemainingPropertiesInInspector(); } } }