using UnityEngine; using UnityEngine.EventSystems; namespace UnityEditor.EventSystems { [CustomEditor(typeof(EventSystem), true)] /// /// Custom Editor for the EventSystem Component. /// Extend this class to write a custom editor for a component derived from EventSystem. /// public class EventSystemEditor : Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); var eventSystem = target as EventSystem; if (eventSystem == null) return; if (eventSystem.GetComponent() != null) return; // no input modules :( if (GUILayout.Button("Add Default Input Modules")) { ObjectFactory.AddComponent(eventSystem.gameObject); Undo.RegisterCreatedObjectUndo(eventSystem.gameObject, "Add StandaloneInputModule"); } } public override bool HasPreviewGUI() { return Application.isPlaying; } private GUIStyle m_PreviewLabelStyle; protected GUIStyle previewLabelStyle { get { if (m_PreviewLabelStyle == null) { m_PreviewLabelStyle = new GUIStyle("PreOverlayLabel") { richText = true, alignment = TextAnchor.UpperLeft, fontStyle = FontStyle.Normal }; } return m_PreviewLabelStyle; } } public override bool RequiresConstantRepaint() { return Application.isPlaying; } public override void OnPreviewGUI(Rect rect, GUIStyle background) { var system = target as EventSystem; if (system == null) return; GUI.Label(rect, system.ToString(), previewLabelStyle); } } }