using UnityEditor; using UnityEngine; namespace NBF { [CustomEditor(typeof(FloatBobberControllerPro))] public class FloatBobberControllerProEditor : Editor { private FloatBobberControllerPro _target; void OnEnable() { _target = target as FloatBobberControllerPro; // lookAtPoint = serializedObject.FindProperty("lookAtPoint"); } public override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILayout.Button("TriggerDownPulse")) { _target.TriggerDownPulse(); } if (GUILayout.Button("TriggerUpPulse")) { _target.TriggerUpPulse(); } if (GUILayout.Button("AddFishPull")) { _target.AddFishPull(0.5f); } if (GUILayout.Button("AddFishPull")) { _target.ReleaseFishPull(0.5f); } // serializedObject.Update(); // EditorGUILayout.PropertyField(lookAtPoint); // serializedObject.ApplyModifiedProperties(); } } }