using Gley.UrbanSystem.Editor; using UnityEditor; using UnityEngine; namespace Gley.TrafficSystem.Editor { internal class WaypointSetupWindow : SetupWindowBase { protected override void ScrollPart(float width, float height) { EditorGUILayout.LabelField("Select action:"); EditorGUILayout.Space(); if (GUILayout.Button("Show All Waypoints")) { _window.SetActiveWindow(typeof(ShowAllWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Disconnected Waypoints")) { _window.SetActiveWindow(typeof(ShowDisconnectedWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Vehicle Edited Waypoints")) { _window.SetActiveWindow(typeof(ShowVehicleTypeEditedWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Speed Edited Waypoints")) { _window.SetActiveWindow(typeof(ShowSpeedEditedWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Priority Edited Waypoints")) { _window.SetActiveWindow(typeof(ShowPriorityEditedWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Give Way Waypoints")) { _window.SetActiveWindow(typeof(ShowGiveWayWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Complex Give Way Waypoints")) { _window.SetActiveWindow(typeof(ShowComplexGiveWayWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Zipper Give Way Waypoints")) { _window.SetActiveWindow(typeof(ShowZipperGiveWayWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Event Waypoints")) { _window.SetActiveWindow(typeof(ShowEventWaypoints), true); } EditorGUILayout.Space(); if (GUILayout.Button("Show Vehicle Path Problems")) { _window.SetActiveWindow(typeof(ShowVehiclePathProblems), true); } EditorGUILayout.Space(); base.ScrollPart(width, height); } } }