using UnityEngine; using UnityEditor; namespace Cinemachine.Editor { [CustomEditor(typeof(CinemachineBasicMultiChannelPerlin))] internal sealed class CinemachineBasicMultiChannelPerlinEditor : BaseEditor { private void OnEnable() { NoiseSettingsPropertyDrawer.InvalidateProfileList(); } public override void OnInspectorGUI() { BeginInspector(); if (FindProperty(x => x.m_NoiseProfile).objectReferenceValue == null) EditorGUILayout.HelpBox( "A Noise Profile is required. You may choose from among the NoiseSettings assets defined in the project.", MessageType.Warning); DrawRemainingPropertiesInInspector(); Rect rect = EditorGUILayout.GetControlRect(true); rect.width -= EditorGUIUtility.labelWidth; rect.x += EditorGUIUtility.labelWidth; if (GUI.Button(rect, "New random seed")) Target.ReSeed(); } } }