using UnityEditor; using UnityEngine; namespace Cinemachine.Editor { [CustomEditor(typeof(CinemachineHardLockToTarget))] internal sealed class CinemachineHardLockToTargetEditor : BaseEditor { public override void OnInspectorGUI() { BeginInspector(); if (Target.FollowTarget == null) EditorGUILayout.HelpBox( "Hard Lock requires a Follow Target. Change Body to Do Nothing if you don't want a Follow target.", MessageType.Warning); DrawRemainingPropertiesInInspector(); } } }