#if !UNITY_2019_3_OR_NEWER #define CINEMACHINE_PHYSICS #define CINEMACHINE_PHYSICS_2D #endif using UnityEditor; using UnityEngine; namespace Cinemachine.Editor { #if CINEMACHINE_PHYSICS || CINEMACHINE_PHYSICS_2D [CustomEditor(typeof(CinemachineCollisionImpulseSource))] internal sealed class CinemachineCollisionImpulseSourceEditor : BaseEditor { public override void OnInspectorGUI() { BeginInspector(); EditorGUILayout.Separator(); var collider = Target.GetComponent(); var collider2D = Target.GetComponent(); if ((collider == null || !collider.enabled) && (collider2D == null || !collider2D.enabled)) EditorGUILayout.HelpBox( "An active Collider or Collider2D component is required in order to detect collisions and generate Impulse events", MessageType.Warning); DrawRemainingPropertiesInInspector(); } } #endif }