Copying and Pasting cs Code

In cs, like in almost any computer programming language, reading data from a file can be tricky. You add extra lines of code to tell the computer what to do. Sometimes you can copy and paste these lines from other peoples’ code.

For example, you can follow the pattern in this listing:

     public override void OnInspectorGUI()
     {
         #if UNITY_3_5
         EditorGUIUtility.LookLikeInspector();
         #endif
         //EditorGUI.indentLevel = 1;

         m_Target = (PhotonView)this.target;
         bool isProjectPrefab = EditorUtility.IsPersistent(m_Target.gameObject);

         if( m_Target.ObservedComponents == null )
         {
             m_Target.ObservedComponents = new System.Collections.Generic.List();
         }

         if( m_Target.ObservedComponents.Count == 0 )
         {
             m_Target.ObservedComponents.Add( null );
         }

         EditorGUILayout.BeginHorizontal();
         // Owner
         if (isProjectPrefab)
         {
             EditorGUILayout.LabelField("Owner:", "Set at runtime");
         }
         else if (m_Target.isSceneView)
         {
             EditorGUILayout.LabelField("Owner", "Scene");
         }
         else
         {
             PhotonPlayer owner = m_Target.owner;
             string ownerInfo = (owner != null) ? owner.name : "";

             if (string.IsNullOrEmpty(ownerInfo))
             {
                 ownerInfo = "";
             }

             EditorGUILayout.LabelField("Owner", "[" + m_Target.ownerId + "] " + ownerInfo);
         }

         // ownership requests
         EditorGUI.BeginDisabledGroup(Application.isPlaying);
         m_Target.ownershipTransfer = (OwnershipOption)EditorGUILayout.EnumPopup(m_Target.ownershipTransfer, GUILayout.Width(100));
         EditorGUI.EndDisabledGroup();

         EditorGUILayout.EndHorizontal();


         // View ID
         if (isProjectPrefab)
         {
             EditorGUILayout.LabelField("View ID", "Set at runtime");
         }
         else if (EditorApplication.isPlaying)
         {
             EditorGUILayout.LabelField("View ID", m_Target.viewID.ToString());
         }
         else
         {
             int idValue = EditorGUILayout.IntField("View ID [1.."+(PhotonNetwork.MAX_VIEW_IDS-1)+"]", m_Target.viewID);
             m_Target.viewID = idValue;
         }



         // Locally Controlled
         if (EditorApplication.isPlaying)
         {
             string masterClientHint = PhotonNetwork.isMasterClient ? "(master)" : "";
             EditorGUILayout.Toggle("Controlled locally: " + masterClientHint, m_Target.isMine);
         }



         //DrawOldObservedItem();
         ConvertOldObservedItemToObservedList();


         // ViewSynchronization (reliability)
         if (m_Target.synchronization == ViewSynchronization.Off)
         {
             GUI.color = Color.grey;
         }

         EditorGUILayout.PropertyField( serializedObject.FindProperty( "synchronization" ), new GUIContent( "Observe option:" ) );

         if( m_Target.synchronization != ViewSynchronization.Off &&
             m_Target.ObservedComponents.FindAll( item => item != null ).Count == 0 )
         {
             GUILayout.BeginVertical( GUI.skin.box );
             GUILayout.Label( "Warning", EditorStyles.boldLabel );
             GUILayout.Label( "Setting the synchronization option only makes sense if you observe something." );
             GUILayout.EndVertical();
         }

         /*ViewSynchronization vsValue = (ViewSynchronization)EditorGUILayout.EnumPopup("Observe option:", m_Target.synchronization);
         if (vsValue != m_Target.synchronization)
         {
             m_Target.synchronization = vsValue;
             if (m_Target.synchronization != ViewSynchronization.Off && m_Target.observed == null)
             {
                 EditorUtility.DisplayDialog("Warning", "Setting the synchronization option only makes sense if you observe something.", "OK, I will fix it.");
             }
         }*/

         DrawSpecificTypeSerializationOptions();

         GUI.color = Color.white;
         DrawObservedComponentsList();

         // Cleanup: save and fix look
         if (GUI.changed)
         {
             EditorUtility.SetDirty(m_Target);
             PhotonViewHandler.HierarchyChange(); // TODO: check if needed
         }

         GUI.color = Color.white;
         EditorGUIUtility.LookLikeControls();
     }