using UnityEditor; using UnityEngine; namespace RND { [CustomEditor(typeof(CameraController))] public class CameraControllerEditor : UnityEditor.Editor { private CameraTypeEnum _selectedType; private void Awake() { _selectedType = CameraTypeEnum.START; } public override void OnInspectorGUI() { base.OnInspectorGUI(); if (!Application.isPlaying) return; EditorGUILayout.Space(); EditorGUILayout.LabelField("Editor Tools", EditorStyles.boldLabel); var camera = (CameraController) target; _selectedType = camera.ActiveCamera.type; var selected = (CameraTypeEnum) EditorGUILayout.EnumPopup("Active Camera: ", _selectedType); EditorGUILayout.EndFoldoutHeaderGroup(); if (_selectedType != selected) { CameraManager.Activate(selected); } } } }