using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace BNG { [CustomEditor(typeof(Button))] public class ButtonEditor : Editor { public override void OnInspectorGUI() { Button button = (Button)target; GUILayout.Label("Show Button Position : ", EditorStyles.boldLabel); GUILayout.BeginHorizontal(); if (GUILayout.Button("Preview Button Up")) { button.transform.localPosition = new Vector3(button.transform.localPosition.x, button.MaxLocalY, button.transform.localPosition.z); } if (GUILayout.Button("Preview Button Down")) { button.transform.localPosition = new Vector3(button.transform.localPosition.x, button.MinLocalY, button.transform.localPosition.z); } GUILayout.EndHorizontal(); // Make sure local position is always capped properly // Cap values if (button.transform.localPosition.y < button.MinLocalY) { button.transform.localPosition = button.GetButtonDownPosition(); } else if (button.transform.localPosition.y > button.MaxLocalY) { button.transform.localPosition = button.GetButtonUpPosition(); } base.OnInspectorGUI(); } } }