using UnityEditor; namespace HighlightPlus { [CustomEditor(typeof(HighlightSeeThroughOccluder))] public class HighlightSeeThroughOccluderEditor : Editor { SerializedProperty mode, detectionMethod; void OnEnable() { mode = serializedObject.FindProperty("mode"); detectionMethod = serializedObject.FindProperty("detectionMethod"); } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(mode); if (mode.intValue == (int)OccluderMode.BlocksSeeThrough) { EditorGUILayout.HelpBox("This object will occlude any see-through effect.", MessageType.Info); EditorGUILayout.PropertyField(detectionMethod); } else { EditorGUILayout.HelpBox("This object will trigger see-through effect. Use only on objects that do not write to depth buffer normally, like sprites or transparent objects.", MessageType.Info); } serializedObject.ApplyModifiedProperties(); } } }