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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;


[CustomEditor(typeof(TopDownTransform))]
public class TopDownTransformInspector : Editor
{

	TopDownTransform m_TopDownTransform;

	private void OnEnable()
	{
		m_TopDownTransform = target as TopDownTransform;
	}

	private void OnDisable()
	{
	}

	public override void OnInspectorGUI()
	{
		base.OnInspectorGUI();
	}

	protected override void OnHeaderGUI()
	{
		base.OnHeaderGUI();
	}

	//https://answers.unity.com/questions/463207/how-do-you-make-a-custom-handle-respond-to-the-mou.html
	private void OnSceneGUI()
	{
		Handles.color = Handles.xAxisColor;
		m_TopDownTransform.x = EditorHandlesHelper.ScaleValue(m_TopDownTransform.x, m_TopDownTransform.Get3DPosition(), Vector3.right, 1f, Handles.ConeHandleCap, Quaternion.Euler(0, 90, 0), 1f, 0.1f);

		Handles.color = Handles.yAxisColor;
		m_TopDownTransform.y = EditorHandlesHelper.ScaleValue(m_TopDownTransform.y, m_TopDownTransform.Get3DPosition(), Vector3.up, 1f, Handles.ConeHandleCap, Quaternion.Euler(-90, 0, 0), 1f, 0.1f);

		Handles.color = Handles.zAxisColor;
		m_TopDownTransform.z = EditorHandlesHelper.ScaleValue(m_TopDownTransform.z, m_TopDownTransform.Get3DPosition() + new Vector3(0, -1.1f, 0), Vector3.up, 1f, Handles.ConeHandleCap, Quaternion.Euler(-90, 0, 0), 1f, 0.1f);

	}

}