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using UnityEngine.Rendering.UI;
namespace UnityEditor.Rendering.UI
{
[CustomEditor(typeof(UIFoldout), true)]
sealed class UIFoldoutEditor : Editor
{
SerializedProperty m_IsOn;
SerializedProperty m_Content;
SerializedProperty m_ArrowClosed;
SerializedProperty m_ArrowOpened;
void OnEnable()
{
var o = new PropertyFetcher<UIFoldout>(serializedObject);
m_IsOn = o.Find("m_IsOn");
m_Content = o.Find(x => x.content);
m_ArrowClosed = o.Find(x => x.arrowClosed);
m_ArrowOpened = o.Find(x => x.arrowOpened);
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_IsOn);
EditorGUILayout.PropertyField(m_Content);
EditorGUILayout.PropertyField(m_ArrowClosed);
EditorGUILayout.PropertyField(m_ArrowOpened);
serializedObject.ApplyModifiedProperties();
}
}
}