using Mirror.Logging; using UnityEditor; using UnityEngine; namespace Mirror.EditorScripts.Logging { [CustomEditor(typeof(LogSettings))] public class LogSettingsEditor : Editor { public override void OnInspectorGUI() { CurrentScriptField(); LogLevelsGUI.DrawLogFactoryDictionary(target as LogSettings); } public void CurrentScriptField() { GUI.enabled = false; EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Script")); GUI.enabled = true; } } }