﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using ProceduralWorlds.Core;
using ProceduralWorlds.Node;

namespace ProceduralWorlds.Editor
{
	[CustomEditor(typeof(#SCRIPTNAME#))]
	public class #SCRIPTNAME#Editor : BaseNodeEditor
	{
		#SCRIPTNAME#	node;

		string propUpdateKey = "#NAME#";

		public override void OnNodeEnable()
		{
			//initialize here all unserializable datas used for GUI (like Texture2D, ...)

			node = target as #SCRIPTNAME#;
			
			delayedChanges.BindCallback(propUpdateKey, (unused) => { NotifyReload(); });
		}

		public override void OnNodeGUI()
		{
			//write here the process which take inputs, transform them and set outputs.

			EditorGUILayout.LabelField("Nothing here");
		}
		
	}
}