This is a follow up to the topic originally titled "Using Game Creator actions from C#?"...
I dove into the GUI code with the idea of making a horizontal GUI editor layout without all the labels and other sources of "visual noise" that make it hard to tackle game logic beyond a low-level complexity.
I determined it was too hairy for me to pull off myself. (Also wow. That well is deep.)
But I did take some screenshots that might inspire you to include such an option for Version 2.
This a simple "script" that initializes the inventory with a bunch of test objects (character cards in my case). Even though there are no conditions or other sources of complexity, it takes a few moments of squinting to look past all that UI to see what's going on.
My vision of the minimalist horizontal editor UI is that no action, trigger or condition would take more than a single vertical row, and all descriptive text would be inside tooltips that only appear when you ask for them.
Here is a "rough draft" idea of what that looks like for the same script above.
I find this way easier to read. It's obvious what it does at a glance even without the labels.
When I tried to make this prettier and extend the idea to triggers and conditions I got overwhelmed. (IMGUI really wants to put properties on separate vertical lines with a ton of labels and it spreads this assumption around over many many places.) Add-ons like Odin would make this a lot easier, but it doesn't play well with pre-existing custom editors. The new Unity UIElements might offer some hope.
Anyway, I wanted to pass that along in case it inspires you. Thanks
Customer support service by UserEcho