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Extending Unity with Editor Scripting

You're reading from  Extending Unity with Editor Scripting

Product type Book
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Pages 268 pages
Edition 1st Edition
Languages

Table of Contents (18) Chapters

Extending Unity with Editor Scripting
Credits
Foreword
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Editor Scripting 2. Using Gizmos in the Scene View 3. Creating Custom Inspectors 4. Creating Editor Windows 5. Customizing the Scene View 6. Changing the Look and Feel of the Editor with GUI Styles and GUI Skins 7. Saving Data in a Persistent Way with Scriptable Objects 8. Controlling the Import Pipeline Using AssetPostprocessor Scripts 9. Improving the Build Pipeline 10. Distributing Your Tools Index

Using drawers inside a custom inspector


We use the variable target to access the public methods, properties, and variables of the Level class. This is not the only way to do this, and in fact, the alternative way will give us more information related to the properties of the object inspected.

To do this, we will use the classes SerializedObject and SerializedProperty.

Using SerializedObject and SerializedProperty

Let's declare a few variables in the LevelInspector class:

private SerializedObject _mySerializedObject;
private SerializedProperty _serializedTotalTime;

Now, let's declare the initialization of these variables in the InitLevel method:

private void InitLevel () {
  _mySerializedObject = new SerializedObject (_myTarget);
  _serializedTotalTime = _mySerializedObject.FindProperty ("_totalTime");
  if (_myTarget.Pieces == null || _myTarget.Pieces.Length == 0) {
    Debug.Log("Initializing the Pieces array...");
    _myTarget.Pieces = new LevelPiece[ _myTarget.TotalColumns * _myTarget.TotalRows...
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