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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

Integrating the Palette with the Level Creator tool


In this section, we will create an event that will be triggered every time you select a piece in the Palette and captured by the Level inspector. This feature will be used in the next chapter.

Creating an event

An event in C# is a way for a class to provide notifications when something happens to an object.

In this case, we will add an event when the user selects one of the pieces from the Palette. To achieve this, we we will add the following lines of code to the PalleteWindow.cs script:

public delegate void itemSelectedDelegate (PaletteItem item,Texture2D preview);
public static event itemSelectedDelegate ItemSelectedEvent;

The delegate type defines the signature for the method that handles the event. In this case, itemSelectedDelegate receives a PaletteItem and a Texture2D with the preview.

Tip

As a good practice, it is always recommended to check if the even is, or is not, null.

Now, it is time to invoke the event. We will do this inside the...

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