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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 Scriptable Object with the level


In this section, we will integrate the LevelSetting class with our levels and then test how Scriptable Objects allow us to modify values in the play mode.

Updating the Level and the LevelInspector class

The first change to be made is to update the Level class. So, instead of using the current variables for the gravity, bgm, and background, start using a LevelSetting class as a reference.

Let's make a small update in Level.cs file. Add the following lines to it:

[SerializeField]
  private LevelSettings _settings;

  public LevelSettings Settings {
    get { return _settings; }
    set { _settings = value; }
  }

We need to take care of the render of this new property.

We will update the DrawLevelDataGUI method in the LevelInspector class:

private void DrawLevelDataGUI () {
      EditorGUILayout.LabelField ("Data", _titleStyle);
      EditorGUILayout.BeginVertical ("box");
      EditorGUILayout.PropertyField (_serializedTotalTime);
      _myTarget.Settings...
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