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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

Implementing the Palette


In this section, we will get hands on with the implementation of the Palette. Just to maintain a certain level of abstraction, in some cases, we will talk about Palette items instead level piece prefabs.

For us, a Palette item is what is displayed in the Palette, and this can be anything; in this case, a level piece prefab.

Creating a category system

We need some data to make the Palette window functional. The first step is to categorize the available level piece prefabs in the game. In Run & Jump, all the level piece prefabs are located in Prefabs/LevelPieces:

We will create a script with a mission to save information about the level piece prefabs, which includes the category. Inside the Tools/LevelCreator/Scripts folder, create a script called PaletteItem.cs with the following code:

using UnityEngine;

namespace RunAndJump.LevelCreator {
  public class PaletteItem: MonoBehaviour {
    #if UNITY_EDITOR
        public enum Category {
            Misc,
           ...
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