public override void OnInspectorGUI()
 {
     aux = (MeshArray)target;
     if (GUILayout.Button("Update"))
     {
         Quaternion rot = aux.transform.rotation;
         aux.transform.rotation = Quaternion.identity;
         aux.UpdateArray();
         aux.transform.rotation = rot;
         EditorUtility.SetDirty(aux);
     }
     base.OnInspectorGUI();
 }
Beispiel #2
0
 private void ChangeModel(GameObject pref)
 {
             #if UNITY_EDITOR
     GameObject obj = PrefabUtility.InstantiatePrefab(pref) as GameObject;
     obj.transform.position     = transform.position;
     Selection.activeGameObject = obj;
     if (array)
     {
         ObjArray o = obj.GetComponent <ObjArray>();
         if (o)
         {
             o.array = array;
         }
         obj.transform.SetParent(array.transform, true);
         int num = array.objs.FindIndex(Find);
         array.objs[num] = obj;
         EditorUtility.SetDirty(array);
         array.UpdateArray();
     }
     UnityEditor.EditorApplication.delayCall += () => {
         DestroyImmediate(gameObject);
     };
             #endif
 }