public override void OnInspectorGUI() { DrawDefaultInspector(); assetBrush = (AssetBrushComponent)target; useCommandWorkflow = EditorGUILayout.Toggle("Use Command Workflow (experimental)", useCommandWorkflow); //SELECTOR DE PREFAB GameObject preSelectedObject = EditorGUILayout.ObjectField( //preselecciono un objeto y le hago unos chequeos antes de asignarlo "Object To Spawn", //Etiqueta objectSelected, //objeto typeof(GameObject), //tipo false) as GameObject; //Ofrecer objetos en escena? No if (preSelectedObject != null && PrefabUtility.GetPrefabType(preSelectedObject) == PrefabType.Prefab) //Si es un prefab.. { objectSelected = preSelectedObject; //Lo asigno } else { objectSelected = null; //Si no, dejo el campo en null } ///UI Borrador para crear sets //EditorGUILayout.Space(); //EditorGUILayout.BeginHorizontal(); ////draw path text label //GUILayout.Label("New Set Name: ", GUILayout.Height(20)); //objectSetName = EditorGUILayout.TextField(objectSetName, GUILayout.Height(20)); //EditorGUILayout.EndHorizontal(); //EditorGUILayout.Space(); if (!placingMode) //NOT IN PLACING MODE: MUESTRO EL BOTON { if (GUILayout.Button("Click to start placing objects")) { Debug.Log("Entering interactive mode"); placingMode = true; } } else //IN PLACING MODE { GUI.backgroundColor = Color.red; if (GUILayout.Button("End Editing")) { placingMode = false; } } }
// private string objectSetName; // private bool invalidSetName; private void OnEnable() { assetBrush = (AssetBrushComponent)target; }