/// <summary> /// Removes the node. /// </summary> /// <param name="entry">Entry.</param> public void RemoveNode(LocalisationTextElement entry) { List <LocalisationTextElement> languageList = new List <LocalisationTextElement>(myController.Contents); languageList.Remove(entry); myController.Contents = languageList.ToArray(); languageList = null; }
public override void OnInspectorGUI() { DrawDefaultInspector(); // Update the serializedProperty - always do this in the beginning of OnInspectorGUI. serializedObject.Update(); // --- VIEW --- EditorGUILayout.Space(); if (myController.Contents != null) { for (int i = 0; i < myController.Contents.Length; i++) { EditorGUILayout.BeginHorizontal(); LocalisationTextElement entry = myController.Contents[i]; entry.isoCode = EditorGUILayout.TextField(entry.isoCode); entry.text = EditorGUILayout.TextField(entry.text); myController.Contents[i] = entry; EditorGUILayout.EndHorizontal(); } } // --- Controls --- Undo.RecordObject(target, "Generate LocalisationText"); // Apply changes to the serializedProperty - always do this in the end of OnInspectorGUI. serializedObject.ApplyModifiedProperties(); // --- List of Localisation Elements --- //localisationObjects = GameObject.FindObjectsOfType<ILocalizedObject>(); //Debug.Log(localisationObjects.Length); }