private CheckpointBoundary GenerateCheckpointBoundary(ref string id) { CheckpointBoundary checkPointBoundaryPrefab = Resources.Load <CheckpointBoundary>(CHECKPOINT_BOUNDARY_PREFAB_PATH); CheckpointBoundary checkpointBoundary = Instantiate(checkPointBoundaryPrefab); ObjectId checkpointBoundaryObjectId = checkpointBoundary.gameObject.GetComponent <ObjectId>(); id = checkpointBoundaryObjectId.GenerateId(); #if UNITY_EDITOR EditorGUIUtility.systemCopyBuffer = checkpointBoundaryObjectId.Id; #endif return(checkpointBoundary); }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (GUILayout.Button("Copy Id")) { EditorGUIUtility.systemCopyBuffer = objectId.Id; } if (GUILayout.Button("Generate Id")) { objectId.GenerateId(); EditorUtility.SetDirty(objectId); EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); } }