static void CreateAsset() { AreaMarkerCompiler item = EditorUtil.CreateAsset <AreaMarkerCompiler>(NMBEditorUtil.AssetLabel); EditorUtility.FocusProjectWindow(); Selection.activeObject = item; }
/// <summary> /// Controls behavior of the inspector. /// </summary> public override void OnInspectorGUI() { AreaMarkerCompiler targ = (AreaMarkerCompiler)target; EditorGUILayout.Separator(); GUILayout.Label("Priority: " + targ.Priority); EditorGUILayout.Separator(); GUILayout.Box("Input Build Processor\n\n" + "Loads and compiles the " + typeof(NMGenAreaMarker).Name + " components in the scene." , EditorUtil.HelpStyle , GUILayout.ExpandWidth(true)); EditorGUILayout.Separator(); }