static void CreateAsset() { TagInputFilter item = EditorUtil.CreateAsset <TagInputFilter>(NMBEditorUtil.AssetLabel); EditorUtility.FocusProjectWindow(); Selection.activeObject = item; }
/// <summary> /// Controls behavior of the inspector. /// </summary> public override void OnInspectorGUI() { TagInputFilter targ = (TagInputFilter)target; // Has someone done something naughty? if (targ.tags == null) { Debug.LogError(targ.name + "Data null reference. Resetting component."); targ.tags = new List <string>(); } EditorGUILayout.Separator(); targ.Priority = EditorGUILayout.IntField("Priority", targ.Priority); EditorGUILayout.Separator(); targ.recursive = EditorGUILayout.Toggle("Recursive", targ.recursive); EditorGUILayout.Separator(); EditorUtil.OnGUIManageStringList(targ.tags, true); EditorGUILayout.Separator(); string msg = "Input Build Processor\n\nFilters out components with the specified tags."; if (targ.recursive) { msg += "\n\nRecursive: A component will be filtered out if any of its parents" + " have one of the tags."; } GUILayout.Box(msg, EditorUtil.HelpStyle, GUILayout.ExpandWidth(true)); EditorGUILayout.Separator(); if (GUI.changed) { EditorUtility.SetDirty(target); } }