//Inspector public override void OnInspectorGUI() { //Loop checkbox EditorGUI.BeginChangeCheck(); bool loop = EditorGUILayout.Toggle("Loop", m_Spline.GetLoop()); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(m_Spline, "Toggle Loop"); EditorUtility.SetDirty(m_Spline); m_Spline.SetLoop(loop); } //Add curve button if (m_SelectedIndex >= 0 && m_SelectedIndex < m_Spline.GetControlPointCount()) { DrawSelectedPointInspector(); } m_Spline = target as BezierSpline; if (GUILayout.Button("Add Curve")) { Undo.RecordObject(m_Spline, "Add Curve"); //Makes sure we can undo EditorUtility.SetDirty(m_Spline); //Makes sure unity asks us to save after changing m_Spline.AddCurve(); } }