void OnEnable() { ftmObject = (GameObject)Selection.activeObject; ftm = ftmObject.GetComponent <FlyThroughManager>(); ft = ftm.flyThrough; if (ft.nodes == null) { ft.nodes = new List <BaseNode>(); } if (ft.startEndNodes == null) { ft.startEndNodes = new List <StartEndNode>(); } if (ft.pathNodes == null) { ft.pathNodes = new List <PathNode>(); } nodeList = ft.nodes; startEndNodes = ft.startEndNodes; pathNodes = ft.pathNodes; DefineStyles(); }
static bool InitValidator() { try { FlyThrough ft = (FlyThrough)Selection.activeObject; return(true); } catch { return(false); } }
public static FlyThrough Create() { FlyThrough asset = ScriptableObject.CreateInstance <FlyThrough>(); string assetPathAndName = AssetDatabase.GenerateUniqueAssetPath(GetPath() + "/New Fly-Through Controller.asset"); AssetDatabase.CreateAsset(asset, assetPathAndName); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; return(asset); }