/// <summary> /// Initializes the Word-Behaviour when it is drag-dropped into the scene /// </summary> public void OnEnable() { var behaviour = (WordBehaviour)target; // We don't want to initialize if this is a prefab. if (QCARUtilities.GetPrefabType(behaviour) == PrefabType.Prefab) { return; } // Initialize scene manager if (!SceneManager.Instance.SceneInitialized) { SceneManager.Instance.InitScene(); } IEditorWordBehaviour editorBehaviour = behaviour; if (!editorBehaviour.InitializedInEditor && !EditorApplication.isPlaying) { //default values editorBehaviour.SetMode(WordTemplateMode.Template); editorBehaviour.SetSpecificWord("Word"); //define appearance UpdateMesh(behaviour); editorBehaviour.SetInitializedInEditor(true); // Inform Unity that the behaviour properties have changed. EditorUtility.SetDirty(behaviour); } }
public void OnEnable() { WordAbstractBehaviour target = (WordAbstractBehaviour)base.target; if (QCARUtilities.GetPrefabType(target) != PrefabType.Prefab) { if (!SceneManager.Instance.SceneInitialized) { SceneManager.Instance.InitScene(); } IEditorWordBehaviour behaviour2 = target; if (!behaviour2.InitializedInEditor && !EditorApplication.isPlaying) { behaviour2.SetMode(WordTemplateMode.Template); behaviour2.SetSpecificWord("Word"); UpdateMesh(target); behaviour2.SetInitializedInEditor(true); EditorUtility.SetDirty(target); } } }