public override void OnInspectorGUI() { RandomPoly rp = target as RandomPoly; rp.radius = EditorGUILayout.FloatField("Radius", rp.radius); rp.verticesPerUnit = EditorGUILayout.FloatField("Vertex frequency", rp.verticesPerUnit); rp.randomRange = EditorGUILayout.FloatField("Angle amplitude", rp.randomRange); rp.smoothLevel = EditorGUILayout.IntField("Smooth Level", rp.smoothLevel); if (GUILayout.Button("Randomize")) { rp.Randomize(); } }
private GameObject SpawnBlocOn(GameObject prefab, Vector2 position) { Object newBloc = Instantiate <Object>(prefab, position, Quaternion.identity); GameObject go = newBloc as GameObject; RandomPoly rp = go.GetComponent <RandomPoly>(); if (rp != null) { rp.Randomize(); } return(go); }
void OnGUI() { blocPrefab = EditorGUILayout.ObjectField("Bloc prefab", blocPrefab, typeof(GameObject), false) as GameObject; radiusParam = EditorGUILayout.FloatField("Radius setting", radiusParam); freqParam = EditorGUILayout.FloatField("Frequence setting", freqParam); angleParam = EditorGUILayout.FloatField("Angle setting", angleParam); if (blocPrefab != null && GUILayout.Button("New Block")) { Object newBloc = Instantiate <Object>(blocPrefab); GameObject go = newBloc as GameObject; RandomPoly rp = go.GetComponent <RandomPoly>(); if (rp != null) { rp.Randomize(); } } }