public void OnWindowGUI() { var trg = (MapGenerator)target; EditorGUI.BeginChangeCheck(); DrawDefaultInspector(); EditorGUILayout.Space(); EditorGUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); if (GUILayout.Button(generate, EditorStyles.miniButtonLeft, miniButtonWidth)) { trg.GenerateLevel(); } if (GUILayout.Button(createPrefab, EditorStyles.miniButtonMid, miniButtonWidth)) { trg.CreatePrefab(); } if (GUILayout.Button(clear, EditorStyles.miniButtonRight, miniButtonWidth)) { trg.Clean(); } GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); if (EditorGUI.EndChangeCheck()) { serializedObject.ApplyModifiedProperties(); if (win == null) { win = (LMGEditorWindow)EditorWindow.GetWindow(typeof(LMGEditorWindow)); } setUp = (MapGeneratorSetUp)serializedObject.FindProperty("setUp").objectReferenceValue; if (setUp != null) { win.SetTexture((Texture2D)setUp.editorGeneratorLevel); } } EditorUtility.SetDirty(trg); }
void CreateMapSetUp() { MapGeneratorSetUp asset = ScriptableObject.CreateInstance <MapGeneratorSetUp> (); AssetDatabase.CreateAsset(asset, "Assets/New Map Generator Set Up.asset"); AssetDatabase.SaveAssets(); map.setUp = asset; EditorUtility.FocusProjectWindow(); Selection.activeObject = asset; }
void PoolNumber() { setUp = transform.parent.gameObject.GetComponent <InGameMapGenerator> ().GetSetUp(); length = setUp.GetTotal(); }