public virtual void OnEnable() { m_ScreenshotManager = (ScreenshotManager)target; m_ConfigDrawer = new ScreenshotConfigDrawer(); m_ConfigDrawer.Init(serializedObject, m_ScreenshotManager, m_ScreenshotManager.m_Config, serializedObject.FindProperty("m_Config")); }
void InitConfig() { m_ConfigAsset = AssetUtils.GetFirstOrCreate <ScreenshotConfigAsset>("ScreenshotWindowConfig", "Assets/"); // We trick the editor by creating an instance to ref the config data // So we can ref scene objects because it beleaves it is not an asset but a scene object m_ConfigAssetInstance = ScriptableObject.CreateInstance <ScreenshotConfigAsset>(); m_ConfigAssetInstance.m_Config = m_ConfigAsset.m_Config; serializedConfigObject = new SerializedObject(m_ConfigAssetInstance); // Init the config drawer m_ConfigDrawer = new ScreenshotConfigDrawer(); m_ConfigDrawer.Init(serializedConfigObject, m_ConfigAsset, m_ConfigAsset.m_Config, serializedConfigObject.FindProperty("m_Config")); }