/** this function is called for every item in the scene tree; this function is called for every item in the * scene tree; it checks whether the element contains errors or not; if they are, in the inspector, * an error is shown for it */ static void HierarchyWindowItemOnGUI(int id, Rect rect) { /** get the */ GameObject gameObject = EditorUtility.InstanceIDToObject(id) as GameObject; /** ... not null GameObject */ if (!gameObject) { return; } /** check to see if the GameObject is one we care about$ in our case it is TemperatureTube */ TemperatureTube tube = gameObject.GetComponent <TemperatureTube>(); /** we check if the object is our object and here we check if it contains errors */ if (!tube || !tube.errors()) { return; } /** * the part of code further to the end is running only if we as GameObject have a TemperatureTube * and it contains an errors */ Rect r = new Rect(rect); // Position the rectangle off to the right of list, 15px in from the edge r.x = rect.x + rect.width - 18; //gameObject.ToString().Length; GUIStyle style = new GUIStyle(); style.normal.textColor = Color.red; GUI.Label(r, "Error", style); }
public Cell(TemperatureTube value) { _tube = value; }