public static void Open(LevelSpawnData dataObject) { var window = GetWindow <SpawnDataOfLevel_InspectorWindow>("Spawn editor window"); window.SerializedObject = new SerializedObject(dataObject); window._targetAsset = dataObject; }
//Section: Draw window Functions private void DrawTitlebar() { GUILayout.BeginHorizontal(); var tempWidth = EditorGUIUtility.labelWidth; EditorGUIUtility.labelWidth = position.width - 700; EditorGUILayout.LabelField($"Editing: {SerializedObject?.targetObject.name}"); EditorGUIUtility.labelWidth = 120; _tempTarget = (LevelSpawnData)EditorGUILayout.ObjectField( "Select new Asset: ", _targetAsset, typeof(LevelSpawnData), false); EditorGUIUtility.labelWidth = tempWidth; if (_tempTarget != null && _targetAsset != _tempTarget) { Open(_tempTarget); } GUILayout.Space(10); if (GUILayout.Button("Open Asset from Scene", GUILayout.Width(150))) { var temp = GameObject.Find("SpawnSystem")?.GetComponent <EditSpawnPoints>().data; if (temp != null) { Open(temp); } } GUILayout.EndHorizontal(); }
public void UpdateData() { data = GetComponent <SpawnInitializer>().GetLevelData(); }
private void OnValidate() { data = GetComponent <SpawnInitializer>().GetLevelData(); }