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Extending Unity with Editor Scripting

You're reading from   Extending Unity with Editor Scripting Put Unity to use for your video games by creating your own custom tools with editor scripting

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Product type Paperback
Published in Sep 2015
Publisher
ISBN-13 9781785281853
Length 268 pages
Edition 1st Edition
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Author (1):
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Angelo R Tadres Bustamante Angelo R Tadres Bustamante
Author Profile Icon Angelo R Tadres Bustamante
Angelo R Tadres Bustamante
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Toc

Table of Contents (12) Chapters Close

Preface 1. Getting Started with Editor Scripting 2. Using Gizmos in the Scene View FREE CHAPTER 3. Creating Custom Inspectors 4. Creating Editor Windows 5. Customizing the Scene View 6. Changing the Look and Feel of the Editor with GUI Styles and GUI Skins 7. Saving Data in a Persistent Way with Scriptable Objects 8. Controlling the Import Pipeline Using AssetPostprocessor Scripts 9. Improving the Build Pipeline 10. Distributing Your Tools Index

Implementing the GUI for the Palette


In this section, we will add our custom GUI and functionalities to the Palette window.

Creating tabs

We want to use the category names as labels for a set of tabs in the Palette window. When we select one of these tabs, only the level piece prefabs of the selected category will be displayed.

We will create a method called GetListFromEnum. This will help us to easily list enums for further use. Let's add this method inside the EditorUtils class:

public static List<T> GetListFromEnum<T> () {
    List<T> enumList = new List<T> ();
    System.Array enums = System.Enum.GetValues (typeof(T));
    foreach (T e in enums) { 
        enumList.Add (e);
    }
    return enumList;
}

The method receives an enum type as a generic type and returns a list with all the enum values in it.

Now, to create the GUI for the tabs, we need to make a few updates in the PaletteWindow.cs script, as follows:

using UnityEngine;
using UnityEditor;
using System.Collections...
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