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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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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 Level Creator modes


Until this point, we have specified the four modes the Level Creator tool would support and a way to switch between modes, thanks to the custom GUI we added in the top-left corner of the Scene View.

In this section, we discuss how to implement each of them.

The View mode

When you select View on Level Creator, you can move or zoom around the level grid.

In the method ModeHandler we defined, this mode will behave like the Unity View Transform tool. Let's take a look at following screenshot:

By default, you will see the hand icon on this mode; by clicking and dragging, you can move all the content in the Scene View.

The Paint mode

We started implementing part of the workflow related to this mode in the previous chapters. When this mode is selected, the user must select a piece from the Palette window, and a reference to this selection will be saved in the variable _pieceSelected in the LevelInspector class.

When the user starts clicking and dragging the mouse over...

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