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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

Upgrading the Level class


In this video game, a level is just a Unity scene with several level piece prefabs aligned with each other. When we started this project, we took a look at how the level scenes were implemented and found that there was no relation between these prefabs and the Level class through code.

In the last chapter, we added gizmos to display a grid and the necessary methods to make game objects snap to this grid. Now, the focus is to make the Level class capable of knowing what is on the level scene.

To the Level class, we will add an array to handle a 2D matrix of LevelPieces, the base class of the level piece prefabs in Run & Jump. Its size will be determined explicitly by two variables, that is, the total number of columns and rows in the grid.

Go to the Scripts/Level folder and open the Level.cs script. Add the following code to the class:

[SerializeField]
private LevelPiece[] _pieces;

public LevelPiece[] Pieces {
get { return _pieces; }
   set {_pieces = value; }
...
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