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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

Defining the Editor modes


The Level Creator tool is going to have four different modes:

  • View: You can move, orbit, or zoom around the level grid. This is just the default behavior Unity has when you select the hand tool.

  • Paint: By clicking or dragging the mouse on the level grid, you can add level piece prefabs to it. The piece you will be "painting" in the level grid is the one you selected on the Palette window.

  • Edit: By clicking on a piece from the level grid you can access its properties in the Level Inspector and make tweaks to it if necessary.

  • Erase: By clicking or dragging the mouse on the level grid over existing pieces, you can remove them.

In the LevelInspector class, we are going to add an enum to list these modes and a variable to save the one that is currently active:

using UnityEngine;
using UnityEditor;

using System.Collections.Generic;

namespace RunAndJump.LevelCreator {
    [CustomEditor(typeof(Level))]
    public class LevelInspector : Editor {

    public enum Mode {
...
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