View ComponentLister.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
public class ComponentLister : EditorWindow
{
private Hashtable sets = new Hashtable();
private Vector2 scrollPosition;
View Build.sh
mcs -target:library -out:MyAssembly.dll -r:/Applications/Unity/Unity.app/Contents/Frameworks/UnityEngine.dll MyAssembly.cs
View Drawer.cs
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine.Events;
using System.Reflection;
namespace Test
{
[CustomPropertyDrawer (typeof (UnityEventBase), true)]
View ComboKeys.cs
using UnityEngine;
using System.Collections;
public class KeyCombo
{
public float maxPause = 1.0f;
public string[] keys;
public string message;
View CustomGUILayout.cs
using UnityEngine;
public class CustomGUILayout
{
public static bool MyFocusControl (Texture2D texture, params GUILayoutOption[] options)
{
int id = GUIUtility.GetControlID ();
Color color = GUI.color;
GUI.color = GUIUtility.hotControl == id ? Color.green : Color.red;
View CustomAnimationEditor.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomEditor (typeof (Animation))]
public class CustomAnimationEditor : Editor
{
AnimationClip m_SampleClip;
float m_SampleTime = 0.0f;
View EditorWindowExample.cs
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public class EditorWindowExample : EditorWindow
{
List<Node> nodes = new List<Node> ();
View Styles.cs
// Usage:
m_SideBarTexture = CreateTexture (CreateColor ("#30433C"));
// The goodness:
static Color CreateColor (string hexCode, float alpha = 1.0f)
{
if (hexCode.Length == 7 && hexCode[0] == '#')
{
View MoveComponentContext.cs
using UnityEngine;
using UnityEditor;
public class MoveComponentContext
{
enum Destination
{
Top,
Bottom
View CoreCharacterInstance.cs
using UnityEngine;
public class CoreCharacterInstance : MonoBehaviour
{
[SerializeField] CoreCharacter m_CoreCharacter;
[SerializeField] Character m_Character;
void Reset ()