Created
September 21, 2012 17:42
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Custom inspector with a dropdown
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using UnityEngine; | |
using UnityEditor; | |
[CustomEditor (typeof(Trigger))] | |
[CanEditMultipleObjects()] | |
public class TriggerEditor : Editor | |
{ | |
private SerializedObject obj; | |
private SerializedProperty radius; | |
private SerializedProperty priority; | |
string[] options = {"high", "medium", "low"}; | |
int index = 0; | |
public void OnEnable () | |
{ | |
obj = new SerializedObject (target); | |
radius = obj.FindProperty ("radius"); | |
priority = obj.FindProperty ("priority"); | |
if (priority == null) | |
index = 0; | |
else | |
index = priority.intValue; | |
} | |
public override void OnInspectorGUI () | |
{ | |
obj.Update (); | |
GUIStyle style = new GUIStyle (); | |
style.font = EditorStyles.boldFont; | |
EditorGUILayout.LabelField ("Trigger", style, null); | |
EditorGUILayout.PropertyField (radius); | |
if (radius.floatValue < 0) { | |
radius.floatValue = 0; | |
} | |
// Make a horizontal layout for priority | |
EditorGUILayout.BeginHorizontal (); | |
EditorGUILayout.LabelField ("Priority"); | |
index = EditorGUILayout.Popup (index, options); | |
EditorGUILayout.EndHorizontal (); | |
priority.intValue = index; | |
obj.ApplyModifiedProperties (); | |
} | |
public void OnSceneGUI () | |
{ | |
// Implement what you want to see in scene view here | |
} | |
} |
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