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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine.EventSystems; | |
[System.Serializable] | |
public class CableCurve { | |
[SerializeField] | |
Vector3 m_start; |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs | |
public class EditPrefab { | |
static Object getPrefab(Object selection) { |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditor.SceneManagement; | |
using UnityEngine.SceneManagement; | |
// From https://gist.github.com/JohannesDeml/5802473b569718c9c86de906b7039aec | |
// Original https://gist.github.com/ulrikdamm/338392c3b0900de225ec6dd10864cab4 | |
// Adds a "Edit Prefab" option in the Assets menu (or right clicking an asset in the project browser). | |
// This opens an empty scene with your prefab where you can edit it. | |
// Put this script in your project as Assets/Editor/EditPrefab.cs |
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using UnityEngine; | |
using System.Collections; | |
using UnityEditor; | |
[CustomEditor(typeof(TerrainManager))] | |
public class TerrainEditor : Editor | |
{ | |
private TerrainManager terrain { get { return (TerrainManager)target; } } | |
private Vector2Int? selected; |