ScriptableWizard
Inherits from EditorWindow
Derive from this class to create an editor wizard.
Note: This is an editor class. To use it you have to place your script in Assets/Editor inside your project folder. Editor classes are in the UnityEditor namespace so for C# scripts you need to add "using UnityEditor;" at the beginning of the script.
Editor wizards are typically opened using a menu item. using UnityEditor; using UnityEngine;
public class WizardCreateLight : ScriptableWizard { public float range = 500; public Color color = Color.red; [MenuItem ("GameObject/Create Light Wizard")] static void CreateWizard () { ScriptableWizard.DisplayWizard<WizardCreateLight>("Create Light", "Create", "Apply"); } void OnWizardCreate () { GameObject go = new GameObject ("New Light"); go.AddComponent("Light"); go.light.range = range; go.light.color = color; } void OnWizardUpdate () { helpString = "Please set the color of the light!"; } void OnWizardOtherButton () { if (Selection.activeTransform == null || Selection.activeTransform.light == null) return; Selection.activeTransform.light.color = Color.red; } }
Variables
| helpString |
Allows you to set the help text of the wizard.
|
| errorString |
Allows you to set the error text of the wizard.
|
| isValid |
Allows you to enable and disable the wizard create button, so that the user can not click it.
|
Messages Sent
| OnWizardUpdate |
This is called when the wizard is opened or whenever the user changes something in the wizard.
|
| OnWizardCreate |
This is called when the user clicks on the Create button.
|
| OnDrawGizmos |
Called every frame when the wizard is visible.
|
| OnWizardOtherButton |
Allows you to provide an action when the user clicks on the other button.
|
Class Functions
Inherited members
Inherited Variables
|
wantsMouseMove |
Does the GUI in this editor window want MouseMove events?
|
|
autoRepaintOnSceneChange |
Does the window automatically repaint whenever the scene has changed?
|
|
minSize |
the minimum size of this window
|
|
maxSize |
the maximum size of this window
|
|
title |
The title of this window
|
|
position |
The position of the window in screen space.
|
|
name |
The name of the object.
|
|
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user?
|
Inherited Functions
Inherited Messages Sent
|
OnGUI |
Implement your own editor GUI here.
|
|
Update |
Called 100 times per second on all visible windows.
|
|
OnInspectorUpdate |
OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update
|
|
OnDestroy |
OnDestroy is called when the EditorWindow is closed.
|
|
OnSelectionChange |
Called whenever the selection has changed.
|
|
OnFocus |
Called when the window gets keyboard focus.
|
|
OnLostFocus |
Called when the window loses keyboard focus.
|
|
OnHierarchyChange |
Called whenever the scene hierarchy has changed.
|
|
OnProjectChange |
Called whenever the project has changed.
|
|
OnEnable |
This function is called when the object is loaded
|
|
OnDisable |
This function is called when the scriptable object goes out of scope
|
|
OnDestroy |
This function is called when the scriptable object will be destroyed.
|
Inherited Class Variables
|
focusedWindow |
The EditorWindow which currently has keyboard focus (Read Only)
|
|
mouseOverWindow |
The EditorWindow currently under the mouse cursor (Read Only)
|
Inherited Class Functions
|
GetWindow |
Returns the first EditorWindow of type t which is currently on the screen.
|
|
FocusWindowIfItsOpen |
Focuses the first found EditorWindow of specified type if it is open.
|
|
GetWindowWithRect |
Returns the first EditorWindow of type t which is currently on the screen.
|
|
CreateInstance |
Creates an instance of a scriptable object with className.
|
|
operator bool |
Does the object exist?
|
|
Instantiate |
Clones the object original and returns the clone.
|
|
Destroy |
Removes a gameobject, component or asset.
|
|
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead.
|
|
FindObjectsOfType |
Returns a list of all active loaded objects of Type type.
|
|
FindObjectOfType |
Returns the first active loaded object of Type type.
|
|
operator == |
Compares if two objects refer to the same
|
|
operator != |
Compares if two objects refer to a different object
|
|
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene.
|
|