Advertisement
diegographics

Untitled

Apr 27th, 2017
75
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
C# 2.48 KB | None | 0 0
  1. //MD5Hash:795153b2758ef9f03ca0a97a06f76205;
  2. using UnityEditor;
  3. using System;
  4. using UnityEngine;
  5. using System.Collections.Generic;
  6.  
  7.  
  8. [UnityEditor.CustomEditor(typeof(Connector))]
  9. public class ConnectorInspector : UnityEditor.Editor
  10. {
  11.     internal bool PreviewToggle = false;
  12.     public UnityEngine.GameObject PreviewConnectors = null;
  13.  
  14.  
  15.     public Connector GiveConnector()
  16.     {
  17.         return (target as Connector);
  18.     }
  19.     public override void OnInspectorGUI()
  20.     {
  21.         UnityEngine.GUI.skin = (UnityEditor.EditorGUIUtility.Load(@"ConnectorSystem\ConnectorInspector.guiskin") as UnityEngine.GUISkin);
  22.         UnityEngine.GUILayout.Box(UnityEngine.Resources.Load<UnityEngine.Texture>(@"ConnectorSystem\Textures\Banner"));
  23.         UnityEngine.GUILayout.Toolbar(0, new string[]
  24.         {
  25.             "Connectors",
  26.             "Einstellungen",
  27.             "Hilfe",
  28.         });
  29.         ///Draws default inspector. Create you'r code after this node
  30.         DrawDefaultInspector();
  31.         if (GiveConnector().PreviewToggle_Save)
  32.         {
  33.             if (UnityEngine.GUILayout.Button("Vorschau Deaktivieren"))
  34.             {
  35.                 GiveConnector().PreviewToggle_Save = false;
  36.                 TogglePreview();
  37.             }
  38.  
  39.         }
  40.         else
  41.         {
  42.             if (UnityEngine.GUILayout.Button("Vorschau Aktivieren"))
  43.             {
  44.                 GiveConnector().PreviewToggle_Save = true;
  45.                 TogglePreview();
  46.             }
  47.  
  48.         }
  49.  
  50.         if (UnityEngine.GUILayout.Button("Objekt Liste Ausgeben"))
  51.         {
  52.             TestObjectList();
  53.         }
  54.  
  55.     }
  56.     public void OnEnable()
  57.     {
  58.     }
  59.     public void EditorUpdate()
  60.     {
  61.         if (GiveConnector().PreviewToggle_Save)
  62.         {
  63.         }
  64.  
  65.     }
  66.     public void TogglePreview()
  67.     {
  68.         if (GiveConnector().PreviewToggle_Save)
  69.         {
  70.             UnityEngine.Debug.Log("0");
  71.             GenerateConnector_Preview();
  72.         }
  73.         else
  74.         {
  75.             UnityEngine.Debug.Log("1");
  76.             DestroyConnector_Preview();
  77.         }
  78.  
  79.     }
  80.     public void GenerateConnector_Preview()
  81.     {
  82.         foreach (var iterator_181 in GiveConnector().Connectors)
  83.         {
  84.             GiveConnector().PreviewObjects_Save.Add(UnityEngine.Object.Instantiate(UnityEngine.Resources.Load<UnityEngine.GameObject>(@"ConnectorSystem\ConnectorPreviews\Fixed_Connector"), iterator_181.Con_Position, UnityEngine.Quaternion.Euler(iterator_181.Con_Rotation), GiveConnector().transform));
  85.         }
  86.     }
  87.     public void DestroyConnector_Preview()
  88.     {
  89.         foreach (var iterator_214 in GiveConnector().PreviewObjects_Save)
  90.         {
  91.             UnityEngine.Object.DestroyImmediate(iterator_214, false);
  92.         }
  93.     }
  94.     public void TestObjectList()
  95.     {
  96.         foreach (var iterator_287 in GiveConnector().PreviewObjects_Save)
  97.         {
  98.             UnityEngine.Debug.Log("List Element: " + iterator_287.name);
  99.         }
  100.     }
  101. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement