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PlaceObject

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Mar 14th, 2015
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C# 1.33 KB | None | 0 0
  1. using UnityEngine;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using UnityEditor;
  7.  
  8. public class PlaceObject : EditorWindow
  9. {
  10.     [SerializeField]
  11.     PlaceObjectData m_data;
  12.  
  13.     [MenuItem("Tools/Place Object")]
  14.     public static void ShowWindow()
  15.     {
  16.         PlaceObject window = (PlaceObject)EditorWindow.GetWindow(typeof(PlaceObject));
  17.         window.title = "Place Object";
  18.     }
  19.  
  20.     void OnEnable()
  21.     {
  22.         hideFlags = HideFlags.HideAndDontSave;
  23.         if (m_data == null)
  24.         {
  25.             m_data = ScriptableObject.CreateInstance<PlaceObjectData>();
  26.         }
  27.  
  28.         Init();
  29.     }
  30.  
  31.     void Init()
  32.     {
  33.         //if (!m_data.m_objects.ContainsKey("default"))
  34.         //{
  35.             //m_data.m_objects.Add("default", new SerializableNestedList<GameObject>());
  36.         //}
  37.     }
  38.  
  39.     void OnFocus()
  40.     {
  41.         SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
  42.         SceneView.onSceneGUIDelegate += this.OnSceneGUI;
  43.     }
  44.  
  45.     void OnDestroy()
  46.     {
  47.         SceneView.onSceneGUIDelegate -= this.OnSceneGUI;
  48.     }
  49.  
  50.     void OnSceneGUI(SceneView sceneView)
  51.     {
  52.     }
  53.  
  54.     void OnGUI()
  55.     {
  56.         m_data.m_selectedIndex = EditorGUILayout.Popup("Object Group: ", m_data.m_selectedIndex,        m_data.m_objects.Keys.ToArray());
  57.     }
  58. }
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