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- using System.Collections.Generic;
- using UnityEngine;
- using UnityEditor;
- namespace NodeEditorWindow
- {
- [CreateAssetMenu]
- public class LevelFlowData : BaseNodeEditorData<BaseLevelNode, LevelFlowEditorAttributes>
- {
- private const string MENU_ITEM_PATH = "Create / ScriptableObjects / LevelFlowData";
- private const string NEW_ASSET_PATH = "ScriptableObjects / Level Flow Data";
- [SerializeField] private string _name;
- /// <summary>Gets and Sets name property.</summary>
- public string name
- {
- get { return _name; }
- set { _name = value; }
- }
- [MenuItem(MENU_ITEM_PATH)]
- public static void CreateAsset()
- {
- LevelFlowData scriptableObject = ScriptableObject.CreateInstance<LevelFlowData>() as LevelFlowData;
- AssetDatabase.CreateAsset(scriptableObject, AssetDatabase.GenerateUniqueAssetPath(NEW_ASSET_PATH));
- }
- }
- }
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using UnityEngine.UI;
- using GameData;
- using NodeEditorWindow; //HERE I AM USINGTHE OTHER CLASS'S NAMESPACE
- public class LevelController : Singleton<LevelController>
- {
- [Header("Level Data:")]
- [SerializeField] private LevelFlowData levelFlowData;
- }
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