Assetsの中にEditorフォルダを作り中にScriptableWizardを継承したEditorを作ればいいっぽい
using UnityEngine;
using System.Collections;
using UnityEditor;
public class ExWinzard : ScriptableWizard
{
public float range = 500;
public Color color = Color.red;
[MenuItem("Window/ExWinzard")]
static void init()
{
ExWinzard window = (ExWinzard)EditorWindow.GetWindow(typeof(ExWinzard));
}
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;
}
}
OnWizardCreateがCreateを押された時の処理OnWizardUpdateの中でヘルプを書くっぽい
0 件のコメント:
コメントを投稿