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ScriptableWizard.OnWizardCreate()

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Description

This is called when the user clicks on the Create button.

Here you perform any final creation/modification actions. After OnCreateWizard is called, the wizard is automatically closed.

See Also: ScriptableWizard.DisplayWizard


ScriptableWizard window for selecting GameObjects of a certain "type".

#pragma strict
// Editor Script that lets you "Select" all the GameObjects that have a certain Component.
public class ScriptableWizardOnWizardCreate extends ScriptableWizard {
	@MenuItem("Example/OnWizardCreate example")
	public static function SelectAllOfTypeMenuIem() {
		ScriptableWizard.DisplayWizard("Select objects of type ...", ScriptableWizardOnWizardCreate, "Select");
	}
	function OnWizardCreate() {
		var objs: Object[] = FindObjectsOfType(GameObject);
		var selectionBuilder: ArrayList = new ArrayList();
		for (var go: GameObject in objs) {
			if (go.GetComponent.<Camera>())
				selectionBuilder.Add(go);
		}
		Selection.objects = selectionBuilder.ToArray(GameObject) as GameObject[];
	}
}
// Editor Script that lets you "Select" all the GameObjects that have a certain Component.

using UnityEngine; using UnityEditor; using System.Collections;

public class ScriptableWizardOnWizardCreate : ScriptableWizard { [MenuItem("Example/OnWizardCreate example")] public static void SelectAllOfTypeMenuIem() { ScriptableWizard.DisplayWizard( "Select objects of type ...", typeof(ScriptableWizardOnWizardCreate), "Select"); }

void OnWizardCreate() { Object[] objs = FindObjectsOfType(typeof(GameObject)); ArrayList selectionBuilder = new ArrayList(); foreach (GameObject go in objs) { if (go.GetComponent<Camera>()) selectionBuilder.Add(go); } Selection.objects = selectionBuilder.ToArray(typeof(GameObject)) as GameObject[]; } }

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