Base class for Grid Brush Editor.
| validTargets | Returns all valid targets that the brush can edit. |
| OnMouseEnter | Callback when the mouse cursor enters a paintable region. |
| OnMouseLeave | Callback when the mouse cursor leaves a paintable region. |
| OnPaintInspectorGUI | Callback for painting the inspector GUI for the GridBrush in the tilemap palette. |
| OnPaintSceneGUI | Callback for painting the GUI for the GridBrush in the Scene view. |
| OnSelectionInspectorGUI | Callback for drawing the Inspector GUI when there is an active GridSelection made in a GridLayout. |
| OnToolActivated | Callback when a Tool is activated. |
| OnToolDeactivated | Callback when a Tool is deactivated. |
| RegisterUndo | Callback for registering an Undo action before the GridBrushBase does the current GridBrushBase.Tool action. |
| serializedObject | A SerializedObject representing the object or objects being inspected. |
| target | The object being inspected. |
| targets | An array of all the object being inspected. |
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
| name | The name of the object. |
| DrawDefaultInspector | Draw the built-in inspector. |
| DrawHeader | Call this function to draw the header of the editor. |
| DrawPreview | The first entry point for Preview Drawing. |
| GetInfoString | Implement this method to show asset information on top of the asset preview. |
| GetPreviewTitle | Override this method if you want to change the label of the Preview area. |
| HasPreviewGUI | Override this method in subclasses if you implement OnPreviewGUI. |
| OnInspectorGUI | Implement this function to make a custom inspector. |
| OnInteractivePreviewGUI | Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. |
| OnPreviewGUI | Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. |
| OnPreviewSettings | Override this method if you want to show custom controls in the preview header. |
| RenderStaticPreview | Override this method if you want to render a static preview. |
| Repaint | Repaint any inspectors that shows this editor. |
| RequiresConstantRepaint | Does this edit require to be repainted constantly in its current state? |
| UseDefaultMargins | Override this method in subclasses to return false if you don't want default margins. |
| GetInstanceID | Returns the instance id of the object. |
| ToString | Returns the name of the GameObject. |
| ShouldHideOpenButton | Returns the visibility setting of the "open" button in the Inspector. |
| CreateCachedEditor | On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. |
| CreateCachedEditorWithContext | Creates a cached editor using a context object. |
| CreateEditor | Make a custom editor for targetObject or targetObjects. |
| CreateEditorWithContext | Make a custom editor for targetObject or targetObjects with a context object. |
| Destroy | Removes a gameobject, component or asset. |
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
| FindObjectOfType | Returns the first active loaded object of Type type. |
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
| Instantiate | Clones the object original and returns the clone. |
| CreateInstance | Creates an instance of a scriptable object. |
| bool | Does the object exist? |
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares two object references to see if they refer to the same object. |
| OnSceneGUI | Enables the Editor to handle an event in the scene view. |
| Awake | This function is called when the ScriptableObject script is started. |
| OnDestroy | This function is called when the scriptable object will be destroyed. |
| OnDisable | This function is called when the scriptable object goes out of scope. |
| OnEnable | This function is called when the object is loaded. |
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