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ScriptableWizard.OnWizardUpdate()

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Description

This is called when the wizard is opened or whenever the user changes something in the wizard.

This allows you to set the helpString, errorString and enable/disable the Create button via isValid. Also it lets you change labels (for timers i.e.) or buttons when the wizard is being shown

See Also: ScriptableWizard.DisplayWizard


ScriptableWizard window for cloning a Game Object.

#pragma strict
// Simple Wizard that clones an object several times.
public class CloneObjects extends ScriptableWizard {
	public var objectToCopy: GameObject = null;
	public var numberOfCopies: int = 2;
	@MenuItem("Example/Clone objects")
	static function CreateWindow() {
		// Creates the wizard for display
		ScriptableWizard.DisplayWizard("Clone an object.", CloneObjects, "Clone!");
	}
	function OnWizardUpdate() {
		helpString = "Clones an object a number of times and move the cloned objects to the origin";
		if (!objectToCopy) {
			errorString = "Please assign an object";
			isValid = false;
		}
		else {
			errorString = "";
			isValid = true;
		}
	}
	function OnWizardCreate() {
		for (var i: int = 0; i < numberOfCopies; i++)
			Instantiate(objectToCopy, Vector3.zero, Quaternion.identity);
	}
}
// Simple Wizard that clones an object several times.

using UnityEngine; using UnityEditor; using System.Collections;

public class CloneObjects : ScriptableWizard { public GameObject objectToCopy = null; public int numberOfCopies = 2; [MenuItem("Example/Clone objects")] static void CreateWindow() { // Creates the wizard for display ScriptableWizard.DisplayWizard("Clone an object.", typeof(CloneObjects), "Clone!"); }

void OnWizardUpdate() { helpString = "Clones an object a number of times and move the cloned objects to the origin"; if (!objectToCopy) { errorString = "Please assign an object"; isValid = false; } else { errorString = ""; isValid = true; } }

void OnWizardCreate() { for (int i = 0; i < numberOfCopies; i++) Instantiate(objectToCopy, Vector3.zero, Quaternion.identity); } }

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