Version: 2022.2
LanguageEnglish
  • C#

TerrainWizard

class in UnityEditor

/

Inherits from:ScriptableWizard

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Description

Provides methods for displaying the terrain wizard.

Base class that manages the wizards used for displaying and altering terrain data.

See Also: DetailMeshWizard

Public Methods

ResetDefaultsInitializes the terrain wizard defaults.

Static Methods

DisplayTerrainWizardDisplays the terrain wizard.

Inherited Members

Static Properties

focusedWindowThe EditorWindow which currently has keyboard focus. (Read Only)
mouseOverWindowThe EditorWindow currently under the mouse cursor. (Read Only)

Properties

autoRepaintOnSceneChangeDoes the window automatically repaint whenever the Scene has changed?
dataModeControllerAn instance of IDataModeController to handle DataMode functionalities for the current window.
dockedReturns true if EditorWindow is docked.
hasFocusReturns true if EditorWindow is focused.
hasUnsavedChangesThis property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes.
maximizedIs this window maximized?
maxSizeThe maximum size of this window when it is floating or modal. The maximum size is not used when the window is docked.
minSizeThe minimum size of this window when it is floating or modal. The minimum size is not used when the window is docked.
overlayCanvasThe OverlayCanvas for this window.
positionThe desired position of the window in screen space.
rootVisualElementRetrieves the root visual element of this window hierarchy.
saveChangesMessageThe message that displays to the user if they are prompted to save
titleContentThe GUIContent used for drawing the title of EditorWindows.
wantsLessLayoutEventsSpecifies whether a layout pass is performed before all user events (for example, EventType.MouseDown or [[EventType, KeyDown]]), or is only performed before repaint events.
wantsMouseEnterLeaveWindowChecks whether MouseEnterWindow and MouseLeaveWindow events are received in the GUI in this Editor window.
wantsMouseMoveChecks whether MouseMove events are received in the GUI in this Editor window.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
createButtonNameAllows you to set the text shown on the create button of the wizard.
errorStringAllows you to set the error text of the wizard.
helpStringAllows you to set the help text of the wizard.
isValidAllows you to enable and disable the wizard create button, so that the user can not click it.
otherButtonNameAllows you to set the text shown on the optional other button of the wizard. Leave this parameter out to leave the button out.

Public Methods

BeginWindowsMark the beginning area of all popup windows.
CloseClose the editor window.
DiscardChangesDiscards unsaved changes to the contents of the window.
EndWindowsClose a window group started with EditorWindow.BeginWindows.
FocusMoves keyboard focus to another EditorWindow.
GetExtraPaneTypesGets the extra panes associated with the window.
RemoveNotificationStop showing notification message.
RepaintMake the window repaint.
SaveChangesPerforms a save action on the contents of the window.
SendEventSends an Event to a window.
ShowShow the EditorWindow window.
ShowAsDropDownShows a window with dropdown behaviour and styling.
ShowAuxWindowShow the editor window in the auxiliary window.
ShowModalShow modal editor window.
ShowModalUtilityShows the EditorWindow as a floating modal window.
ShowNotificationShow a notification message.
ShowPopupShows an Editor window using popup-style framing.
ShowUtilityShow the EditorWindow as a floating utility window.
TryGetOverlayGet an Overlay with matching ID from an EditorWindow canvas.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Protected Methods

OnBackingScaleFactorChangedCalled when the UI scaling for this EditorWindow is changed.
DrawWizardGUIWill be called for drawing contents when the ScriptableWizard needs to update its GUI.

Static Methods

CreateWindowCreates an EditorWindow of type T.
FocusWindowIfItsOpenFocuses the first found EditorWindow of specified type if it is open.
GetWindowReturns the first EditorWindow of type windowType which is currently on the screen.
GetWindowWithRectReturns the first EditorWindow of type t which is currently on the screen.
HasOpenInstancesChecks if an editor window is open.
DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
CreateInstanceCreates an instance of a scriptable object.
DisplayWizardCreates a wizard.

Operators

boolDoes 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.

Messages

AwakeCalled as the new window is opened.
CreateGUICreateGUI is called when the EditorWindow's rootVisualElement is ready to be populated.
hasUnsavedChangesThis property specifies whether the Editor prompts the user to save or discard unsaved changes before the window closes.
OnBecameInvisibleCalled after the window is removed from a container view, or is no longer visible within a tabbed collection of EditorWindow.
OnBecameVisibleCalled after the window is added to a container view.
OnDestroyOnDestroy is called to close the EditorWindow window.
OnFocusCalled when the window gets keyboard focus.
OnGUIImplement your own editor GUI here.
OnHierarchyChangeHandler for message that is sent when an object or group of objects in the hierarchy changes.
OnInspectorUpdateOnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update.
OnLostFocusCalled when the window loses keyboard focus.
OnProjectChangeHandler for message that is sent whenever the state of the project changes.
OnSelectionChangeCalled whenever the selection has changed.
saveChangesMessageThe message that displays to the user if they are prompted to save
UpdateCalled multiple times per second on all visible windows.
AwakeThis function is called when the ScriptableObject script is started.
OnDestroyThis function is called when the scriptable object will be destroyed.
OnDisableThis function is called when the scriptable object goes out of scope.
OnEnableThis function is called when the object is loaded.
OnValidateEditor-only function that Unity calls when the script is loaded or a value changes in the Inspector.
ResetReset to default values.
OnWizardCreateThis is called when the user clicks on the Create button.
OnWizardOtherButtonAllows you to provide an action when the user clicks on the other button.
OnWizardUpdateThis is called when the wizard is opened or whenever the user changes something in the wizard.