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Creates a game object with HideFlags and specified components.
This is very similar to creating a GameObject the usual way, except it sets the specified HideFlags immediately.
Editor Window that shows how does the example looks.
// Simple script that lets you manage the flags of an instanceID from a
// GameObject or lets you create a new empty GameObject with custom flags set
class GameObjectFlags extends EditorWindow {
var objName : String = "GameObject";
var instanceID : int = 0;
var create : boolean = true;
var go : GameObject = null;
var hideHierarchy : boolean = false;
@MenuItem("Examples/GameObject flags")
static function Init() {
var window = GetWindow(GameObjectFlags);
window.Show();
}
function OnGUI() {
create = EditorGUILayout.Toggle("Create a GO:", create);
GUI.enabled = create;
objName = EditorGUILayout.TextField("GameObject Name:", objName);
if(GUILayout.Button("Create")) {
var created = EditorUtility.CreateGameObjectWithHideFlags(
objName,
hideHierarchy ? HideFlags.HideInHierarchy : 0);
Debug.Log("Created GameObject ID: " + created.GetInstanceID());
}
GUI.enabled = !create;
EditorGUILayout.BeginHorizontal();
instanceID = EditorGUILayout.IntField("Instance ID:", instanceID);
if(GUILayout.Button("Search & Update flags")) {
go = null;
go = EditorUtility.InstanceIDToObject(instanceID);
if(go)
go.hideFlags = hideHierarchy ? HideFlags.HideInHierarchy : 0;
}
EditorGUILayout.EndHorizontal();
if(!go)
EditorGUILayout.LabelField("Object: ","No object was found");
else
EditorGUILayout.LabelField("Object: ", go.name);
GUI.enabled = true;
hideHierarchy = EditorGUILayout.Toggle("HideInHierarchy", hideHierarchy);
}
}