Returns the value corresponding to key in the preference file if it exists.
If it doesn't exist, it will return defaultValue.
Add one or more script to the selected GameObjects.
// Simple Editor Script that adds one or more scripts
// to the selected GameObjects
class ScriptAdder extends EditorWindow {
var numComponents = 1;
var componentsToAdd : MonoScript[];
@MenuItem("Examples/Script Adder")
static function Init() {
var window = GetWindow(ScriptAdder);
window.Show();
}
function Awake() {
numComponents = EditorPrefs.GetInt("NumberOfComponents", 1);
componentsToAdd = new MonoScript[numComponents];
}
function OnDestroy() {
EditorPrefs.SetInt("NumberOfComponents", numComponents);
}
function OnGUI() {
if(GUILayout.Button("Clear all components"))
for(var c : MonoScript in componentsToAdd)
c = null;
EditorGUILayout.BeginHorizontal();
if(GUILayout.Button("-")) IncreaseDecreaseComponents(-1);
if(GUILayout.Button("+")) IncreaseDecreaseComponents(1);
EditorGUILayout.EndHorizontal();
for(var i = 0; i < numComponents; i++)
componentsToAdd[i] =
EditorGUILayout.ObjectField("Component", componentsToAdd[i], MonoScript);
if(GUILayout.Button("Add to selection"))
if(Selection.activeGameObject)
for(var go : GameObject in Selection.gameObjects)
for(var c : MonoScript in componentsToAdd)
go.AddComponent(c.GetClass());
}
function IncreaseDecreaseComponents(num : int) {
if(numComponents + num == 0) {
numComponents = 1;
return;
}
numComponents += num ;
var newArray : MonoScript[] = new MonoScript[numComponents];
var count = 0;
if(num > 0)
for(count = 0; count < componentsToAdd.Length; count++)
newArray[count] = componentsToAdd[count];
else
for(count = 0; count < newArray.Length; count++)
newArray[count] = componentsToAdd[count];
componentsToAdd = newArray;
}
}