Legacy Documentation: Version 5.1
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Editor.CreateEditor

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public static function CreateEditor(targetObject: Object, editorType: Type = null): Editor;
public static function CreateEditor(targetObjects: Object[], editorType: Type = null): Editor;

Parameters

objects All objects must be of same exact type.

Description

Make a custom editor for targetObject or targetObjects.

By default an appropriate editor is chosen that has a matching CustomEditor attribute. If an editorType is specified, an editor of that type is created instead. Use this if you have created multiple custom editors where each editor shows different properties of the object. Returns NULL if objects are of different types or if no approprate editor was found.

Consider a script WaypointPathEditor for editing the Transforms of a wayPoint array.

#pragma strict
@CustomEditor(WaypointPath)
public class WaypointPathEditor extends Editor {
	var currentTransformEditor: Editor;
	var waypoints: Transform[];
	var selectedTransform: Transform;
	var optionsList: String[];
	var index: int = 0;
	var myWayPath: WaypointPath;
	function GetWaypoints() {
		myWayPath = target as WaypointPath;
		if (myWayPath.wayPointArray != null) {
			optionsList = new String[myWayPath.wayPointArray.Length];
			for (var i: int = 0; i < optionsList.Length; i++) {
				optionsList[i] = myWayPath.wayPointArray[i].name;
			}
		}
	}
	public override function OnInspectorGUI() {
		GetWaypoints();
		DrawDefaultInspector();
		EditorGUILayout.Space();
		EditorGUI.BeginChangeCheck();
		if (optionsList != null)
			index = EditorGUILayout.Popup("Select Waypoint", index, optionsList);
		if (EditorGUI.EndChangeCheck()) {
			var tmpEditor: Editor = null;
			if (index < myWayPath.wayPointArray.Length) {
				selectedTransform = myWayPath.wayPointArray[index];
				//Creates an Editor for selected Component from a Popup
				tmpEditor = Editor.CreateEditor(selectedTransform);
			}
			else {
				selectedTransform = null;
			}
			// If there isn't a Transform currently selected then destroy the existing editor
			if (currentTransformEditor != null) {
				DestroyImmediate(currentTransformEditor);
			}
			currentTransformEditor = tmpEditor;
		}
		//Shows the created Editor beneath CustomEditor
		if (currentTransformEditor != null && selectedTransform != null) {
			currentTransformEditor.OnInspectorGUI();
		}
	}
}

And the script attached to a waypath GameObject:

#pragma strict
// Note: this is not an editor script.
public class WaypointPath extends MonoBehaviour {
	public var wayPointArray: Transform[];
}