Custom Editor for the EventTrigger Component.
Extend this class to write a custom editor for an EventTrigger-derived component. See Also: Editor, CustomEditor.
OnInspectorGUI | Implement specific EventTrigger inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. |
serializedObject | A SerializedObject representing the object or objects being inspected. |
target | The object being inspected. |
targets | An array of all the object being inspected. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
DrawDefaultInspector | Draw the built-in inspector. |
DrawHeader | Call this function to draw the header of the editor. |
DrawPreview | The first entry point for Preview Drawing. |
GetInfoString | Implement this method to show asset information on top of the asset preview. |
GetPreviewTitle | Override this method if you want to change the label of the Preview area. |
HasPreviewGUI | Override this method in subclasses if you implement OnPreviewGUI. |
OnInteractivePreviewGUI | Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. |
OnPreviewGUI | Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. |
OnPreviewSettings | Override this method if you want to show custom controls in the preview header. |
RenderStaticPreview | Override this method if you want to render a static preview that shows. |
Repaint | Repaint any inspectors that shows this editor. |
RequiresConstantRepaint | Does this edit require to be repainted constantly in its current state? |
UseDefaultMargins | Override this method in subclasses to return false if you don't want default margins. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
CreateCachedEditor | On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. |
CreateEditor | Make a custom editor for targetObject or targetObjects. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
CreateInstance | Creates an instance of a scriptable object with className. |
bool | Does 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. |
OnSceneGUI | Lets the Editor handle an event in the scene view. |
OnDestroy | This function is called when the scriptable object will be destroyed. |
OnDisable | This function is called when the scriptable object goes out of scope. |
OnEnable | This function is called when the object is loaded. |