Class LightAnchorEditorTool
LightAnchorEditorTool
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: UnityEditor
Assembly: Unity.RenderPipelines.Core.Editor.dll
Syntax
[EditorTool("Light Anchor", typeof(LightAnchor))]
public class LightAnchorEditorTool : EditorTool
Properties
toolbarIcon
Icon for LightAnchor Tool
Declaration
public override GUIContent toolbarIcon { get; }
Property Value
Type | Description |
---|---|
GUIContent |
Overrides
Methods
IsAvailable()
Checks whether the custom editor tool is available based on the state of the editor.
Declaration
public override bool IsAvailable()
Returns
Type | Description |
---|---|
bool | Always return true |
Overrides
OnToolGUI(EditorWindow)
Use this method to implement a custom editor tool.
Declaration
public override void OnToolGUI(EditorWindow window)
Parameters
Type | Name | Description |
---|---|---|
EditorWindow | window | The window that is displaying the custom editor tool. |