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


objectsTodos los objetos deben ser del mismo tipo exacto.


Crea un editor personalizado para targetObject o 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.

Considere un script WaypointPathEditor para editar las transformaciones de un arreglo wayPoint.

using UnityEditor;
using UnityEngine;
using System.Collections;

[CustomEditor(typeof(WaypointPath))] public class WaypointPathEditor : Editor {

Editor currentTransformEditor; Transform[] waypoints; Transform selectedTransform; string[] optionsList; int index = 0; WaypointPath myWayPath;

void GetWaypoints() { myWayPath = target as WaypointPath;

if (myWayPath.wayPointArray != null) { optionsList = new string[myWayPath.wayPointArray.Length];

for (int i = 0; i < optionsList.Length; i++) { optionsList[i] = myWayPath.wayPointArray[i].name; } } }

public override void OnInspectorGUI() { GetWaypoints (); DrawDefaultInspector (); EditorGUILayout.Space (); EditorGUI.BeginChangeCheck ();

if (optionsList != null) index = EditorGUILayout.Popup ("Select Waypoint", index, optionsList);

if (EditorGUI.EndChangeCheck()) { Editor tmpEditor = 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 &amp;&amp; selectedTransform != null) { currentTransformEditor.OnInspectorGUI (); } } }

Y el script adjunto al GameObject waypath:

using UnityEngine;
using System.Collections;

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