Derive from this class to create an editor wizard.
Editor wizards are typically opened using a menu item.
// C# // Creates a simple wizard that lets you create a Light GameObject // or if the user clicks in "Apply", it will set the color of the currently // object selected to red using UnityEditor; using UnityEngine; public class WizardCreateLight : ScriptableWizard { public float range = 500; public Color color = Color.red; [MenuItem ("GameObject/Create Light Wizard")] static void CreateWizard () { ScriptableWizard.DisplayWizard<WizardCreateLight>("Create Light", "Create", "Apply"); //If you don't want to use the secondary button simply leave it out: //ScriptableWizard.DisplayWizard<WizardCreateLight>("Create Light", "Create"); } void OnWizardCreate () { GameObject go = new GameObject ("New Light"); go.AddComponent("Light"); go.light.range = range; go.light.color = color; } void OnWizardUpdate () { helpString = "Please set the color of the light!"; } // When the user pressed the "Apply" button OnWizardOtherButton is called. void OnWizardOtherButton () { if (Selection.activeTransform == null || Selection.activeTransform.light == null) return; Selection.activeTransform.light.color = Color.red; } }
errorString | Allows you to set the error text of the wizard. |
helpString | Allows you to set the help text of the wizard. |
isValid | Allows you to enable and disable the wizard create button, so that the user can not click it. |
DisplayWizard | Creates a wizard. |
OnDrawGizmos | Called every frame when the wizard is visible. |
OnWizardCreate | This is called when the user clicks on the Create button. |
OnWizardOtherButton | Allows you to provide an action when the user clicks on the other button. |
OnWizardUpdate | This is called when the wizard is opened or whenever the user changes something in the wizard. |
focusedWindow | The EditorWindow which currently has keyboard focus. (Read Only) |
mouseOverWindow | The EditorWindow currently under the mouse cursor. (Read Only) |
autoRepaintOnSceneChange | Does the window automatically repaint whenever the scene has changed? |
maximized | Is this window maximized. |
maxSize | The maximum size of this window. |
minSize | The minimum size of this window. |
position | The position of the window in screen space. |
title | The title of this window. |
wantsMouseMove | Does the GUI in this editor window want MouseMove events? |
hideFlags | オブジェクトは非表示、シーンに保存、ユーザーが編集可能などを行うかどうか |
name | オブジェクト名 |
BeginWindows | 全てのポップアップウィンドウを表示するための開始領域をマークします |
Close | エディタウィンドウを閉じます |
EndWindows | EditorWindow.BeginWindowsで開始したウィンドウグループを閉じます |
Focus | エディタウィンドウにキーボードフォーカスを当てます |
RemoveNotification | Stop showing notification message. |
Repaint | Make the window repaint. |
SendEvent | Sends an Event to a window. |
Show | Show the EditorWindow. |
ShowAsDropDown | Show window with dropdown behaviour (e.g. window is closed when it loses focus) and having. |
ShowAuxWindow | Show the editor window in the auxiliary window. |
ShowNotification | Show a notification message. |
ShowPopup | Used for popup style windows. |
ShowUtility | Show the EditorWindow as a floating utility window. |
GetInstanceID | Returns the instance id of the object. |
ToString | ゲームオブジェクトの名前を返します |
FocusWindowIfItsOpen | エディタウィンドウが開いている場合に探し出し、最初に見つけたものにフォーカスを当てます。 |
GetWindow | 現在画面上にある t タイプの最初に見つけたEditorWindowを返します。 |
GetWindowWithRect | 現在画面上にある t タイプの最初に見つけたEditorWindowを返します。 |
Destroy | ゲームオブジェクト、コンポーネントやアセットを削除します |
DestroyImmediate | 直ちにオブジェクトを破壊する。ですが、Destroy関数の方を使うことを推奨します |
DontDestroyOnLoad | 新しいシーンを読み込んでもオブジェクトが自動で破壊されないように設定します |
FindObjectOfType | タイプから最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | タイプから見つけた全てのアクティブのオブジェクト配列を返します |
Instantiate | original のオブジェクトをクローンします |
CreateInstance | /className/ からScriptableObjectクラスのインスタンスを作成します |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 二つのオブジェクトが同じオブジェクトを参照しているか比較します |
OnDestroy | OnDestroy is called when the EditorWindow is closed. |
OnFocus | Called when the window gets keyboard focus. |
OnGUI | Implement your own editor GUI here. |
OnHierarchyChange | Called whenever the scene hierarchy has changed. |
OnInspectorUpdate | OnInspectorUpdate is called at 10 frames per second to give the inspector a chance to update. |
OnLostFocus | Called when the window loses keyboard focus. |
OnProjectChange | Called whenever the project has changed. |
OnSelectionChange | Called whenever the selection has changed. |
Update | Called 100 times per second on all visible windows. |
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. |