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using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
[CustomEditor (typeof(elementOnSceneManager))]
public class elementOnSceneManagerEditor : Editor
{
elementOnSceneManager manager;
void OnEnable ()
{
manager = (elementOnSceneManager)target;
}
public override void OnInspectorGUI ()
{
DrawDefaultInspector ();
EditorGUILayout.Space ();
GUILayout.Label ("EDITOR BUTTONS", EditorStyles.boldLabel);
EditorGUILayout.Space ();
if (GUILayout.Button ("Get All Elements On Scene And Assign Info")) {
manager.getAllElementsOnSceneOnLevelAndAssignInfoToAllElements ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Get All Elemets On Scene")) {
manager.getAllElementsOnSceneOnLevelByEditor ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Clear Elements On Scene List")) {
manager.clearElementsOnSceneList ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Enable State On All Elements On Scene")) {
manager.setEnableStateOnAllElementsOnScene (true);
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Disable State On All Elements On Scene")) {
manager.setEnableStateOnAllElementsOnScene (false);
}
EditorGUILayout.Space ();
EditorGUILayout.Space ();
GUILayout.Label ("PREFABS ID BUTTONS", EditorStyles.boldLabel);
EditorGUILayout.Space ();
if (GUILayout.Button ("Set ID On Elements On Scene Prefabs")) {
manager.setIDOnElementsOnScenePrefabs ();
}
EditorGUILayout.Space ();
if (GUILayout.Button ("Set ID On Elements On Scene Prefabs Located On Scene")) {
manager.setIDOnElementsOnScenePrefabsLocatedOnScene ();
}
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
EditorGUILayout.Space ();
}
}
#endif