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