using UnityEngine; using System.Collections; #if UNITY_EDITOR using UnityEditor; [CustomEditor (typeof(featuresManager))] public class featuresManagerEditor : Editor { featuresManager manager; SerializedProperty explanation; void OnEnable () { explanation = serializedObject.FindProperty ("explanation"); manager = (featuresManager)target; } public override void OnInspectorGUI () { EditorGUI.BeginChangeCheck (); EditorGUILayout.Space (); EditorGUILayout.PropertyField (explanation); //if (GUILayout.Button ("Set Configuration")) { // manager.setConfiguration (); //} //if (GUILayout.Button ("Get Current Configuration")) { // manager.getConfiguration (); //} //EditorGUILayout.Space (); //DrawDefaultInspector (); //EditorGUILayout.Space (); //if (GUILayout.Button ("Set Configuration")) { // manager.setConfiguration (); //} //if (GUILayout.Button ("Get Current Configuration")) { // manager.getConfiguration (); //} EditorGUILayout.Space (); if (EditorGUI.EndChangeCheck ()) { serializedObject.ApplyModifiedProperties (); Repaint (); } } } #endif