using UnityEngine; #if UNITY_EDITOR using UnityEditor; [CustomEditor (typeof(elementOnScene))] public class elementOnSceneEditor : Editor { elementOnScene manager; void OnEnable () { manager = (elementOnScene)target; } public override void OnInspectorGUI () { DrawDefaultInspector (); EditorGUILayout.Space (); GUILayout.Label ("EDITOR BUTTONS", EditorStyles.boldLabel); EditorGUILayout.Space (); if (GUILayout.Button ("Add Single Element On Scene To Manager")) { manager.addSingleElementOnSceneToManager (); } 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