using UnityEngine; #if UNITY_EDITOR using UnityEditor; [CustomEditor (typeof(objectiveManager))] public class objectiveManagerEditor : Editor { objectiveManager manager; void OnEnable () { manager = (objectiveManager)target; } public override void OnInspectorGUI () { DrawDefaultInspector (); EditorGUILayout.Space (); GUILayout.Label ("EDITOR BUTTONS", EditorStyles.boldLabel); EditorGUILayout.Space (); if (GUILayout.Button ("Get All Station Systems On Level And Assign Info")) { manager.getAllStationSystemOnLevelAndAssignInfoToAllMissions (); } EditorGUILayout.Space (); if (GUILayout.Button ("Get All Station Systems On Level")) { manager.getAllStationSystemOnLevelByEditor (); } EditorGUILayout.Space (); if (GUILayout.Button ("Clear Station System List")) { manager.clearStationSystemList (); } EditorGUILayout.Space (); EditorGUILayout.Space (); EditorGUILayout.Space (); EditorGUILayout.Space (); if (GUILayout.Button ("Instantiate Mission Station")) { manager.instantiateMissionStation (); } EditorGUILayout.Space (); if (GUILayout.Button ("Instantiate Mission System")) { manager.instantiateMissionSystem (); } EditorGUILayout.Space (); if (GUILayout.Button ("Instantiate Empty Mission Station System")) { manager.instantiateEmptyMissionSystem (); } EditorGUILayout.Space (); if (GUILayout.Button ("Instantiate Character Mission System")) { manager.instantiateCharacterMissionSystem (); } EditorGUILayout.Space (); } } #endif