Game Development Reference
In-Depth Information
Summary
This chapter explored in depth the relationship between reflection, as a concept, and
its practical use for creating Editor classes that extended the editor behavior beyond
its defaults to accommodate custom intentions. The ability to do this is not always
essential to building Unity games themselves but it can make your work easier.
Furthermore, it can lead to making money via the Asset Store, should you wish to
develop custom add-ons that can help other developers. Here, you saw how to create
a Batch Rename tool with the ScriptableWizard class and then a color blending
property for the Object Inspector. Next, we made extensive use of reflection to
expose all public C# properties in the Object Inspector that allowed us direct access
to the set and get property values as if we'd accessed them at runtime. Further, we
moved on to see how a localization framework could be implemented from XML
files via the Editor classes that allow string variables to be automatically
changed to match a selected language. For more information, you can visit
http://catlikecoding.com/unity/tutorials/editor/custom-data/ and
http://catlikecoding.com/unity/tutorials/editor/custom-list/ . In the
next chapter, we'll move our conceptual and technical baggage to explore the world
of 2D from more unconventional angles.
 
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