Game Development Reference
In-Depth Information
Objective complete - mini debriefing
First, we use @CustomEditor(WaypointsContainer) (in JavaScript) or [Cus-
tomEditor(typeof(WaypointsContainer))] (in C#) to tell Unity that this cus-
tom editor will be based on the WaypointsContainer script and we inherited the class
from the Editor class.
Next, we just added SerializeObject and SerializeProperty , which allows us
to access the property from the WaypointsContainer script.
Tip
We can also use serializedObject instead of the new SerializedObject
(target) too. The result is similar; however, in our case, we need to get the serialized
object from the target to make sure that when we delete the object in the Hierarchy view, it
won't return null .
Then, we use the OnEnable() function to initialize all the properties. OnEnable() is
the function that is called every time that the game object becomes enabled and active. This
function is opposite to OnDisable() , which will be called when the game object is dis-
abled and not active.
Note
We can use this to set the parameters or reset it when we enabled or disabled the game ob-
ject. To toggle the object that is disabled or enabled, we can use gameOb-
ject.SetActive(true/false) or check or uncheck the box in front of the game
object name in the Inspector view.
For more details, visit the following links:
http://docs.unity3d.com/Documentation/ScriptReference/MonoBeha-
viour.OnEnable.html
http://docs.unity3d.com/Documentation/ScriptReference/MonoBeha-
viour.OnDisable.html
http://docs.unity3d.com/Documentation/ScriptReference/GameOb-
ject.SetActive.html
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