Game Development Reference
In-Depth Information
Next, we've created the function, which will get the
waypoints
array from the children
of this
_waypointsContainer
object. Then, we write the following line to find the
waypoint object using the following index:
seo_object.FindProperty (string.Format (s_arrayData, index))
Note
FindProperty
allows us to pass the name of the object and return the
Serial-
izedProperty
object. In this case, we need to access the array, so we use the
string.Format()
function and pass the string and index to get the result string such
as
waypoints.Array.data[index]
.
At the
SetWaypoint()
function, we've updated the name of waypoint by index, set it
to the
waypoints
array, and used
Undo.RecordObject()
to record the object in-
formation for the
undo
command. In the
RemoveWaypointAtIndex()
function, we
basically removed the waypoint by index, saved the information of the object for undo,
and destroyed the object by using
Undo.DestroyObjectImmediate()
.
Then in the
AddWayPoint()
function, we just increase the size of the array and add the
new waypoint object.
Next, we created the
OnInspectorGUI()
function and applied all the properties by us-
ing the
EditorGUILayout
object to access each type of the object. This object is sim-
ilar to the
GUILayout
object, and it allows us to get and set the property.
Note
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