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using UnityEditor; |
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using UnityEngine; |
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/// <summary>
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/// Custom base editor class. Inherited from Editor class.
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/// Contains handy method to use.
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/// </summary>
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public class CustomBaseEditor : Editor |
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{ |
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/// <summary>
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/// Draw reference information about script being edited.
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/// </summary>
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/// <typeparam name="T">Inspected type.</typeparam>
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public void DrawNonEdtiableScriptReference<T>() where T : Object |
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{ |
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//Make GUI not editable.
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GUI.enabled = false; |
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//Draw reference information about script being edited
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if (typeof(ScriptableObject).IsAssignableFrom(typeof(T))) |
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EditorGUILayout.ObjectField("Script", MonoScript.FromScriptableObject((ScriptableObject)target), typeof(T), false); |
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else if (typeof(MonoBehaviour).IsAssignableFrom(typeof(T))) |
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EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((MonoBehaviour)target), typeof(T), false); |
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//Make GUI editable
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GUI.enabled = true; |
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} |
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} |