Tanoda
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Public Member Functions | |
void | SetComponent (Component target) |
virtual void | UpdateGUI () |
Static Public Attributes | |
static readonly HashSet< string > | ignoreProperties |
Protected Member Functions | |
virtual void | InitializeGUI () |
Protected Attributes | |
Component | target |
The UnityEngine.Component being edited. More... | |
Base class for Component editors. This implements a generic component editor when no suitable override is found.
To have a component use your custom editor, either append the pb_ComponentEditorResolver.builtinComponentEditors array or inherit pb_ICustomEditor from your script and instantiate a prefab with the editor.
Note: If subclassing and making use of pb_TypeInspector delegates to set and get values, you will need to manually notify pb_ComponentDiff of changes to prefabs. See pb_TransformEditor for an example. If using pb_TypeInspector with reflection, this is not necesssary as it is done automatically.
Definition at line 22 of file pb_ComponentEditor.cs.
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protectedvirtual |
Reimplemented in GILES.Interface.pb_AutoStageItemEditor, GILES.Interface.pb_CameraEditor, GILES.Interface.pb_GameObjectEditor, GILES.Interface.pb_meshColliderEditor, GILES.Interface.pb_MeshRendererEditor, GILES.Interface.pb_OffsetHolderEditor, GILES.Interface.pb_PositionerEditor, GILES.Interface.pb_RenameObjectEditor, GILES.Interface.pb_TransformEditor, GILES.Interface.pb_VideoPlayerEditor, and GILES.Interface.pb_VisualOffsetEditor.
Definition at line 57 of file pb_ComponentEditor.cs.
void GILES.Interface.pb_ComponentEditor.SetComponent | ( | Component | target | ) |
Initialize this editor with a component target. This rebuilds the GUI automatically.
Definition at line 38 of file pb_ComponentEditor.cs.
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virtual |
Update the inspector GUI.
Definition at line 51 of file pb_ComponentEditor.cs.
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static |
Definition at line 27 of file pb_ComponentEditor.cs.
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protected |
The UnityEngine.Component being edited.
Definition at line 25 of file pb_ComponentEditor.cs.