#Cant Set Properties in Custom Editor

1 messages · Page 1 of 1 (latest)

true escarp
#

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditor.SceneManagement;
using UnityEditor.Overlays;

[CustomEditor(typeof(Test))]
public class TestEditor : Editor
{

private bool SETUPFoldopen;
private bool LSFoldopen;

private bool LSActivated;

[HideInInspector] public SerializedProperty Sanimator;


public void OnEnable()
{
    Sanimator = serializedObject.FindProperty("animator");
}


public override void OnInspectorGUI()
{ 
    serializedObject.Update();

    Test script = (Test)target;
    
    GUILayout.Label("-- --", EditorStyles.label);
    GUILayout.Label("Game Test System", EditorStyles.boldLabel);

    GUILayout.Space(10);

    SETUPFoldopen = EditorGUILayout.BeginFoldoutHeaderGroup(SETUPFoldopen, "Setup");
    if (SETUPFoldopen)
    {
        EditorGUILayout.ObjectField("Animator: ", script.animator, typeof(Animator), true);
        if (LSActivated)
        {
            if (!script.animator)
            {
                EditorGUILayout.HelpBox("You need to have a Animator Set to use Loading System", MessageType.Error);
            } else if (script.animator.parameters.ToString().Contains("Exit") == false)
            {
                EditorGUILayout.HelpBox("You need to have a Exit Boolean Parameter in the Animator to use Loading System", MessageType.Warning);
            }
        }
    }
    EditorGUILayout.EndFoldoutHeaderGroup();

    GUILayout.Space(5);

// Limit