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scripting problems with editorGUI

hello.

I asked a question a few days ago here

and i got this answer:

using UnityEngine; using UnityEditor; [CustomEditor(typeof(Scale))] public class ScaleEditor : Editor { public override void OnInspectorGUI() {

     base.OnInspectorGUI();
     if (GUILayout.Button("My editor button"))
     {
         myFancyFunction();
     }

}

}

I have a deferent script(javascript) named Scale and I need to edit this script to call a function from it. this probably seems like a noob question but I need help.

thanks

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asked Nov 22, 2010 at 05:04 PM

3dDude gravatar image

3dDude
2.8k 184 158 182

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1 answer: sort voted first

The Editor class has a member called target which refers to the item being edited. So you can do something like:

public override void OnInspectorGUI() { Scale scaleBeingInspected = target as Scale;

DrawDefaultInspector(); if (GUILayout.Button("My editor button")) { scaleBeingInspected.SomeFunction(); } }

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answered Nov 22, 2010 at 05:42 PM

Molix gravatar image

Molix
5.4k 41 52 102

thanks so much!!! perfect! :D

Nov 22, 2010 at 07:39 PM 3dDude
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asked: Nov 22, 2010 at 05:04 PM

Seen: 1427 times

Last Updated: Nov 22, 2010 at 05:04 PM