I cannot figure out how to make a texture field appear in my custom inspector and the documentation explains little to nothing on how to do it.
I have a script that has an Icon field with a texture type in my main script however need to write it into a custom inspector. Please explain how I could do this. My main script is stored as ItemReference so that I can access it's variables.
I have left what I have below so you can see where I am up to in re-writing inspector.
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor(typeof(Item))]
public class ItemCustomEditor : Editor {
//IMPORTANT!! TWEAKING THIS SCRIPT WITHOUT KNOWLEDGE OF THE UNITY EDITOR API MAY BREAK FUNCTIONS OF OTHER SCRIPTS IN GAME SUCH AS MAKING ALL VARIABLES INVISIBLE.
public override void OnInspectorGUI(){
base.OnInspectorGUI();
Item ItemReference = (Item)target;
EditorGUILayout.Separator();
EditorGUILayout.Separator();
ItemReference.ID = EditorGUILayout.IntField("Item ID", ItemReference.ID);
}
}
That is the editor script and here is the normal script that the editor script refers to.
using UnityEngine;
using System.Collections;
public class Item : MonoBehaviour {
//First we declare variables that the database will use
public int ID;
public Texture icon;
//Drop and use buttons can be turned off by setting value to #000 this is not recommended for the Use Button as user will not be able to use items; however can come in handy
//If you want to ban dropping items in cutscenes or certain areas to set that up use a trigger and set the string to #000 to void the command.
public string dropButton;
public string useButton;
public bool autoDestruct;
public bool clickToCollect;
public bool enterToCollect;
void Update(){
// Automatic human error detection system detects invalid characters in fields that would usually break system and removes the problem to ensure smooth operation.
// This system is set up and does not require the user to tweak setting; ONLY MODIFY IF YOU ARE PROFFICIENT IN C#.
if (useButton.Length > 1){
useButton = "#000";
Debug.LogError ("UseButton command may not contain more than 1 letter or number please shorten your command; Your use button has been disabled.");
}
else if (useButton.Contains("!") || useButton.Contains("@") || useButton.Contains ("%") || useButton.Contains ("^")){
useButton = "#000";
Debug.LogError ("UseButton command must not contain symbols please edit your command.");
}
if (useButton.Contains ("&") || useButton.Contains ("*") || useButton.Contains ("(") || useButton.Contains (")") || useButton.Contains ("-") || useButton.Contains ("_")) {
useButton = "#000";
Debug.LogError ("UseButton command must not contain symbols please edit your command.");
}
if (useButton.Contains ("/") || useButton.Contains ("+") || useButton.Contains ("=") || useButton.Contains (".") || useButton.Contains (",") || useButton.Contains ("?")) {
useButton = "#000";
Debug.LogError ("UseButton command must not contain symbols please edit your command.");
}
if (useButton.Contains (">") || useButton.Contains ("<") || useButton.Contains ("~") || useButton.Contains ("`")) {
useButton = "#000";
Debug.LogError ("UseButton command must not contain symbols please edit your command.");
}
if (useButton == "" || dropButton == "" || icon == null){
Debug.LogWarning("Please ensure all items in the ITEMDB script are assigned you are missing values for 1 or more variables. As is some functionalities may not work as expected");
}
if (clickToCollect == true && enterToCollect == true){
Debug.LogError("You have checked both click to collect and enter to collect options in: " + this.gameObject.name + "'s ItemDB script please ensure only one is selected.");
}
}
}
What you do is use an ObjectField and specify the required type (Texture).
Here is some sample code for a custom editor for an integer and Texture property on a MonoBehaviour:
using UnityEngine;
using System.Collections;
using UnityEditor;
[CustomEditor(typeof(MyScript))]
public class MyScriptEditor : Editor {
public override void OnInspectorGUI()
{
var script = (MyScript) target;
script.someProperty = EditorGUILayout.IntField("A value", script.someProperty);
script.texture = (Texture) EditorGUILayout.ObjectField("Image", script.texture, typeof (Texture), false);
}
}