Added lots of examples for editor customization
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using System;
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namespace Data
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{
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[Serializable]
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public class Ability
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{
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public string Name;
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public float Value;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: aa5b1ad84d0e43608052c6a8eaf2168f
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timeCreated: 1782228009
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@@ -0,0 +1,13 @@
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using UnityEngine;
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namespace Data
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{
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[CreateAssetMenu(fileName = "CharacterAttributes", menuName = "Data/Character Attribute", order = 0)]
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public class CharacterAttributes : ScriptableObject
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{
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public string Name;
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public int Health;
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public int Strength;
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public int Dexterity;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 4f21d365f6b74c6eae7bc9c0431c2695
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timeCreated: 1782229191
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: ab00c23a3d5e424285496daaa587c857
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timeCreated: 1782228299
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using UnityEditor;
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using UnityEngine;
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namespace Data.Editor
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{
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[CustomPropertyDrawer(typeof(Ability))]
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public class AbilityDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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position = EditorGUI.PrefixLabel(position, label);
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// everything in one line
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float totalWidth = position.width;
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position.width = totalWidth * 0.75f;
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EditorGUI.PropertyField(position, property.FindPropertyRelative("Name"), GUIContent.none);
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position.x += position.width + totalWidth * 0.05f;
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position.width = totalWidth * 0.2f;
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EditorGUI.PropertyField(position, property.FindPropertyRelative("Value"), GUIContent.none);
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// below each other without foldout
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// position.height = EditorGUIUtility.singleLineHeight;
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// EditorGUI.PropertyField(position, property.FindPropertyRelative("Name"), GUIContent.none);
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//
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// position.y += EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
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// EditorGUI.PropertyField(position, property.FindPropertyRelative("Value"), GUIContent.none);
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}
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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return EditorGUIUtility.singleLineHeight; // draw everything in one line
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// draw properties below each other without foldout
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// return EditorGUIUtility.singleLineHeight * 2 + EditorGUIUtility.standardVerticalSpacing;
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: cc96966d439940cab8ee55f1803af147
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timeCreated: 1782228309
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@@ -0,0 +1,30 @@
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using UnityEditor;
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using UnityEngine;
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namespace Data.Editor
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{
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[CustomPropertyDrawer(typeof(CharacterAttributes))]
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public class CharacterAttributesDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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bool isNull = property.objectReferenceValue == null;
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position = EditorGUI.PrefixLabel(position, label);
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if (!isNull) position.width *= 0.75f;
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EditorGUI.PropertyField(position, property, GUIContent.none);
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if (isNull) return;
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position.x += position.width;
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position.width *= 0.3333333f;
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if (GUI.Button(position, "Open"))
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{
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CharacterAttributesWindow window = EditorWindow.GetWindow<CharacterAttributesWindow>();
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window.CharacterAttributesToEdit = property.objectReferenceValue as CharacterAttributes;
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window.Show();
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}
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}
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}
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}
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fileFormatVersion: 2
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guid: d56ef7d56a2f46f7af43982d7c693996
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timeCreated: 1782231785
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@@ -0,0 +1,21 @@
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using UnityEditor;
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using UnityEngine;
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namespace Data.Editor
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{
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[CustomEditor(typeof(CharacterAttributes))]
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public class CharacterAttributesEditor : UnityEditor.Editor
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{
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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if (GUILayout.Button("Open Character Attributes Window"))
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{
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CharacterAttributesWindow window = (CharacterAttributesWindow)EditorWindow.GetWindow(typeof(CharacterAttributesWindow));
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window.CharacterAttributesToEdit = target as CharacterAttributes;
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window.Show();
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 29b2341a96d04825a2dcc97cdce1f640
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timeCreated: 1782232217
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@@ -0,0 +1,96 @@
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using UnityEditor;
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using UnityEditor.VersionControl;
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using UnityEngine;
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namespace Data.Editor
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{
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public class CharacterAttributesWindow : EditorWindow
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{
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public CharacterAttributes CharacterAttributesToEdit;
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// for an overview about the shortcuts
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// https://docs.unity3d.com/6000.4/Documentation/ScriptReference/MenuItem.html
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[MenuItem("Tools/Character Attributes #%&c")]
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private static void ShowWindow()
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{
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CharacterAttributesWindow window = GetWindow<CharacterAttributesWindow>();
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window.titleContent = new GUIContent("Character Attributes");
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window.Show();
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}
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private void OnGUI()
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{
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// EditorGUILayout.BeginHorizontal();
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//
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// EditorGUILayout.LabelField("Label", EditorStyles.boldLabel, GUILayout.Width(100));
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// EditorGUILayout.LabelField("Second Label", GUILayout.ExpandWidth(true));
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//
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// EditorGUILayout.BeginVertical();
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//
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// EditorGUILayout.LabelField("Another Label");
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// EditorGUILayout.LabelField("Another Label");
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// EditorGUILayout.LabelField("Another Label");
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// EditorGUILayout.LabelField("Another Label");
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// EditorGUILayout.TextField("Textfield");
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//
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// EditorGUILayout.EndVertical();
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//
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// EditorGUILayout.EndHorizontal();
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EditorGUILayout.BeginVertical();
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EditorGUILayout.LabelField("Character Attributes", EditorStyles.boldLabel);
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// show all project-wide character attribute assets
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GUID[] characterAttributeGUIDs = AssetDatabase.FindAssetGUIDs("t:CharacterAttributes");
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foreach (GUID characterAttributeGUID in characterAttributeGUIDs)
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{
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CharacterAttributes characterAttributes =
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AssetDatabase.LoadAssetByGUID<CharacterAttributes>(characterAttributeGUID);
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if (characterAttributes == null) continue;
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(characterAttributes.Name);
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if (GUILayout.Button("Edit")) CharacterAttributesToEdit = characterAttributes;
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EditorGUILayout.EndHorizontal();
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}
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if (CharacterAttributesToEdit != null)
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{
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EditorGUILayout.Separator();
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SerializedObject serializedObject = new SerializedObject(CharacterAttributesToEdit);
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// whenever a serialized object is used, update and apply properties
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serializedObject.Update();
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// here you can change the serialized object
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EditorGUILayout.PropertyField(serializedObject.FindProperty("Name"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("Health"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("Strength"));
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EditorGUILayout.PropertyField(serializedObject.FindProperty("Dexterity"));
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serializedObject.ApplyModifiedProperties();
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}
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EditorGUILayout.Separator();
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if (GUILayout.Button("Create"))
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{
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CharacterAttributes characterAttributes = CreateInstance<CharacterAttributes>();
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string path = EditorUtility.SaveFilePanelInProject("Save Character Attributes", "New Character Attributes", "asset", "Save Character Attributes", "Assets/CharacterAttributes.asset");
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if (!string.IsNullOrEmpty(path))
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{
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CharacterAttributesToEdit = characterAttributes;
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AssetDatabase.CreateAsset(characterAttributes, path);
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AssetDatabase.SaveAssets(); // always call this to be sure that the new assets is being saved
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}
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}
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EditorGUILayout.EndVertical();
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 91c41f34951643a4bfd4a2b3efa4e2d6
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timeCreated: 1782229380
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@@ -0,0 +1,10 @@
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using UnityEngine;
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namespace Data
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{
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[CreateAssetMenu(fileName = "FloatValue", menuName = "Data/Values/Float", order = 0)]
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public class FloatValue : ScriptableObject
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{
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public float Value;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: e94c4e9b6648485ca46c67afaab715ac
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timeCreated: 1782224168
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