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Question by Reloaded23 · Jul 30, 2015 at 12:57 PM · editorlisteditor-scriptingoninspectorgui

Add trasform to list using editor gui.

I have a set of transform objects with tag = "waypoint" and i have a enemy gameobject.

Now when ever i duplicate a waypoint transform in editor it should automatically add to the enemy script which has a list of transform.

Is this achievable through editor scripting.

I am new to editor scripting and using this code.

 public class EnemyTest : MonoBehaviour {
 
     public List<Transform> wayPointList;
 }
 
 
 
 [CustomEditor(typeof(EnemyTest))]
 public class EnemyPathEditor : Editor {
 
     public override void OnInspectorGUI (){
 
         DrawDefaultInspector();
 
         EnemyTest enemy = target as EnemyTest;
         GameObject [] wayPoint = GameObject.FindGameObjectsWithTag("Waypoint");
 
         for(int i=0; i<wayPoint.Length; i++){
             GameObject wayPointGameObj = EditorGUILayout.ObjectField(wayPoint[i], typeof(GameObject), true) as GameObject;
             enemy.wayPointList.Add(wayPointGameObj.transform);
         }
     }
 }


Now whenever i am clicking on enemy the waypoint transforms are getting added continuously.

First i want it to add only the given amount of waypoints which is there in the scene.

Second i want the list to add waypoint automatically whenever i duplicate a gameobject.

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Answer by Positive7 · Jul 30, 2015 at 06:52 PM

For the Looping issue :

 using UnityEngine;
 using System.Collections.Generic;
 
 [ExecuteInEditMode]
 public class EnemyTest : MonoBehaviour {
 
     [HideInInspector]
     public List<Transform> wayPointList = new List<Transform>();
 
     public void Start(){
         GameObject[] t = GameObject.FindGameObjectsWithTag("Waypoint");
         for (int i = 0; i < t.Length; i++)
         {
             wayPointList.Add(t[i].transform);
         }
     }
 }


 using UnityEngine;
 using UnityEditor;
 using System.Collections.Generic;
 
 [CustomEditor(typeof(EnemyTest))]
 public class EnemyPathEditor : Editor {
 
     EnemyTest enemy;
     Transform wayPointGameObj;
 
     public void OnEnable(){
         enemy = (EnemyTest)target;
     }
 
     public override void OnInspectorGUI (){
         
         DrawDefaultInspector();
 
         for (int i = 0; i < enemy.wayPointList.Count; i++)
         {
             EditorGUILayout.BeginHorizontal();
             wayPointGameObj = EditorGUILayout.ObjectField(enemy.wayPointList[i], typeof(Transform), true) as Transform;
             if(GUILayout.Button("-")){
                 enemy.wayPointList.Remove(enemy.wayPointList[i]);
             }
             EditorGUILayout.EndHorizontal();
             /*EditorGUILayout.BeginHorizontal();
             if(GUILayout.Button("0")){
                 enemy.wayPointList[i].position = Vector3.zero;
             }
             enemy.wayPointList[i].position = EditorGUILayout.Vector3Field("",enemy.wayPointList[i].position);
             EditorGUILayout.EndHorizontal();*/
         }
     }
 }

I added a " - " button to remove any unnecessary Transform. I don't think you can check for duplicates, but I'll double check it. If I find something I'll Update the answer.

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