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Question by mindstormermage · Oct 03, 2016 at 06:20 PM · custom editor

Custom unity editor resetting values

Ok, I am very new to Unity custom editors. I do not understand how to stop unity from resetting my values.

  using UnityEngine;
  using UnityEditor;
  using System.Collections;
 
 public class Weapon : MonoBehaviour {
     public int attacknumber;
     public bool isRanged = false;
     public int range = 0;
     //0 = sword basic
     // Use this for initialization
     void Start () {
         try{
             this.GetComponent <CircleCollider2D> ().enabled =false;
         }
         catch{
         }
     }
     
     // Update is called once per frame
     void Update () {
         
             
     }
 
     public void atk()
     {
         if (!isRanged) {
             StartCoroutine (wait (1f));
 
         }
 
 
 
     }
     IEnumerator wait(float x){
         this.GetComponent <CircleCollider2D> ().enabled =true;
         this.GetComponent <CircleCollider2D> ().radius = range;
         yield return new WaitForSeconds(x);
         this.GetComponent <CircleCollider2D> ().enabled =false;
 
     }
     void OnTriggerEnter2D(Collider2D other) {
         //if (other.tag != "Player")
         Debug.Log (other.name);
     }
 }
 [CustomEditor(typeof(Weapon))]
 [CanEditMultipleObjects]
 [System.Serializable]
 public class WeaponEditor : Editor
 {
     void Start()
     {
         
     }
     override public void OnInspectorGUI()
     {
         var myScript = target as Weapon;
 
         myScript.isRanged = GUILayout.Toggle(myScript.isRanged, "Is Ranged?");
 
         if (myScript.isRanged) {
             
         } else 
         {
             myScript.range = EditorGUILayout.IntField ("Range", myScript.range);
         }
 
     }
 }

How would I stop it from resetting values. I have searched all over including http://answers.unity3d.com/questions/507983/values-in-editor-script-resetting.html and many other places but I can not figure out how to use serialize field to stop it from resetting.

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