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Question by atomic99 · Jun 24, 2017 at 11:49 AM · c#listeditor-scriptingserialization

Set a List Property with EditorScripting

Hey I have a quick Question about Editor Scripting in Unity. I didnt found the right solution for me on the forums. My Problem is that I have a Component with a List Property where I store my different settings for the difficulties. In my editor script I have a own List property where i first set up everything and then i want to match these two lists. But with the current code it doesnt work. Would be great if somebody could help

Component:

 [System.Serializable]
 public class Generator : MonoBehaviour
 {
     public List<Difficultie> difficulties;
     //A lot of code
 }

Difficultie:

 public class Difficultie {
     
     public string difName;
     
     public int maxRoomHeigt = 5;
     public int minRoomHeigt = 2;
     public int maxRoomWidth = 5;
     public int minRoomWidth = 2;
 
     public int maxDoorsPerRooms = 3;
     public int minDoorsPerRooms = 1;
 
     public float ChestPercentage = 0.5f;
     public bool deleteDeadEnds=false;
 }

ComponentEditor:

 [CustomEditor(typeof(Generator))]
 public class GeneratorScriptEditor : Editor
 {
     Generator generator;
     List<Difficultie> difficulties = new List<Difficultie>();
 
    public override void OnInspectorGUI()
     {
        generator = (Generator)target
        target.difficulties = difficulties;
     }

    //More Code where I add elements to the List
 }
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