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Question by NayaKim · Sep 07, 2017 at 05:36 PM · c#editor-scriptingeditorgui

I want to use a variable in the Unity editor source file to get it from a regular script.

I want to use a variable in the Unity editor source file to get it from a regular script.

TrackbarWindows.cs

using System.Collections; using System.Collections.Generic; using UnityEngine;

if UNITY_EDITOR

sing UnityEditor; #endif

public class TrackbarWindow : EditorWindow { public static TrackbarWindow Instance; private static Rect TitleRect; private static Rect MainRect;

 // test Color
 public float slider1Value = 0.0f;
 public float slider2Value = 0.0f;
 public float slider3Value = 0.0f;
 public float slider4Value = 0.0f;
 public float slider5Value = 0.0f;
 public float slider6Value = 0.0f;



 public static void Init()
 {
     Instance = GetWindow<TrackbarWindow>();
     Instance.titleContent = new GUIContent("Node Editor");
     Instance.maxSize = new Vector2(1000, 600);
     Instance.minSize = Instance.maxSize;
     TitleRect = new Rect(0, 0, Instance.maxSize.x, 50);
     MainRect = new Rect(0, TitleRect.height + 5, Instance.maxSize.x, 500);

 }

 public void OnGUI()
 {
     GUILayout.BeginArea(TitleRect);
     {
         GUI.backgroundColor = Color.cyan;
         GUI.Box(TitleRect, "");
         GUILayout.BeginHorizontal();
         {
             GUILayout.Label("테스트용 Track Bar");
         }
         GUILayout.EndHorizontal();
         GUI.backgroundColor = Color.white;
     }

     GUILayout.EndArea();

     GUILayout.BeginArea(MainRect);
     {
         GUI.backgroundColor = Color.gray;
         GUI.Box(new Rect(0, 0, MainRect.width, MainRect.height), "");
         GUILayout.BeginHorizontal();
         {
             slider1Value = EditorGUILayout.Slider(slider1Value, 0, 100);
         }
         GUILayout.EndHorizontal();
         GUILayout.BeginHorizontal();
         {
             slider2Value = EditorGUILayout.Slider(slider2Value, 0, 100);
         }
         GUILayout.EndHorizontal();
         GUILayout.BeginHorizontal();
         {
             slider3Value = EditorGUILayout.Slider(slider3Value, 0, 100);
         }
         GUILayout.EndHorizontal();
         GUILayout.BeginHorizontal();
         {
             slider4Value = EditorGUILayout.Slider(slider4Value, 0, 100);
         }
         GUILayout.EndHorizontal();
         GUILayout.BeginHorizontal();
         {
             slider5Value = EditorGUILayout.Slider(slider5Value, 0, 100);
         }
         GUILayout.EndHorizontal();
         GUILayout.BeginHorizontal();
         {
             slider6Value = EditorGUILayout.Slider(slider6Value, 0, 100);
         }
         GUILayout.EndHorizontal();
         GUI.backgroundColor = Color.white;
     }
     GUILayout.EndArea();


     // Debug.Log (slider1Value);
 }

}

TestTrackber.cs

using System.Collections; using System.Collections.Generic; using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif

namespace RPG.NodeEditor.Editor { public partial class TestTrackbar { [MenuItem("Tools/Trackbar")] public static void InitNodeEditor() { TrackbarWindow.Init(); } } }

Test.cs

using System.Collections.Generic; using UnityEngine;

public class TestNumbering : MonoBehaviour { public float num1; public float num2; public float num3; public TrackbarWindow trackbar;

 // Use this for initialization
 void Start () {
 //    trackbar = GetComponents<TrackbarWindow> ();
 }
 
 // Update is called once per frame
 void Update () {

     Debug.Log (trackbar.slider1Value);
 }

}

is. In the Trackbarwindows source code, public float slider1Value = 0.0f; Set the value of the variable to public float num1; towards I want to use the value in the editor source code.

However, debug.log says that you can not get the value as NULL, Please help ...

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