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Question by eDorosh · Jan 10, 2017 at 03:19 AM · editorserializedproperty

Auxiliary data class for editor

I'm trying to create simple custom editor to transform pairs CardSuit&Sprites to Dictionary>

 using System;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEditor;
 
 [CustomEditor(typeof(CardsView))]
 public class CardsViewEditor : Editor {
 
     public override void OnInspectorGUI() {
         var script = target as CardsView;
 
         Array suitValues = Enum.GetValues (typeof(CardSuit));
         foreach (CardSuit suit in suitValues) {
             PairSuitSprites pair = ScriptableObject.CreateInstance<PairSuitSprites>();
             pair.suit = suit;
             EditorGUILayout.LabelField (pair.suit.ToString ());
             SerializedObject serializedObject = new UnityEditor.SerializedObject(pair);
 
             SerializedProperty serializedPropertySprites = serializedObject.FindProperty("sprites");
             EditorGUILayout.PropertyField (serializedPropertySprites, true);
             serializedObject.ApplyModifiedProperties ();
 
             EditorGUILayout.Space ();
         }
     }
 }
 public class PairSuitSprites : ScriptableObject {
 
     public CardSuit suit = 0;
     public List<Sprite> sprites;
 }

And get smth like this http://prntscr.com/dtndi1

alt text

Looks good. But when I try to drag sprites into field or change Size - nothing happens :( Perhaps it's because of "public class PairSuitSprites : ScriptableObject" ?

How can I describe auxiliary data class to use it only in Editor to store temp data (like "PairSuitSprites") ?

screenshot-1.png (8.8 kB)
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Answer by Adam-Mechtley · Jan 11, 2017 at 01:56 PM

Does it help to add this.serializedObject.Update(); at the beginning of OnInspectorGUI()?

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avatar image eDorosh · Jan 11, 2017 at 10:27 PM 0
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I guess data was resetting every OnInspectorGUI(). I abandoned the idea of custom editor, and simply created serializeble class inside target class.

 public class CardsView : $$anonymous$$onoBehaviour {
 
     [Serializable]
     public class PairSuitSprites {
         public CardSuit suit = 0;
         public List<Sprite> sprites; 
     }
 
     public List<PairSuitSprites> pairs = new List<PairSuitSprites> ();
     Dictionary<CardSuit, List<Sprite>> cardsFaces = new Dictionary<CardSuit, List<Sprite>>();
 
     static CardsView instance = null;
     public static CardsView Instance {
         get { return instance;}
     }
 
     void Awake() {
         if (instance != null) {
             Destroy (gameObject);
             return;
         }
         instance = this;
 
         foreach (PairSuitSprites pair in pairs) {
             if (!cardsFaces.Contains$$anonymous$$ey (pair.suit)) {
                 cardsFaces [pair.suit] = new List<Sprite> ();
             }
 
             cardsFaces [pair.suit].AddRange (pair.sprites);
         }
     }
 
     public Sprite GetFaceSkin(CardSuit suit, CardTile tile) {
         if (cardsFaces.Contains$$anonymous$$ey (suit)) {
             return cardsFaces [suit] [(int)tile];
         }
 
         return null;
     }
 }

alt text

avatar image eDorosh · Jan 11, 2017 at 10:32 PM 0
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I still don't know how to store temporal data in custom editor and not reset it every OnInspectorGUI().

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