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How to make a custom inspector to preview tile?
So i making a script to prototyping levels (let's call this script A) and i made a function to set boundaries of the room when you play the scene but i want to see it set while in preview so i make another function to do that. It was like the first one but switch SetTile() to SetEditorPreviewTile() (This function is in script A) and i called this function in a custom inspector script. But it wouldn't clear the tile even though i used tilemap.ClearAllEditorPreviewTiles(). So what is the problem? And do i need to call the function or can i just make a new function in the inspector script because i saw there was a namespace UnityEditor.Tilemap for doing tilemap (What is this namespace for)?
This is script A:
void SetBoundaries()
{
Vector3Int position = tilemap.WorldToCell(new Vector3(0, 0, 0));
for (int x = 0; x < width; x++)
{
position.y = 0;
position.x = x * (tilesPerUnit);
SetTile(position);
if (x > 0 && x < width - 1)
{
position.y = height * tilesPerUnit - tilesPerUnit;
SetTile(position);
continue;
}
for (int y = 1; y < height; y++)
{
position.y = y * (tilesPerUnit);
SetTile(position);
}
}
}
public void SetBoundariesOnInspector()
{
if (tilemap == null)
{
tilemap = GetComponent<Tilemap>();
Debug.Log(tilemap);
}
tilemap.ClearAllEditorPreviewTiles();
Vector3Int position = tilemap.WorldToCell(new Vector3(0, 0, 0));
for (int x = 0; x < width; x++)
{
position.y = 0;
position.x = x * (tilesPerUnit);
SetTileOnInspector(position);
if (x > 0 && x < width - 1)
{
position.y = height * tilesPerUnit - tilesPerUnit;
SetTileOnInspector(position);
continue;
}
for (int y = 1; y < height; y++)
{
position.y = y * (tilesPerUnit);
SetTileOnInspector(position);
}
}
}
The function SetTile is just use tilemap.SetTile and some other stuff.
And i called the SetBoundariesOnInspector in a custom inspector script like this:
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
Rooms room = (Rooms)target;
room.SetBoundariesOnInspector();
}
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