Теперь он отлично работает в редакторе и во время выполнения для каждой двери.Но я хочу добавить глобальный публичный флаг, который будет контролировать все двери одновременно в редакторе и во время выполнения.Если я изменю глобальный флаг на true, все двери будут заблокированы и одинаковыми, если будет установлено значение false.
Сценарий DoorsLockManager:
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
[ExecuteInEditMode]
public class DoorsLockManager : MonoBehaviour
{
[HideInInspector]
public List<HoriDoorManager> Doors = new List<HoriDoorManager>();
private void Awake()
{
var doors = GameObject.FindGameObjectsWithTag("Door");
Doors = new HoriDoorManager[doors.Length].ToList();
for (int i = 0; i < doors.Length; i++)
{
Doors[i] = doors[i].GetComponent<HoriDoorManager>();
}
}
}
И сценарий редактора:
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(DoorsLockManager))]
public class DoorsLockManagerEditor : Editor
{
private SerializedProperty _doors;
private void OnEnable()
{
_doors = serializedObject.FindProperty("Doors");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
for (int i = 0; i < _doors.arraySize; i++)
{
var door = _doors.GetArrayElementAtIndex(i);
// if door == null the script itself has an error since it can't even find the SerializedProperty
if (door == null)
{
EditorGUILayout.HelpBox("There was an error in the editor script!\nPlease check the log", MessageType.Error);
Debug.LogError("Couldn't get door property", target);
return;
}
if (door.objectReferenceValue == null) continue;
// FindPropertyRelative seems not to only work for MonoBehaviour classes
// so we have to use this hack around
var serializedDoor = new SerializedObject(door.objectReferenceValue);
// If it's public no worry anyway
// If it's private still works since we made it a SerializeField
var lockState = serializedDoor.FindProperty("doorLockState");
// Fetch current values into the serialized "copy"
serializedDoor.Update();
if (lockState == null)
{
EditorGUILayout.HelpBox("There was an error in the editor script!\nPlease check the log", MessageType.Error);
Debug.LogError("Couldn't get lockState property", target);
return;
}
// for the PropertyField there is
// no return value since it automatically uses
// the correct drawer for the according property
// and directly changes it's value
EditorGUILayout.PropertyField(lockState, new GUIContent("Door " + i + " Lockstate"));
// or alternatively
//lockState.boolValue = EditorGUILayout.Toggle("Door " + i + " Lockstate", lockState.boolValue);
// Write back changes, mark as dirty if changed
// and add a Undo history entry
serializedDoor.ApplyModifiedProperties();
}
}
}