This is called when the user clicks on the Create button.
Here you perform any final creation/modification actions. After OnCreateWizard is called, the wizard is automatically closed.
See Also: ScriptableWizard.DisplayWizard
ScriptableWizard window for selecting GameObjects of a certain "type".
#pragma strict // Editor Script that lets you "Select" all the GameObjects that have a certain Component. public class ScriptableWizardOnWizardCreate extends ScriptableWizard { public var componentName: String = "Camera"; @MenuItem("Example/OnWizardCreate example") public static function SelectAllOfTypeMenuIem() { ScriptableWizard.DisplayWizard("Select objects of type ...", ScriptableWizardOnWizardCreate, "Select"); } function OnWizardCreate() { var objs: Object[] = FindObjectsOfType(GameObject); var selectionBuilder: ArrayList = new ArrayList(); for (var go: GameObject in objs) { if (go.GetComponent.<componentName>()) selectionBuilder.Add(go); } Selection.objects = selectionBuilder.ToArray(GameObject) as GameObject[]; } }
// Editor Script that lets you "Select" all the GameObjects that have a certain Component.
using UnityEngine; using UnityEditor; using System.Collections;
public class ScriptableWizardOnWizardCreate : ScriptableWizard { public string componentName = "Camera";
[MenuItem("Example/OnWizardCreate example")] public static void SelectAllOfTypeMenuIem() { ScriptableWizard.DisplayWizard( "Select objects of type ...", typeof(ScriptableWizardOnWizardCreate), "Select"); }
void OnWizardCreate() { Object[] objs = FindObjectsOfType(typeof(GameObject)); ArrayList selectionBuilder = new ArrayList(); foreach (GameObject go in objs) { if (go.GetComponent<componentName>()) selectionBuilder.Add(go); } Selection.objects = selectionBuilder.ToArray(typeof(GameObject)) as GameObject[]; } }