Playmaker Forum
PlayMaker Feedback => Feature Requests => Topic started by: Digitom on March 11, 2020, 03:52:30 PM
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In the normal unity editor you are permitted to stack custom editor attributes so it applies to multiple editor scripts.
Any way we can do this? Would save TONS of time when making custom editors. Or maybe I am missing something? Do I HAVE to make a custom editor for every script that inherits a fancy base class function?
namespace HutongGames.PlayMakerEditor
{
[CustomActionEditor(typeof(InputSystemReadVector2Value))]
[CustomActionEditor(typeof(InputSystemReadBoolValue))]
[CustomActionEditor(typeof(InputSystemTriggeredValue))]
public class InputSystemTriggeredValueEditor : InputSystemBaseEditor
{
public override bool OnGUI()
{
base.OnGUI();
EditField("storeValue");
return GUI.changed;
}
}
}
Thanks
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Hi,
uhm, don't think it is permitted, did not know that.
usually, to achieve this, I create a base class that my editor inherit and it achieves the same pretty much. check out the cinemachine custom actions for example.
Bye,
Jean