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Add: Anchor connect button in Editor
The button can be accessed in the Inspector when an object is selected
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8
Assets/Scripts/Editor.meta
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8
Assets/Scripts/Editor.meta
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fileFormatVersion: 2
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guid: 961ab1cb357b32f4e96861e3f4e1dd36
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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41
Assets/Scripts/Editor/AnchoredObjectEditor.cs
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41
Assets/Scripts/Editor/AnchoredObjectEditor.cs
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor(typeof(AnchoredObject))]
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public class AnchoredObjectEditor : Editor
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{
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[Header("Connect via editor")]
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Anchor myAnchor;
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Anchor partnerAnchor;
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bool matchScales = true;
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("", GUI.skin.horizontalSlider);
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EditorGUILayout.LabelField("Connect the anchors directly via the editor", EditorStyles.boldLabel);
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EditorGUILayout.Space();
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myAnchor = (Anchor) EditorGUILayout.ObjectField("My Anchor", myAnchor, typeof(Anchor), true);
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partnerAnchor = (Anchor) EditorGUILayout.ObjectField("Partner Anchor", partnerAnchor, typeof(Anchor), true);
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matchScales = EditorGUILayout.Toggle("Match Scales?", matchScales);
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AnchoredObject obj = (AnchoredObject)target;
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if (GUILayout.Button("Connect anchors"))
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{
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if (!myAnchor || !partnerAnchor)
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{
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Debug.LogWarning("Anchors not assigned", this);
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return;
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}
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obj.AnchorTo(myAnchor, partnerAnchor, matchScales);
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}
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}
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}
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#endif
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2
Assets/Scripts/Editor/AnchoredObjectEditor.cs.meta
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2
Assets/Scripts/Editor/AnchoredObjectEditor.cs.meta
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fileFormatVersion: 2
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guid: 28dbead944bac384f8bd3e8a1975b1d5
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