How to access one class instance in editor script?

I have a script which gets FieldInfo from constructor arguments and store it within an Action class. I am trying to create instances of my own event class in inspector via reflection.

using UnityEngine;
using System.Collections;
using System.Reflection;
using System.Collections.Generic;

[CustomEditor(typeof(EventScript))]
public class EventScript : MonoBehaviour {

public class Action
{
	float time;
	List<FieldInfo> fieldInfos;
	List<object> fieldValues;
	
	public Action(float time, FieldInfo[] fieldInfos, string eventName)
	{
		this.time = time;
		this.fieldInfos = fieldInfos;
		this.fieldValues = new List<object>();
	}
}

public List<Action> actions;

void CreateEvent()
{
	// Call constructor of Event via reflection
}

}

Then I try to get access to this List actions from Editor script and call a constructor with entered values;

using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Collections.Generic;

public class EventEditor : Editor {

private List<EventScript.Action> actions;
private EventScript currentEventScript;

void OnEnable()
{
	...
}

void OnInspectorGUI()
{
	// Fields for creating an instance of Event
	currentEventScript.CreateEvent(object[] arguments);
}

}

How to get access to List “events” and current instance of EventScript from editor script? Or maybe there is a completely different approach?

I tried few different ways, but each time I’ve ended up with NullReferenceException.

The whole thing looks like these madskills below: different EventScripts contain different Actions and call constructors in different time.

Solved!

Add [ExecuteInEditMode] to EventScript

and EventScript the_script = (EventScript)target;
in EditorScript!