I’ve created a custom inspector window in Unity where I have a bunch of text fields where I can input values. With these text fields I’m passing them into a method that passes them as strings inside that method.
It looks something like this:
Editor Window code
string event_NameString = "";
string event_ActionString = "";
string event_Label = "";
public override void OnInspectorGUI()
{
GUILayout.BeginVertical();
GUILayout.Space(10);
enum_Index = EditorGUILayout.Popup(enum_Index, enum_Option);
event_NameString = EditorGUILayout.TextField("Event Category", event_NameString);
event_ActionString = EditorGUILayout.TextField("Event Action", event_ActionString);
event_Label = EditorGUILayout.TextField("Event Label", event_Label);
GUILayout.Space(5);
GUILayout.EndVertical();
}
My method that I’m wanting to pass each of those three strings into in another class:
public static void buttonHit(string eventName, string eventAction, string description)
{
gua.sendEventHit(eventName,eventAction,description,1);
}
Then finally, in my third class where I want to call that method:
void OnGUI()
{
if(GUI.Button(new Rect(0,0,100,100), "Send stuff"))
Analytics.gua.sendEventHit(Test, Test2, Test3, 1);
}
As my first class with the editor window code is inheriting the Editor class, and my third inheriting the MonoBehaviour class I have no way of passing the values contained in event_NameString
to my method.
Could someone please tell me how I can get the inputted values in the editor window and have them passed to my in game object?