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Question by AnasEBarakat · Jan 13 at 03:45 PM · serializationscriptableobjectcustom editorcustom-inspectorserializedobject

ScriptableObject with Custom Editor resetting data in inspector

I have created a scriptable object and for that scriptable object i have also created a custom editor. Now my issue is that, any changes that i apply to the scriptable object in the inspector, if I leave it and come back, all of the data is reset or gone. How can I make sure that data is saved to my target?

ScriptableObject class: using System.Collections; using System.Collections.Generic; using UnityEngine;

[System.Serializable] [CreateAssetMenu(menuName = "Conversation")] public class ConversationAsset : ScriptableObject {

 [System.Serializable]
 public struct Dialogues 
 {
     [SerializeField]
     public Person speakingPerson;

     [SerializeField]
     public string currentMessage;

     [SerializeField]
     public bool containsSpeechRecogniser;

     [SerializeField]
     public bool isQuestion;

     [SerializeField]
     [HideInInspector]
     public Question question;
 }

 [SerializeField]
 [HideInInspector]
 public List<Dialogues> dialogues = new List<Dialogues>();

}

CustomEditor:

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

[CustomEditor(typeof(ConversationAsset))] public class ConversationEditor : Editor { /Data not saving/ ConversationAsset conversationScript; SerializedObject GetTarget; SerializedProperty listOfDialogues; public int listSize = 0; private void OnEnable() { conversationScript = (ConversationAsset)target; GetTarget = new SerializedObject(conversationScript); listOfDialogues = GetTarget.FindProperty("dialogues");

     conversationScript.dialogues = new List<ConversationAsset.Dialogues>();
 }
 public override void OnInspectorGUI()
 {
     base.OnInspectorGUI();

     EditorGUILayout.LabelField("Number of Dialogues (Max is 20)");
     listSize = EditorGUILayout.IntSlider("Number", listSize, 0, 20);
     try
     {
         if (Event.current.type == EventType.Layout)
         {
             if (listSize < listOfDialogues.arraySize)
             {
                 conversationScript.dialogues.RemoveAt(listOfDialogues.arraySize - 1);
             }
             if (listSize > listOfDialogues.arraySize)
             {
                 ConversationAsset.Dialogues newDialogue = new ConversationAsset.Dialogues();
                 conversationScript.dialogues.Add(newDialogue);
             }
         }
     }
     catch (System.ArgumentOutOfRangeException ex)
     {
         Debug.Log("Argument out of range " + ex + " resetting list size.");
         listSize = 0;
     }

     

     GetTarget.UpdateIfRequiredOrScript();



     for (int iteration = 0; iteration < listOfDialogues.arraySize; iteration++)
     {

         ConversationAsset.Dialogues thisDialogue = conversationScript.dialogues[iteration];
         //ConversationAsset.Dialogues thisDialogue = listOfDialogues.GetArrayElementAtIndex(iteration);
         EditorGUILayout.Space();
         EditorGUILayout.LabelField("Dialogue " + (iteration +1));


         thisDialogue.speakingPerson = EditorGUILayout.ObjectField("Person Speaking", thisDialogue.speakingPerson, typeof(Person), true) as Person;
         thisDialogue.currentMessage = EditorGUILayout.TextField("Speaking Message", thisDialogue.currentMessage);
         thisDialogue.containsSpeechRecogniser = EditorGUILayout.Toggle("Contains a Speech Recognizer", conversationScript.dialogues[iteration].containsSpeechRecogniser);
         thisDialogue.isQuestion = EditorGUILayout.Toggle("Is Question", conversationScript.dialogues[iteration].isQuestion);


         if (thisDialogue.containsSpeechRecogniser)
         {
             thisDialogue.isQuestion = false;
         }


         if (thisDialogue.isQuestion)
         {
             var possibleAnswers = thisDialogue.question.possibleAnswers;
             EditorGUILayout.Space();
             EditorGUILayout.LabelField("Question for Element " + (iteration+1));
             thisDialogue.question.questionType = (Question.TypeOfQuestion)EditorGUILayout.EnumPopup("Question Type", thisDialogue.question.questionType);
             EditorGUILayout.LabelField("Number of Possible Answers (Keep it between 0 and 10)");
             int countOfAnswers = EditorGUILayout.IntField("Number", possibleAnswers.Count);
             while (countOfAnswers < possibleAnswers.Count)
             {
                 possibleAnswers.RemoveAt(possibleAnswers.Count - 1);
             }
             while (countOfAnswers > possibleAnswers.Count)
             {
                 possibleAnswers.Add(null);
             }

             for (int i = 0; i < possibleAnswers.Count; i++)
             {
                 possibleAnswers[i] = EditorGUILayout.TextField("Answer " + (i+1), possibleAnswers[i]);
             }
         }

         conversationScript.dialogues[iteration] = thisDialogue;

         //Debug.Log("message " + iteration + " " + conversationScript.dialogues[iteration].currentMessage);
     }

     if (GUI.changed)
     {
         EditorUtility.SetDirty(conversationScript);
         UnityEditor.SceneManagement.EditorSceneManager.MarkAllScenesDirty();
         AssetDatabase.SaveAssets();
         AssetDatabase.Refresh();
     }
 }

 private void OnDisable()
 {

if UNITY_EDITOR

    EditorUtility.SetDirty(conversationScript);
     UnityEditor.SceneManagement.EditorSceneManager.MarkAllScenesDirty();
     AssetDatabase.SaveAssets();
     AssetDatabase.Refresh();

endif

} }

Is there something I am doing wrong?

Thank you!

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