Custom Editor for the EventTrigger Component.
Extend this class to write a custom editor for an EventTrigger-derived component. See Also: Editor, CustomEditor.
| OnInspectorGUI | Implement specific EventTrigger inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code. | 
| serializedObject | A SerializedObject representing the object or objects being inspected. | 
| target | The object being inspected. | 
| targets | An array of all the object being inspected. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| DrawDefaultInspector | Draw the built-in inspector. | 
| DrawHeader | Call this function to draw the header of the editor. | 
| DrawPreview | The first entry point for Preview Drawing. | 
| GetInfoString | Implement this method to show asset information on top of the asset preview. | 
| GetPreviewTitle | Override this method if you want to change the label of the Preview area. | 
| HasPreviewGUI | Override this method in subclasses if you implement OnPreviewGUI. | 
| OnInteractivePreviewGUI | Implement to create your own interactive custom preview. Interactive custom previews are used in the preview area of the inspector and the object selector. | 
| OnPreviewGUI | Implement to create your own custom preview for the preview area of the inspector, primary editor headers and the object selector. | 
| OnPreviewSettings | Override this method if you want to show custom controls in the preview header. | 
| RenderStaticPreview | Override this method if you want to render a static preview that shows. | 
| Repaint | Repaint any inspectors that shows this editor. | 
| RequiresConstantRepaint | Does this edit require to be repainted constantly in its current state? | 
| UseDefaultMargins | Override this method in subclasses to return false if you don't want default margins. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the GameObject. | 
| ShouldHideOpenButton | Returns the visibility setting of the "open" button in the Inspector. | 
| CreateCachedEditor | On return previousEditor is an editor for targetObject or targetObjects. The function either returns if the editor is already tracking the objects, or Destroys the previous editor and creates a new one. | 
| CreateCachedEditorWithContext | Creates a cached editor using a context object. | 
| CreateEditor | Make a custom editor for targetObject or targetObjects. | 
| CreateEditorWithContext | Make a custom editor for targetObject or targetObjects with a context object. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| CreateInstance | Creates an instance of a scriptable object. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. | 
| OnSceneGUI | Enables the Editor to handle an event in the scene view. | 
| Awake | This function is called when the ScriptableObject script is started. | 
| OnDestroy | This function is called when the scriptable object will be destroyed. | 
| OnDisable | This function is called when the scriptable object goes out of scope. | 
| OnEnable | This function is called when the object is loaded. |