#if UNITY_EDITOR using UnityEngine; using UnityEditor; namespace Northbound { [CustomEditor(typeof(ObstacleSpawner))] public class ObstacleSpawnerEditor : UnityEditor.Editor { public override void OnInspectorGUI() { DrawDefaultInspector(); ObstacleSpawner spawner = (ObstacleSpawner)target; EditorGUILayout.Space(10); EditorGUILayout.LabelField("에디터 도구", EditorStyles.boldLabel); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("장애물 생성", GUILayout.Height(30))) { spawner.SpawnObstacles(); EditorUtility.SetDirty(spawner); } if (GUILayout.Button("장애물 제거", GUILayout.Height(30))) { spawner.ClearObstacles(); EditorUtility.SetDirty(spawner); } EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(5); EditorGUILayout.HelpBox( "• 장애물 생성: 설정한 밀도에 따라 랜덤 배치\n" + "• 장애물 제거: 생성된 모든 장애물 삭제\n" + "• Scene 뷰에서 초록색 영역이 배치 범위입니다", MessageType.Info); } } } #endif