using System;
using UnityEngine;
namespace UnityEditor.SettingsManagement
{
///
/// A custom attribute for registering a static field of type for the window.
///
[AttributeUsage(AttributeTargets.Field)]
public sealed class UserSettingAttribute : Attribute
{
string m_Category;
GUIContent m_Title;
bool m_VisibleInSettingsProvider;
///
/// Gets the name of the group (category) to assign this settings value to.
/// When Unity finds settings values in assemblies, it displays them in groups, organized by category.
///
/// The group or category where this setting appears in the UI.
public string category
{
get { return m_Category; }
}
///
/// Gets the label to show for this setting.
///
/// The label that appears beside this setting in the UI.
public GUIContent title
{
get { return m_Title; }
}
///
/// True to show this field in the interface; false if not.
///
public bool visibleInSettingsProvider
{
get { return m_VisibleInSettingsProvider; }
}
///
/// Registers a static field as a setting. Fields must be of a type that implements .
///
public UserSettingAttribute()
{
m_VisibleInSettingsProvider = false;
}
///
/// Registers a static field as a setting and creates an entry in the UI. The field must be of a type that implements .
///
/// The category to assign this setting to.
/// The display text for this setting in the UI.
/// Optional. The tooltip for this setting.
public UserSettingAttribute(string category, string title, string tooltip = null)
{
m_Category = category;
m_Title = new GUIContent(title, tooltip);
m_VisibleInSettingsProvider = true;
}
}
///
/// A custom attribute for registering a field with , but without automatically creating
/// a property field in the .
/// Unlike , this attribute is valid for instance properties as well as static. These values
/// don't appear in the SettingsProvider. Unity clears their stored values when "Reset All" is invoked.
///
[AttributeUsage(AttributeTargets.Field)]
public sealed class SettingsKeyAttribute : Attribute
{
string m_Key;
SettingsScope m_Scope;
///
/// Gets the key for this value.
///
/// The key used to identify this settings value from the repository.
public string key
{
get { return m_Key; }
}
///
/// Gets the location where this setting is serialized.
///
///
/// Indicates whether this is a setting
/// or a preference.
///
public SettingsScope scope
{
get { return m_Scope; }
}
///
/// Registers a field as a setting. This allows the to reset its value and display it
/// in debugging modes.
///
/// The key for this setting.
/// The scope in which this setting is serialized.
public SettingsKeyAttribute(string key, SettingsScope scope = SettingsScope.Project)
{
m_Key = key;
m_Scope = scope;
}
}
///
/// A custom attribute for adding a section of settings to a category.
///
[AttributeUsage(AttributeTargets.Method)]
public sealed class UserSettingBlockAttribute : Attribute
{
string m_Category;
///
/// Returns the title for the settings group.
/// When Unity finds settings values in assemblies, it displays them in groups, organized by category.
///
/// The group or category where this setting appears in the UI.
public string category
{
get { return m_Category; }
}
///
/// Registers a static method for a callback in the Editor window under a category.
///
///
/// Specify the title of the group of settings under which this setting appears in the UI.
public UserSettingBlockAttribute(string category)
{
m_Category = category;
}
}
}