GameVsJam/3d Prototyp/Library/PackageCache/com.unity.settings-manager@.../Samples~/PackageWithProjectAndUserSe.../SettingsExamples.cs

105 lines
3.9 KiB
C#

using System;
using UnityEngine;
namespace UnityEditor.SettingsManagement.Examples
{
[Serializable]
class FooClass
{
public int intValue;
public string stringValue;
public FooClass()
{
intValue = 42;
stringValue = "I'm some text";
}
}
class MySettingsExamples : EditorWindow
{
#pragma warning disable 414
// [UserSetting] attribute registers this setting with the UserSettingsProvider so that it can be automatically
// shown in the UI.
[UserSetting("General Settings", "Days Without Incident")]
static MySetting<int> s_NumberOfDaysWithoutIncident = new MySetting<int>("general.daysWithoutIncident", 0, SettingsScope.User);
[UserSetting("General Settings", "Favorite Color")]
static MySetting<Color> s_FavoriteColor = new MySetting<Color>("general.favoriteColor", Color.magenta);
[UserSetting("General Settings", "Vector2 Field")]
static MySetting<Vector2> s_Vector2Value = new MySetting<Vector2>("general.vector2Value", new Vector2(2f, 4f));
[UserSetting("General Settings", "Editor Flags")]
static MySetting<StaticEditorFlags> s_EditorFlags = new MySetting<StaticEditorFlags>("general.editorFlags", StaticEditorFlags.BatchingStatic);
#pragma warning restore 414
// [UserSetting] with no arguments simply registers the key with UserSettingsProvider so that it can be included
// in debug views and reset with the options gizmo. Usually this is used in conjunction with [UserSettingsBlock].
[UserSetting]
static MySetting<FooClass> s_Foo = new MySetting<FooClass>("general.foo", new FooClass(), SettingsScope.Project);
[UserSetting]
static MySetting<int> s_NumberWithSlider = new MySetting<int>("general.conditionalValue", 5, SettingsScope.Project);
// A UserSettingBlock is a callback invoked from the UserSettingsProvider. It allows you to draw more complicated
// UI elements without the need to create a new SettingsProvider. Parameters are "category" and "search keywords."
// For maximum compatibility, use `SettingsGUILayout` searchable and settings fields to get features like search
// and per-setting reset with a context click.
[UserSettingBlock("Custom GUI Settings")]
static void ConditionalValueGUI(string searchContext)
{
EditorGUI.BeginChangeCheck();
s_NumberWithSlider.value = SettingsGUILayout.SettingsSlider("Number With Slider", s_NumberWithSlider, 0, 10, searchContext);
var foo = s_Foo.value;
using(new SettingsGUILayout.IndentedGroup("Foo Class"))
{
EditorGUI.BeginChangeCheck();
foo.intValue = SettingsGUILayout.SearchableIntField("Int Value", foo.intValue, searchContext);
foo.stringValue = SettingsGUILayout.SearchableTextField("String Value", foo.stringValue, searchContext);
// Because FooClass is a reference type, we need to apply the changes to the backing repository (SetValue
// would also work here).
if (EditorGUI.EndChangeCheck())
s_Foo.ApplyModifiedProperties();
}
SettingsGUILayout.DoResetContextMenuForLastRect(s_Foo);
if (EditorGUI.EndChangeCheck())
MySettingsManager.Save();
}
const string k_ColorInstanceFieldKey = "MySettingsExamples.m_ColorField";
// It is also possible to forego the UserSetting<T> wrapper and use a settings instance directly. To register
// a setting with the "Reset All" option of UserSettingsProvider, apply the [UserSetting] (or for instance fields [SettingsKey]) attribute.
Color m_ColorField;
[MenuItem("Window/Show Settings Examples")]
static void Init()
{
GetWindow<MySettingsExamples>();
}
void OnEnable()
{
m_ColorField = MySettingsManager.Get<Color>(k_ColorInstanceFieldKey);
}
void OnGUI()
{
EditorGUI.BeginChangeCheck();
m_ColorField = EditorGUILayout.ColorField("Color", m_ColorField);
if (EditorGUI.EndChangeCheck())
MySettingsManager.Set<Color>(k_ColorInstanceFieldKey, m_ColorField);
}
}
}