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