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44 lines
1.4 KiB
C#

1 year ago
using System;
using UnityEngine;
namespace UnityEditor.SettingsManagement.Examples
{
/// <summary>
/// To create an entry in the Preferences window, define a new SettingsProvider inheriting <see cref="UserSettingsProvider"/>.
/// You can also choose to implement your own SettingsProvider and ignore this implementation. The benefit of using
/// <see cref="UserSettingsProvider"/> is that all <see cref="UserSetting{T}"/> fields in the assembly are automatically
/// populated within the preferences, with support for search and resetting default values.
/// </summary>
static class MySettingsProvider
{
const string k_PreferencesPath = "Preferences/Package With Project and User Settings";
#if UNITY_2018_3_OR_NEWER
[SettingsProvider]
static SettingsProvider CreateSettingsProvider()
{
var provider = new UserSettingsProvider(k_PreferencesPath,
MySettingsManager.instance,
new [] { typeof(MySettingsProvider).Assembly });
return provider;
}
#else
// For backwards compatibility it is possible to create an instance of UserSettingsProvider and invoke OnGUI manually.
[NonSerialized]
static UserSettingsProvider s_SettingsProvider;
[PreferenceItem("ProBuilder")]
static void ProBuilderPreferencesGUI()
{
if (s_SettingsProvider == null)
s_SettingsProvider = new UserSettingsProvider(MySettingsManager.instance, new[] { typeof(MySettingsProvider).Assembly });
s_SettingsProvider.OnGUI(null);
}
#endif
}
}