using UnityEditor; namespace AmplifyShaderEditor { [System.Serializable] public class OptionsWindow { private AmplifyShaderEditorWindow m_parentWindow = null; private bool m_coloredPorts = true; private bool m_multiLinePorts = true; private const string MultiLineId = "MultiLinePortsDefault"; private const string ColorPortId = "ColoredPortsDefault"; public OptionsWindow( AmplifyShaderEditorWindow parentWindow ) { m_parentWindow = parentWindow; //Load (); } public void Init() { Load(); } public void Destroy() { Save(); } public void Save() { EditorPrefs.SetBool( ColorPortId, ColoredPorts ); EditorPrefs.SetBool( MultiLineId, m_multiLinePorts ); } public void Load() { ColoredPorts = EditorPrefs.GetBool( ColorPortId, true ); m_multiLinePorts = EditorPrefs.GetBool( MultiLineId, true ); } public bool ColoredPorts { get { return m_coloredPorts; } set { if ( m_coloredPorts != value ) EditorPrefs.SetBool( ColorPortId, value ); m_coloredPorts = value; } } public bool MultiLinePorts { get { return m_multiLinePorts; } set { if ( m_multiLinePorts != value ) EditorPrefs.SetBool( MultiLineId, value ); m_multiLinePorts = value; } } public AmplifyShaderEditorWindow ParentWindow { get { return m_parentWindow; } set { m_parentWindow = value; } } } }