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