public bool DrawSettings()
 {
     UnityEngine.Object newSettingsObj = EditorGUILayout.ObjectField("Settings", _settings, typeof(SOSettings), false);
     if (newSettingsObj != _settings)
     {
         _settings = newSettingsObj as SOSettings;
         EditorPrefs.SetString(soEventWizard_SettingsGUID_EditorPrefsKey, AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(_settings)));
         return(true);
     }
     return(false);
 }
Beispiel #2
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    private string[] BuildAllPresetTypes()
    {
        SOSettings settings = (_associatedWizardSettings != null) ? _associatedWizardSettings.Settings : null;

        if (settings == null || settings.additionalCommonTypes.Length == 0)
        {
            return(WizardParameters.PresetTypes);
        }

        string[] newPresetTypes = new string[WizardParameters.PresetTypes.Length + settings.additionalCommonTypes.Length];
        for (int i = 0; i < WizardParameters.PresetTypes.Length; ++i)
        {
            newPresetTypes[i] = WizardParameters.PresetTypes[i];
        }
        for (int i = 0; i < settings.additionalCommonTypes.Length; ++i)
        {
            newPresetTypes[i + WizardParameters.PresetTypes.Length] = settings.additionalCommonTypes[i];
        }

        return(newPresetTypes);
    }
    public WizardSettings()
    {
        string settingsGUID = EditorPrefs.GetString(soEventWizard_SettingsGUID_EditorPrefsKey);

        _settings = (SOSettings)AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(settingsGUID));
    }