/// <summary> /// 读取配置 /// </summary> private static void LoadSettingsFromPlayerPrefs(AssetBuilder builder) { builder.CompressOption = UtilPlayerPrefs.GetEnum <AssetBuilder.ECompressOption>(StrEditorCompressOption, AssetBuilder.ECompressOption.Uncompressed); builder.IsForceRebuild = UtilPlayerPrefs.GetBool(StrEditorIsForceRebuild, false); builder.IsAppendHash = UtilPlayerPrefs.GetBool(StrEditorIsAppendHash, false); builder.IsDisableWriteTypeTree = UtilPlayerPrefs.GetBool(StrEditorIsDisableWriteTypeTree, false); builder.IsIgnoreTypeTreeChanges = UtilPlayerPrefs.GetBool(StrEditorIsIgnoreTypeTreeChanges, false); }
/// <summary> /// 存储配置 /// </summary> private static void SaveSettingsToPlayerPrefs(AssetBuilder builder) { UtilPlayerPrefs.SetEnum <AssetBuilder.ECompressOption>(StrEditorCompressOption, builder.CompressOption); UtilPlayerPrefs.SetBool(StrEditorIsForceRebuild, builder.IsForceRebuild); UtilPlayerPrefs.SetBool(StrEditorIsAppendHash, builder.IsAppendHash); UtilPlayerPrefs.SetBool(StrEditorIsDisableWriteTypeTree, builder.IsDisableWriteTypeTree); UtilPlayerPrefs.SetBool(StrEditorIsIgnoreTypeTreeChanges, builder.IsIgnoreTypeTreeChanges); }