public static PFDSettings LoadSettings() { string path = string.Format("{0}/{1}/{2}/{3}.asset", new string[] { PathFinderSettings.ASSETS_FOLDER, PathFinderSettings.PROJECT_FOLDER, PathFinderSettings.EDITOR_FOLDER, PathFinderSettings.DEBUGER_ASSET_NAME }); PFDSettings result = (PFDSettings)AssetDatabase.LoadAssetAtPath(path, typeof(PFDSettings)); if (result == null) { result = CreateInstance <PFDSettings>(); AssetDatabase.CreateAsset(result, path); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } return(result); //PFDSettings result = Resources.Load<PFDSettings>(PathFinderSettings.DEBUGER_ASSET_NAME); //if (result == null) { // result = CreateInstance<PFDSettings>(); // AssetDatabase.CreateAsset(result, String.Format("{0}/{1}/{2}/{3}.asset", new string[] { "Assets", PathFinderSettings.PROJECT_FOLDER, PathFinderSettings.RESOURSES_FOLDER, PathFinderSettings.DEBUGER_ASSET_NAME })); // AssetDatabase.SaveAssets(); // AssetDatabase.Refresh(); //} //return result; }
public override void OnInspectorGUI() { EditorGUILayout.LabelField("you probably should not edit this file in inspector at all exept materials", GUILayout.ExpandHeight(true)); PFDSettings s = (PFDSettings)target; if (s == null) { return; } s.dotShader = (Shader)EditorGUILayout.ObjectField("Dot shader", s.dotShader, typeof(Shader), false); s.lineShader = (Shader)EditorGUILayout.ObjectField("Line shader", s.lineShader, typeof(Shader), false); s.trisShader = (Shader)EditorGUILayout.ObjectField("Tris shader", s.trisShader, typeof(Shader), false); }
void OnEnable() { Debuger_K.ForceInit(); Shader dotShader = PFDSettings.GetDotShader(); Shader lineShader = PFDSettings.GetLineShader(); Shader trisShader = PFDSettings.GetTrisShader(); data = new MaterialAndBufferHolder[7]; data[(int)Indexes.ImportantDot] = new MaterialAndBufferHolder(dotShader, dotShaderParameterName, dotStride); data[(int)Indexes.ImportantLine] = new MaterialAndBufferHolder(lineShader, lineShaderParameterName, lineStride); data[(int)Indexes.ImportantTris] = new MaterialAndBufferHolder(trisShader, trisShaderParameterName, trisStride); data[(int)Indexes.Path] = new MaterialAndBufferHolder(lineShader, lineShaderParameterName, lineStride); data[(int)Indexes.GenericDot] = new MaterialAndBufferHolder(dotShader, dotShaderParameterName, dotStride); data[(int)Indexes.GenericLine] = new MaterialAndBufferHolder(lineShader, lineShaderParameterName, lineStride); data[(int)Indexes.GenericMesh] = new MaterialAndBufferHolder(trisShader, trisShaderParameterName, trisStride); EditorApplication.update -= OnUpdate; EditorApplication.update += OnUpdate; //StartCoroutine(ClearDebug()); }