/// <summary> /// エディタ上に保存してあるデータをロード /// </summary> void Load() { gameScreenWidth = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenWidth, 800); gameScreenHeight = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenHegiht, 600); font = UtageEditorPrefs.LoadAsset <FontData>(UtageEditorPrefs.Key.CreateAdvEngineWindowFont, "Assets/Utage/Examples/ScriptableObject/Example FontData.asset"); clickSe = UtageEditorPrefs.LoadAsset <AudioClip>(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe, "Assets/Utage/Examples/Audio/mouse_click.wav"); transitionFadeBg = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg, "Assets/Utage/Examples/Textures/UI/transitionFadeBg.png"); msgWindowSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite, "Assets/Utage/Examples/Textures/UI/MessageWindow.png"); isEnableCloseButton = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true); closeButtonSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite, "Assets/Utage/Examples/Textures/UI/CloseIcon.png"); selectionItemPrefab = UtageEditorPrefs.LoadPrefab <AdvUiSelection>(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab, "Assets/Utage/Examples/Prefabs/SelectionItem.prefab"); isEnableBackLog = UtageEditorPrefs.LoadBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, true); backLogButtonSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite, "Assets/Utage/Examples/Textures/UI/SystemButtonSS.png"); backLogFilterSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite, "Assets/Utage/Examples/Textures/UI/filterBg.png"); backLogScrollUpArrow = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow, "Assets/Utage/Examples/Textures/UI/AllowUp.png"); backLogItemPrefab = UtageEditorPrefs.LoadPrefab <AdvUiBacklog>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab, "Assets/Utage/Examples/Prefabs/BacklogItem.prefab"); backLogCloseButtonSprite = UtageEditorPrefs.LoadAsset <Sprite>(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite, "Assets/Utage/Examples/Textures/UI/SystemButtonSS.png"); }
/// <summary> /// エディタ上に保存してあるデータをロード /// </summary> void Load() { customProjectSetting = UtageEditorPrefs.LoadAsset <CustomProjectSetting>( UtageEditorPrefs.Key.CustomProjectSetting, "Assets/Utage/Examples/ScriptableObject/Example CustomProjectSetting.asset"); gameScreenWidth = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenWidth, 800); gameScreenHeight = UtageEditorPrefs.LoadInt(UtageEditorPrefs.Key.GameScreenHegiht, 600); }
/// <summary> /// エディタ上に保存してあるデータをセーブ /// </summary> void Save() { UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenWidth, gameScreenWidth); UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenHegiht, gameScreenHeight); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowFont, font); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe, clickSe); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg, transitionFadeBg); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite, msgWindowSprite); UtageEditorPrefs.SaveBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, isEnableCloseButton); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite, closeButtonSprite); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab, selectionItemPrefab); UtageEditorPrefs.SaveBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, isEnableBackLog); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite, backLogButtonSprite); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite, backLogFilterSprite); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow, backLogScrollUpArrow); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab, backLogItemPrefab); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite, backLogCloseButtonSprite); }
/// <summary> /// セーブデータを全て削除 /// </summary> void DeleteAllSaveData() { UtageEditorPrefs.Delete(UtageEditorPrefs.Key.GameScreenWidth); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.GameScreenHegiht); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowFont); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab); UtageEditorPrefs.Delete(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite); }
/// <summary> /// エディタ上に保存してあるデータをセーブ /// </summary> void Save() { UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CustomProjectSetting, customProjectSetting); UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenWidth, gameScreenWidth); UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenHegiht, gameScreenHeight); }