public static void LoadEditorPrefs() { #if UNITY_EDITOR DEBUG_MODE = (VLSDebugMode)UnityEditor.EditorPrefs.GetInt("VLS_DEBUG_MODE", (int)VLSDebugMode.Geometry); DEFAULT_LIGHT_LAYER = UnityEditor.EditorPrefs.GetInt("DEFAULT_LIGHT_LAYER", 0); DEFAULT_LIGHT_SCALE = UnityEditor.EditorPrefs.GetFloat("DEFAULT_LIGHT_SCALE", 10); DEFAULT_LIGHT_SHADOW_LAYER = UnityEditor.EditorPrefs.GetInt("DEFAULT_LIGHT_SHADOW_LAYER", -1); #endif }
public static void LoadEditorPrefs() { #if UNITY_EDITOR DEBUG_MODE = (VLSDebugMode)UnityEditor.EditorPrefs.GetInt("VLS_DEBUG_MODE", (int)VLSDebugMode.Geometry); DEFAULT_LIGHT_LAYER = UnityEditor.EditorPrefs.GetInt("DEFAULT_LIGHT_LAYER", 0); DEFAULT_LIGHT_SCALE = UnityEditor.EditorPrefs.GetFloat("DEFAULT_LIGHT_SCALE", 10); DEFAULT_LIGHT_SHADOW_LAYER = UnityEditor.EditorPrefs.GetInt("DEFAULT_LIGHT_SHADOW_LAYER", -1); #endif }
public static bool IsModeActive(VLSDebugMode _mode) { return((VLSGlobals.DEBUG_MODE & _mode) != 0); }
public static void RemoveDebugMode(VLSDebugMode _mode) { VLSGlobals.DEBUG_MODE &= ~_mode; VLSGlobals.SaveEditorPrefs(); }
public static void SetDebugMode(VLSDebugMode _mode) { VLSGlobals.DEBUG_MODE = _mode; VLSGlobals.SaveEditorPrefs(); }
public static bool IsModeActive(VLSDebugMode _mode) { return ((VLSGlobals.DEBUG_MODE & _mode) != 0); }
public static void RemoveDebugMode(VLSDebugMode _mode) { VLSGlobals.DEBUG_MODE &= ~_mode; VLSGlobals.SaveEditorPrefs(); }
public static void SetDebugMode(VLSDebugMode _mode) { VLSGlobals.DEBUG_MODE = _mode; VLSGlobals.SaveEditorPrefs(); }