static SettingsProvider CreateProjectSettingsProvider() { var provider = AssetSettingsProvider.CreateProviderFromAssetPath("Project/Graphics", "ProjectSettings/GraphicsSettings.asset"); var graphicsEditor = Editor.CreateEditor(AssetDatabase.LoadAllAssetsAtPath("ProjectSettings/GraphicsSettings.asset")) as GraphicsSettingsInspector; provider.keywords = SettingsProvider.GetSearchKeywordsFromGUIContentProperties <Styles>() .Concat(SettingsProvider.GetSearchKeywordsFromGUIContentProperties <TierSettingsEditor.Styles>()) .Concat(SettingsProvider.GetSearchKeywordsFromGUIContentProperties <BuiltinShadersEditor.Styles>()) .Concat(SettingsProvider.GetSearchKeywordsFromGUIContentProperties <ShaderStrippingEditor.Styles>()) .Concat(SettingsProvider.GetSearchKeywordsFromGUIContentProperties <ShaderPreloadEditor.Styles>()) .Concat(SettingsProvider.GetSearchKeywordsFromSerializedObject(graphicsEditor.serializedObject)) .Concat(SettingsProvider.GetSearchKeywordsFromSerializedObject(graphicsEditor.alwaysIncludedShadersEditor.serializedObject)); provider.activateHandler = (searchContext, rootElement) => { (provider.settingsEditor as GraphicsSettingsInspector)?.SetSectionOpenListener(provider.Repaint); }; provider.icon = EditorGUIUtility.FindTexture("UnityEngine/UI/GraphicRaycaster Icon"); return(provider); }
static SettingsProvider CreateProjectSettingsProvider() { var provider = new AssetSettingsProvider("Project/Graphics", "ProjectSettings/GraphicsSettings.asset"); provider.PopulateSearchKeywordsFromGUIContentProperties <Styles>(); provider.PopulateSearchKeywordsFromGUIContentProperties <TierSettingsEditor.Styles>(); provider.PopulateSearchKeywordsFromGUIContentProperties <BuiltinShadersEditor.Styles>(); provider.PopulateSearchKeywordsFromGUIContentProperties <ShaderStrippingEditor.Styles>(); provider.PopulateSearchKeywordsFromGUIContentProperties <ShaderPreloadEditor.Styles>(); var graphicSettings = provider.CreateEditor() as GraphicsSettingsInspector; SettingsProvider.GetSearchKeywordsFromSerializedObject(graphicSettings.serializedObject, provider.keywords); SettingsProvider.GetSearchKeywordsFromSerializedObject(graphicSettings.alwaysIncludedShadersEditor.serializedObject, provider.keywords); provider.onEditorCreated = editor => { (editor as GraphicsSettingsInspector).SetSectionOpenListener(provider.settingsWindow.Repaint); }; provider.icon = EditorGUIUtility.FindTexture("UnityEngine/UI/GraphicRaycaster Icon"); return(provider); }
internal static SettingsProvider CreateProjectSettingsProvider() { var provider = new AssetSettingsProvider("Project/Cluster Input", "ProjectSettings/ClusterInputManager.asset"); SettingsProvider.GetSearchKeywordsFromSerializedObject(provider.CreateEditor().serializedObject, provider.keywords); return provider; }