public static void ShowWindow()
        {
            // Load isolation value:
            IsolatePowerUI = Symbols.IsSymbolDefined("IsolatePowerUI");

            // Load custom input value:
            CustomInput = Symbols.IsSymbolDefined("NoPowerUIInput");

            // Show existing window instance. If one doesn't exist, make one.
            EditorWindow window = EditorWindow.GetWindow(typeof(GeneralSettings));

            // Give it a title:
            window.title = "General Settings";
        }
Exemplo n.º 2
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        public static void ShowWindow()
        {
            // Load CompileAOT value:
            CompileAOT = Symbols.IsSymbolDefined("nitroAot");

            // Load No Runtime:
            NoRuntime = Symbols.IsSymbolDefined("NoNitroRuntime");

            // Show existing window instance. If one doesn't exist, make one.
            EditorWindow window = EditorWindow.GetWindow(typeof(NitroSettings));

            // Give it a title:
            window.title = "Nitro Settings";
        }
Exemplo n.º 3
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        // Called at 100fps.
        void Update()
        {
            UpdateTimer++;
            if (UpdateTimer < 200)
            {
                return;
            }
            UpdateTimer = 0;
            // Reduced now to once every 2 seconds.

            // Load CompileAOT value, just incase it changed in the actual defines window:
            CompileAOT = Symbols.IsSymbolDefined("nitroAot");
            // Load NoRuntime value, just incase it changed in the actual defines window:
            NoRuntime = Symbols.IsSymbolDefined("NoNitroRuntime");
        }
        // Called at 100fps.
        void Update()
        {
            UpdateTimer++;

            if (UpdateTimer < 200)
            {
                return;
            }

            UpdateTimer = 0;
            // Reduced now to once every 2 seconds.

            // Load isolation value, just incase it changed in the actual defines window:
            IsolatePowerUI = Symbols.IsSymbolDefined("IsolatePowerUI");

            // Load custom input value, just incase it changed in the actual defines window:
            CustomInput = Symbols.IsSymbolDefined("NoPowerUIInput");
        }
Exemplo n.º 5
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        public static void ShowWindow()
        {
            // Load CompileAOT value:
            CompileAOT = Symbols.IsSymbolDefined("nitroAot");

            // Load No Runtime:
            NoRuntime = Symbols.IsSymbolDefined("NoNitroRuntime");

            // Show existing window instance. If one doesn't exist, make one.
            EditorWindow window = EditorWindow.GetWindow(typeof(NitroSettings));

            // Give it a title:
                        #if PRE_UNITY5_3
            window.title = "Nitro Settings";
                        #else
            GUIContent title = new GUIContent();
            title.text          = "Nitro Settings";
            window.titleContent = title;
                        #endif
        }
Exemplo n.º 6
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 /// <summary>Checks if the symbol has been defined manually.</summary>
 public void Update()
 {
     Active = Symbols.IsSymbolDefined(DefinesSymbol);
 }