public static void Draw(ES3SerializableSettings settings) { var style = EditorStyle.Get; settings.location = (ES3.Location)EditorGUILayout.EnumPopup("Location", settings.location); // If the location is File, show the Directory. if (settings.location == ES3.Location.File) { settings.directory = (ES3.Directory)EditorGUILayout.EnumPopup("Directory", settings.directory); } settings.path = EditorGUILayout.TextField("Default File Path", settings.path); EditorGUILayout.Space(); settings.encryptionType = (ES3.EncryptionType)EditorGUILayout.EnumPopup("Encryption Type", settings.encryptionType); settings.encryptionPassword = EditorGUILayout.TextField("Encryption Password", settings.encryptionPassword); EditorGUILayout.Space(); if (settings.showAdvancedSettings = EditorGUILayout.Foldout(settings.showAdvancedSettings, "Advanced Runtime Settings")) { EditorGUILayout.BeginVertical(style.area); settings.format = (ES3.Format)EditorGUILayout.EnumPopup("Format", settings.format); settings.bufferSize = EditorGUILayout.IntField("Buffer Size", settings.bufferSize); EditorGUILayout.Space(); EditorGUILayout.EndVertical(); } }
public void Init() { editorSettings = ES3Settings.defaultSettingsScriptableObject; settings = editorSettings.settings; /*so = new SerializedObject(editorSettings); * var settingsProperty = so.FindProperty("settings"); * assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames");*/ }
public void OnBeforeSerialize() { #if UNITY_EDITOR // If the default settings have not yet been set, set them. if (settings == null || settings.bufferSize == 0) { settings = new ES3SerializableSettings(true); } #endif }
public void Init() { #if UNITY_2018_3_OR_NEWER defaultSettingsGo = (GameObject)AssetDatabase.LoadMainAssetAtPath(ES3EditorUtility.PathToDefaultSettings()); editorSettings = defaultSettingsGo.GetComponent <ES3DefaultSettings>(); #else editorSettings = ES3Settings.GetDefaultSettings(); #endif settings = editorSettings.settings; so = new SerializedObject(editorSettings); var settingsProperty = so.FindProperty("settings"); assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames"); }
public void OnBeforeSerialize() { #if UNITY_EDITOR // If the default settings have not yet been set, set them. if (settings == null || settings.bufferSize == 0) { settings = new ES3SerializableSettings(true); } // Get any Auto Saves in the scene. if (BuildPipeline.isBuildingPlayer) { UpdateAutoSaves(); } #endif }
public static void Draw(ES3SerializableSettings settings) { var style = EditorStyle.Get; settings.location = (ES3.Location)EditorGUILayout.EnumPopup("Location", settings.location); // If the location is File, show the Directory. if (settings.location == ES3.Location.File) { settings.directory = (ES3.Directory)EditorGUILayout.EnumPopup("Directory", settings.directory); } settings.path = EditorGUILayout.TextField("Default File Path", settings.path); EditorGUILayout.Space(); settings.encryptionType = (ES3.EncryptionType)EditorGUILayout.EnumPopup("Encryption", settings.encryptionType); settings.encryptionPassword = EditorGUILayout.TextField("Encryption Password", settings.encryptionPassword); EditorGUILayout.Space(); settings.compressionType = (ES3.CompressionType)EditorGUILayout.EnumPopup("Compression", settings.compressionType); EditorGUILayout.Space(); settings.saveChildren = EditorGUILayout.Toggle("Save GameObject Children", settings.saveChildren); EditorGUILayout.Space(); if (settings.showAdvancedSettings = EditorGUILayout.Foldout(settings.showAdvancedSettings, "Advanced Settings")) { EditorGUILayout.BeginVertical(style.area); settings.format = (ES3.Format)EditorGUILayout.EnumPopup("Format", settings.format); if (settings.format == ES3.Format.JSON) { settings.prettyPrint = EditorGUILayout.Toggle(new GUIContent("Pretty print JSON"), settings.prettyPrint); } settings.bufferSize = EditorGUILayout.IntField("Buffer Size", settings.bufferSize); settings.memberReferenceMode = (ES3.ReferenceMode)EditorGUILayout.EnumPopup("Serialise Unity Object fields", settings.memberReferenceMode); settings.serializationDepthLimit = EditorGUILayout.IntField("Serialisation Depth", settings.serializationDepthLimit); EditorGUILayout.Space(); EditorGUILayout.EndVertical(); } }
public void Init() { #if UNITY_2018_3_OR_NEWER defaultSettingsGo = (GameObject)AssetDatabase.LoadMainAssetAtPath("Assets/Plugins/Easy Save 3/Resources/ES3/ES3 Default Settings.prefab"); editorSettings = defaultSettingsGo.GetComponent <ES3DefaultSettings>(); #else editorSettings = ES3Settings.GetDefaultSettings(); #endif settings = editorSettings.settings; so = new SerializedObject(editorSettings); var settingsProperty = so.FindProperty("settings"); assemblyNamesProperty = settingsProperty.FindPropertyRelative("assemblyNames"); #if UNITY_2018_3_OR_NEWER PrefabUtility.SavePrefabAsset(defaultSettingsGo); #endif }
public void Init() { editorSettings = ES3EditorUtility.GetDefaultSettings(); settings = editorSettings.settings; }