示例#1
0
        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();
            }
        }
示例#2
0
        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
 }
示例#4
0
        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");
        }
示例#5
0
    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
    }
示例#6
0
        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();
            }
        }
示例#7
0
        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
        }
示例#8
0
 public void Init()
 {
     editorSettings = ES3EditorUtility.GetDefaultSettings();
     settings       = editorSettings.settings;
 }