public static WindowSystemResourcesSettings GetSettings() { #if UNITY_EDITOR if (Application.isPlaying == false) { WindowSystemResourcesSettings settings = null; var obj = GameObject.FindObjectOfType <WindowSystemResources>(); if (obj == null) { var objs = ME.EditorUtilities.GetObjectsOfType <WindowSystemResources>("Assets/", string.Empty, (w) => true, useCache: false); if (objs.Length > 0) { settings = objs[0].settings as WindowSystemResourcesSettings; } else { Debug.LogError("No settings `WindowSystemResourcesSettings` found"); } } else { settings = obj.settings as WindowSystemResourcesSettings; } return(settings); } #endif return(WindowSystemResources.instance.settings as WindowSystemResourcesSettings); }
public override void OnFlowSettingsGUI() { if (Resources.settings == null) { Resources.settings = Resources.GetSettingsFile(); } var settings = Resources.settings; if (settings == null) { EditorGUILayout.HelpBox(string.Format(FlowAddon.MODULE_HAS_ERRORS, "Settings file not found (WindowSystemResourcesSettings)."), MessageType.Error); } else { GUILayout.Label(FlowAddon.MODULE_INSTALLED, EditorStyles.centeredGreyMiniLabel); if (this.editor == null) { this.editor = Editor.CreateEditor(settings); } if (this.editor != null) { this.editor.OnInspectorGUI(); } } }
protected override void OnInspectorGUI(WindowSystemResourcesSettings settings, WindowSystemResourcesServiceItem item, System.Action onReset, GUISkin skin) { //var data = FlowSystem.GetData(); if (settings == null) { return; } var newValue = GUILayout.Toggle(settings.loadFromStreamingAssets, "Use Streaming Assets"); if (settings.loadFromStreamingAssets == true) { UnityEditor.EditorGUILayout.HelpBox("StreamingAssets directory will be used to load AssetBundles", UnityEditor.MessageType.Info); } if (newValue != settings.loadFromStreamingAssets) { settings.loadFromStreamingAssets = newValue; UnityEditor.EditorUtility.SetDirty(settings); } UnityEditor.EditorGUI.BeginDisabledGroup(settings.loadFromStreamingAssets); { if (settings.url == null) { settings.url = string.Empty; } GUILayout.Label("URL:"); var newKey = GUILayout.TextArea(settings.url); if (newKey != settings.url) { settings.url = newKey; UnityEditor.EditorUtility.SetDirty(settings); } } UnityEditor.EditorGUI.EndDisabledGroup(); }
public override void EditorLoad(WindowSystemResourcesSettings settings, WindowSystemResourcesServiceItem item) { }