/// <summary> /// Sets the Glass System Settings option 'useCusomGUI' if the user is using the Pro Unity Skin. /// </summary> public static void SetCustomGUI_IfPro() { string packagePath = Application.dataPath + "/" + GlassManager.default_packageName + "/"; string xmlPath = packagePath + GlassManager.default_xml_Pathname + "/"; string settingsPath = xmlPath + GlassManager.default_settings_Filename + ".xml"; GlassSystemSettings settings = GlassSystemSettings.LoadFromXML(settingsPath); if (EditorGUIUtility.isProSkin) { Debug.Log("Fantastic Glass :: User has Pro Unity Skin, enabling custom GUI skin - setting available from Glass Manager & Glass Maker."); settings.useCustomGUI = EditorGUIUtility.isProSkin; } }
public static GlassSystemSettings LoadFromXML(string path) { if (!File.Exists(path)) { Debug.Log("Glass System Settings: File does not exist '" + path + "'"); return(null); } XmlSerializer xmlserialiser = new XmlSerializer(typeof(GlassSystemSettings)); FileStream filestream = new FileStream(path, FileMode.Open); GlassSystemSettings loadedSettings = xmlserialiser.Deserialize(filestream) as GlassSystemSettings; filestream.Close(); return(loadedSettings); }
void OnEnable() { if (tools == null) { tools = new EditorTools(toolsName); } if (manager == null) { manager = (GlassManager)target; } if (manager == null) { return; } if (renderOrderManager == null) { renderOrderManager = GlassRenderOrderManager.Instance; } manager.InitPaths(); settings = manager.LoadSystemSettings(); manager.LoadManager(); UpdateTextureAAIndex(); manager.UpdateActiveMaterials(); if (!manager.LayersExist()) { Show_LayersWarning(); } }
public static GlassSystemSettings GenerateDefaultSettings() { GlassSystemSettings defaultSettings = new GlassSystemSettings(); return(defaultSettings); }