/// <summary> /// エディタ上に保存してあるデータをセーブ /// </summary> void Save() { UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenWidth, gameScreenWidth); UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenHegiht, gameScreenHeight); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowFont, font); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowClickSe, clickSe); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowTransitionFadeBg, transitionFadeBg); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowMsgWindowSprite, msgWindowSprite); UtageEditorPrefs.SaveBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, isEnableCloseButton); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowCloseButtonSprite, closeButtonSprite); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowSelectionItemPrefab, selectionItemPrefab); UtageEditorPrefs.SaveBool(UtageEditorPrefs.Key.CreateAdvEngineWindowIsEnableCloseButton, isEnableBackLog); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogButtonSprite, backLogButtonSprite); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogFilterSprite, backLogFilterSprite); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogScrollUpArrow, backLogScrollUpArrow); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogItemPrefab, backLogItemPrefab); UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CreateAdvEngineWindowBackLogCloseButtonSprite, backLogCloseButtonSprite); }
/// <summary> /// エディタ上に保存してあるデータをセーブ /// </summary> void Save() { UtageEditorPrefs.SaveAsset(UtageEditorPrefs.Key.CustomProjectSetting, customProjectSetting); UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenWidth, gameScreenWidth); UtageEditorPrefs.SaveInt(UtageEditorPrefs.Key.GameScreenHegiht, gameScreenHeight); }