ProjectDDD/Assets/Plugins/Easy Save 3/Editor/ES3SettingsEditor.cs

74 lines
3.6 KiB (Stored with Git LFS)
C#

using UnityEditor;
using UnityEngine;
namespace ES3Editor
{
public static class ES3SettingsEditor
{
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);
if (settings.location == ES3.Location.Cache)
{
EditorGUILayout.BeginVertical(style.area);
settings.autoCacheDefaultFile = EditorGUILayout.Toggle(new GUIContent("Auto cache default file", "When enabled, the default file as defined at the top of the Settings window will be cached when the application starts."), settings.autoCacheDefaultFile);
settings.autoCacheFileOnLoad = EditorGUILayout.Toggle(new GUIContent("Auto cache file on load", "Whether we should automatically cache the file when we attempt to load from it and it doesn't exist in the cache."), settings.autoCacheFileOnLoad);
EditorGUILayout.Space();
EditorGUILayout.LabelField("Store cached data:");
EditorGUILayout.BeginVertical(style.area);
settings.storeCacheAtEndOfEveryFrame = EditorGUILayout.Toggle("At end of every frame", settings.storeCacheAtEndOfEveryFrame);
settings.storeCacheOnApplicationQuit = EditorGUILayout.Toggle("On Application Quit", settings.storeCacheOnApplicationQuit);
settings.storeCacheOnApplicationPause = EditorGUILayout.Toggle("On Application Pause", settings.storeCacheOnApplicationPause);
EditorGUILayout.EndVertical();
EditorGUILayout.EndVertical();
}
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.referenceMode = (ES3.ReferenceMode)EditorGUILayout.EnumPopup("Serialise Unity Objects", settings.referenceMode);
settings.memberReferenceMode = (ES3.ReferenceMode)EditorGUILayout.EnumPopup("Serialise fields of Unity Object", settings.memberReferenceMode);
settings.serializationDepthLimit = EditorGUILayout.IntField("Serialisation Depth", settings.serializationDepthLimit);
settings.postprocessRawCachedData = EditorGUILayout.Toggle(new GUIContent("Postprocess raw cached data"), settings.postprocessRawCachedData);
EditorGUILayout.Space();
EditorGUILayout.EndVertical();
}
}
}
}