An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Fungus
{
namespace EditorUtils
{
/// <summary>
/// Shows Fungus section in the Edit->Preferences in unity allows you to configure Fungus behaviour
///
/// ref https://docs.unity3d.com/ScriptReference/PreferenceItem.html
/// </summary>
[InitializeOnLoad]
public static class FungusEditorPreferences
{
// Have we loaded the prefs yet
private static bool prefsLoaded = false;
private const string HIDE_MUSH_KEY = "hideMushroomInHierarchy";
private const string USE_LEGACY_MENUS = "useLegacyMenus";
public static bool hideMushroomInHierarchy;
public static bool useLegacyMenus;
static FungusEditorPreferences()
{
LoadOnScriptLoad();
}
#if UNITY_2019_1_OR_NEWER
[SettingsProvider]
public static SettingsProvider CreateFungusSettingsProvider()
{
// First parameter is the path in the Settings window.
// Second parameter is the scope of this setting: it only appears in the Project Settings window.
var provider = new SettingsProvider("Project/Fungus", SettingsScope.Project)
{
// Create the SettingsProvider and initialize its drawing (IMGUI) function in place:
guiHandler = (searchContext) => PreferencesGUI()
// // Populate the search keywords to enable smart search filtering and label highlighting:
// keywords = new HashSet<string>(new[] { "Number", "Some String" })
};
return provider;
}
#else
[PreferenceItem("Fungus")]
#endif
private static void PreferencesGUI()
{
// Load the preferences
if (!prefsLoaded)
{
LoadOnScriptLoad();
}
// Preferences GUI
hideMushroomInHierarchy = EditorGUILayout.Toggle("Hide Mushroom Flowchart Icon", hideMushroomInHierarchy);
useLegacyMenus = EditorGUILayout.Toggle(new GUIContent("Legacy Menus", "Force Legacy menus for Event, Add Variable and Add Command menus"), useLegacyMenus);
EditorGUILayout.Space();
//ideally if any are null, but typically it is all or nothing that have broken links due to version changes or moving files external to Unity
if (FungusEditorResources.Add == null)
{
EditorGUILayout.HelpBox("FungusEditorResources need to be regenerated!", MessageType.Error);
}
if (GUILayout.Button(new GUIContent("Select Fungus Editor Resources SO", "If Fungus icons are not showing correctly you may need to reassign the references in the FungusEditorResources. Button below will locate it.")))
{
var ids = AssetDatabase.FindAssets("t:FungusEditorResources");
if (ids.Length > 0)
{
var p = AssetDatabase.GUIDToAssetPath(ids[0]);
var asset = AssetDatabase.LoadAssetAtPath<FungusEditorResources>(p);
Selection.activeObject = asset;
}
else
{
Debug.LogError("No FungusEditorResources found!");
}
}
if (GUILayout.Button("Open Changelog (version info)"))
{
//From project path down, look for our Fungus\Docs\ChangeLog.txt
var projectPath = System.IO.Directory.GetParent(Application.dataPath);
var fileMacthes = System.IO.Directory.GetFiles(projectPath.FullName, "CHANGELOG.txt", System.IO.SearchOption.AllDirectories);
fileMacthes = fileMacthes.Where((x) =>
{
var fileFolder = System.IO.Directory.GetParent(x);
return fileFolder.Name == "Docs" && fileFolder.Parent.Name == "Fungus";
}).ToArray();
if (fileMacthes == null || fileMacthes.Length == 0)
{
Debug.LogWarning("Cannot locate Fungus\\Docs\\CHANGELONG.txt");
}
else
{
Application.OpenURL(fileMacthes[0]);
}
}
// Save the preferences
if (GUI.changed)
{
EditorPrefs.SetBool(HIDE_MUSH_KEY, hideMushroomInHierarchy);
EditorPrefs.SetBool(USE_LEGACY_MENUS, useLegacyMenus);
}
}
public static void LoadOnScriptLoad()
{
hideMushroomInHierarchy = EditorPrefs.GetBool(HIDE_MUSH_KEY, false);
useLegacyMenus = EditorPrefs.GetBool(USE_LEGACY_MENUS, false);
prefsLoaded = true;
}
}
}
}