An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
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using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
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;
const string HIDE_MUSH_KEY = "hideMushroomInHierarchy";
const string USE_EXP_MENUS = "useExperimentalMenus";
public static bool hideMushroomInHierarchy;
public static bool useExperimentalMenus;
static FungusEditorPreferences()
{
LoadOnScriptLoad();
}
// Add preferences section named "My Preferences" to the Preferences Window
[PreferenceItem("Fungus")]
public static void PreferencesGUI()
{
// Load the preferences
if (!prefsLoaded)
{
LoadOnScriptLoad();
}
// Preferences GUI
hideMushroomInHierarchy = EditorGUILayout.Toggle("Hide Mushroom Flowchart Icon", hideMushroomInHierarchy);
useExperimentalMenus = EditorGUILayout.Toggle(new GUIContent("Experimental Searchable Menus", "Experimental menus replace the Event, Add Variable and Add Command menus with a searchable menu more like the Unity AddComponent menu."), useExperimentalMenus);
// Save the preferences
if (GUI.changed)
{
EditorPrefs.SetBool(HIDE_MUSH_KEY, hideMushroomInHierarchy);
EditorPrefs.SetBool(USE_EXP_MENUS, useExperimentalMenus);
}
}
public static void LoadOnScriptLoad()
{
hideMushroomInHierarchy = EditorPrefs.GetBool(HIDE_MUSH_KEY, false);
useExperimentalMenus = EditorPrefs.GetBool(USE_EXP_MENUS, false);
prefsLoaded = true;
}
}
}
}