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CrowdControl/Assets/Plugins/Animancer/Internal/Editor Utilities/BoolPref.cs

101 lines
3.4 KiB
C#

// Animancer // Copyright 2020 Kybernetik //
#if UNITY_EDITOR
using UnityEditor;
using UnityEngine;
namespace Animancer.Editor
{
/// <summary>[Editor-Only]
/// A simple wrapper around <see cref="EditorPrefs"/> to get and set a bool.
/// <para></para>
/// If you are interested in a more comprehensive pref wrapper that supports more types, you should check out
/// <see href="https://kybernetik.com.au/inspector-gadgets">Inspector Gadgets</see>.
/// </summary>
public sealed class BoolPref
{
/************************************************************************************************************************/
/// <summary>The prefix which is automatically added before the <see cref="Key"/>.</summary>
public const string KeyPrefix = "Animancer/";
/// <summary>The identifier with which this pref will be saved.</summary>
public readonly string Key;
/// <summary>The label to use when adding a function to toggle this pref to a menu.</summary>
public readonly string MenuItem;
/// <summary>The starting value to use for this pref if none was previously saved.</summary>
public readonly bool DefaultValue;
/************************************************************************************************************************/
private bool _HasValue;
private bool _Value;
/// <summary>The current value of this pref.</summary>
public bool Value
{
get
{
if (!_HasValue)
{
_HasValue = true;
_Value = EditorPrefs.GetBool(Key, DefaultValue);
}
return _Value;
}
set
{
if (_Value == value &&
_HasValue)
return;
_Value = value;
_HasValue = true;
EditorPrefs.SetBool(Key, value);
}
}
/// <summary>Returns the current value of the `pref`.</summary>
public static implicit operator bool(BoolPref pref)
{
return pref.Value;
}
/************************************************************************************************************************/
/// <summary>Constructs a new <see cref="BoolPref"/>.</summary>
public BoolPref(string menuItem, bool defaultValue)
: this(null, menuItem, defaultValue) { }
/// <summary>Constructs a new <see cref="BoolPref"/>.</summary>
public BoolPref(string keyPrefix, string menuItem, bool defaultValue)
{
MenuItem = menuItem;
Key = KeyPrefix + keyPrefix + menuItem;
DefaultValue = defaultValue;
}
/************************************************************************************************************************/
/// <summary>
/// Adds a menu function to toggle the <see cref="Value"/> of this pref.
/// </summary>
public void AddToggleFunction(GenericMenu menu)
{
menu.AddItem(new GUIContent(MenuItem), _Value, () =>
{
Value = !Value;
});
}
/************************************************************************************************************************/
}
}
#endif