// Magica Cloth. // Copyright (c) MagicaSoft, 2020-2022. // https://magicasoft.jp using UnityEditor; using UnityEngine; namespace MagicaCloth { /// /// 設定データ /// [System.Serializable] public class BuildMenuData { const string SettingDataSaveName = "MagicaClothBuildSettings"; //========================================================================================= // Target Object public int TargetMode = 1; // 0 = all, 1 = selected public bool Prefab = true; public bool Scene = true; //========================================================================================= // Target Components public bool BoneCloth = true; public bool BoneSpring = true; public bool MeshCloth = true; public bool MeshSpring = true; public bool RenderDeformer = true; public bool VirtualDeformer = true; //========================================================================================= // Build Conditions public bool ForceBuild = false; public bool NotCreated = true; public bool UpgradeFormatAndAlgorithm = true; public bool VerificationOnly = false; //========================================================================================= // Options public bool ErrorStop = false; //========================================================================================= /// /// 設定データをロード /// public void Load() { if (EditorPrefs.HasKey(SettingDataSaveName)) { var data = EditorPrefs.GetString(SettingDataSaveName, JsonUtility.ToJson(this, false)); JsonUtility.FromJsonOverwrite(data, this); } } /// /// 設定データを保存 /// 設定データはPCごとに保存される(Windowsの場合はレジストリ) /// public void Save() { var data = JsonUtility.ToJson(this, false); EditorPrefs.SetString(SettingDataSaveName, data); } } }