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(); } } } }