三国卡牌客户端基础资源仓库
yyl
2025-05-16 27715a0aa043021e61da01d59ae45041fee40365
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
 
public class AssetSource
{
 
    public static bool allFromEditor
    {
        get
        {
            return audioFromEditor
                && videoFromEditor
                && effectFromEditor
                && mobFromEditor
                && refdataFromEditor
                && sceneFromEditor
                && shaderFromEditor
                && uiFromEditor
                && builtInFromEditor
                && patchFromEditor
                && logicFromEditor;
        }
        set
        {
            audioFromEditor = value;
            videoFromEditor = value;
            effectFromEditor = value;
            mobFromEditor = value;
            refdataFromEditor = value;
            shaderFromEditor = value;
            sceneFromEditor = value;
            uiFromEditor = value;
            builtInFromEditor = value;
            patchFromEditor = value;
            logicFromEditor = value;
        }
    }
 
    static bool m_AudioFromEditor = false;
    public static bool audioFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_AudioFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_AudioFromEditor", value);
#else
            m_AudioFromEditor=value;
#endif
        }
    }
 
    static bool m_VideoFromEditor = false;
    public static bool videoFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_VideoFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_VideoFromEditor", value);
#else
            m_VideoFromEditor=value;
#endif
        }
    }
 
    static bool m_EffectFromEditor = false;
    public static bool effectFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_EffectFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_EffectFromEditor", value);
#else
            m_AudioFromEditor=value;
#endif
        }
    }
 
    static bool m_MobFromEditor = false;
    public static bool mobFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_MobFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_MobFromEditor", value);
#else
            m_MobFromEditor=value;
#endif
        }
    }
 
    static bool m_RefdataFromEditor = false;
    public static bool refdataFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_RefdataFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_RefdataFromEditor", value);
#else
            m_RefdataFromEditor=value;
#endif
        }
    }
 
    static bool m_SceneFromEditor = false;
    public static bool sceneFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_SceneFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_SceneFromEditor", value);
#else
            m_SceneFromEditor=value;
#endif
        }
    }
 
    static bool m_ShaderFromEditor = false;
    public static bool shaderFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_ShaderFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_ShaderFromEditor", value);
#else
            m_ShaderFromEditor=value;
#endif
        }
    }
 
    static bool m_UIFromEditor = false;
    public static bool uiFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_UIFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_UIFromEditor", value);
#else
            m_UIFromEditor=value;
#endif
        }
    }
 
    static bool m_BuiltInFromEditor = false;
    public static bool builtInFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_BuiltInFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_BuiltInFromEditor", value);
#else
            m_BuiltInFromEditor=value;
#endif
        }
    }
 
    static bool m_LuaFromEditor = false;
    public static bool luaFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_LuaFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_LuaFromEditor", value);
#else
            m_LuaFromEditor=value;
#endif
        }
    }
 
 
    static bool m_patchFromEditor = false;
    public static bool patchFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_PatchFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_PatchFromEditor", value);
#else
            m_patchFromEditor=value;
#endif
        }
    }
 
 
    static bool m_logicFromEditor = false;
    public static bool logicFromEditor
    {
        get
        {
#if UNITY_EDITOR
            return LocalSave.GetBool("Asset_LogicFromEditor", true);
#else
            return false;
#endif
        }
        set
        {
#if UNITY_EDITOR
            LocalSave.SetBool("Asset_LogicFromEditor", value);
#else
            m_logicFromEditor=value;
#endif
        }
    }
}