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_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
|
}
|
}
|
}
|