using UnityEngine;
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using UnityEditor;
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namespace Assets.Editor.Tool
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{
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public class AssetSourceSetting : EditorWindow
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{
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[MenuItem("Tools/资源加载方式")]
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public static void ShowWindow()
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{
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EditorWindow.GetWindow<AssetSourceSetting>("资源加载方式").Show();
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}
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private void OnGUI()
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{
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// allFromEditor = EditorGUILayout.Toggle("allFromEditor:", AssetSource.allFromEditor);
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AssetSource.audioFromEditor = EditorGUILayout.Toggle("audioFromEditor:", AssetSource.audioFromEditor);
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AssetSource.videoFromEditor = EditorGUILayout.Toggle("videoFromEditor:", AssetSource.videoFromEditor);
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AssetSource.effectFromEditor = EditorGUILayout.Toggle("effectFromEditor:", AssetSource.effectFromEditor);
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AssetSource.mobFromEditor = EditorGUILayout.Toggle("mobFromEditor:", AssetSource.mobFromEditor);
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AssetSource.refdataFromEditor = EditorGUILayout.Toggle("refdataFromEditor:", AssetSource.refdataFromEditor);
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AssetSource.shaderFromEditor = EditorGUILayout.Toggle("shaderFromEditor:", AssetSource.shaderFromEditor);
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AssetSource.sceneFromEditor = EditorGUILayout.Toggle("sceneFromEditor:", AssetSource.sceneFromEditor);
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AssetSource.uiFromEditor = EditorGUILayout.Toggle("uiFromEditor:", AssetSource.uiFromEditor);
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AssetSource.builtInFromEditor = EditorGUILayout.Toggle("builtInFromEditor:", AssetSource.builtInFromEditor);
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AssetSource.patchFromEditor = EditorGUILayout.Toggle("patchFromEditor:", AssetSource.patchFromEditor);
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AssetSource.logicFromEditor = EditorGUILayout.Toggle("logicFromEditor:", AssetSource.logicFromEditor);
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EditorGUILayout.Space();
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if (GUILayout.Button("全部切换"))
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{
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AssetSource.allFromEditor = !AssetSource.allFromEditor;
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}
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}
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}
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}
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