| | |
| | | |
| | | 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 |
| | | public static bool isUseAssetBundle |
| | | { |
| | | 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; |
| | | return true; |
| | | #endif |
| | | } |
| | | } |