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 } } }