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