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# Settings Manager
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A framework for making any serializable field a setting, complete with an procedurally populated Settings Provider.
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## Quick Start
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Settings are saved in `ISettingsRepository` instances. Two default implementations are provided, one for saving user settings (`UserSettingsRepository`) and one for per-project settings (`ProjectSettingsRepository`). Settings repositories are responsible for saving and loading preferences.
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You may work directly with `ISettingsRepository`, or create a `Settings` instance to manage them. Creating a `Settings` is convenient because it allows you to make use of the `UserSetting` class and attribute.
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The most common case will be for packages to create a `Settings` manager with two repositories, one for user settings (`SettingsScope.User`) and one for per-project settings (`SettingsScope.Project`).
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Below is an example of how most packages will use this api.
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```
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using UnityEditor;
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using UnityEditor.SettingsManagement;
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using UnityEngine;
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public class MySettings
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{
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static Settings s_SettingsInstance;
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public static Settings instance
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{
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get
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{
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if(s_SettingsInstance == null)
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s_SettingsInstance = new Settings("com.unity.my-package");
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return s_SettingsInstance;
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}
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}
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// Register a new SettingsProvider that will scrape the owning assembly for [UserSetting] marked fields.
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[SettingsProvider]
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static SettingsProvider CreateSettingsProvider()
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{
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var provider = new UserSettingsProvider("Preferences/My Settings",
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instance,
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new [] { typeof(MySettings).Assembly });
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return provider;
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}
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}
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public class Test
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{
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[UserSetting("User Settings", "My User Int Value")]
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static UserSetting<int> userSetting = new UserSetting<int>(MySettings.instance, "MyInteger", 42, SettingsScope.User);
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[UserSetting("Project Settings", "My Project Int Value")]
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static UserSetting<int> projectSetting = new UserSetting<int>(MySettings.instance, "MyInteger", 42, SettingsScope.Project);
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[MenuItem("Debug/Print Settings Values")]
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static void PrintValues()
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{
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Debug.Log($"User integer is: {(int) userSetting}, and project integer is {(int) projectSetting}");
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}
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}
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```
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Values are set and retrieved using generic methods on on your `Settings` instance:
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```
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MySettingsManager.instance.Get<float>("myFloatValue", SettingsScopes.Project);
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```
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The `Settings` class will handle finding an appropriate `ISettingsRepository` for the scope (and optional repository name), while `key` and `T` are used to find the value. Setting keys are unique among types, meaning you may re-use keys as long as the setting type is different.
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```
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// UserSetting<T> is a wrapper class that handles saving and loading serializable values. It is compatible with the `[UserSetting]` attribute, which is used to automatically populate a settings provider.
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UserSetting<int> myIntValue = new UserSetting<int>(MySettingsManager.instance, "MyIntegerKey", 42, SettingsScopes.User);
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```
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`UserSetting<T>` caches the current value, and keeps a copy of the default value so that it may be reset. `UserSetting<T>` fields are also eligible for use with the `[UserSetting]` attribute, which lets the `UserSettingsProvider` automatically add it to a settings inspector.
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## Settings Provider
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To register your settings in the `Settings Window` you can either write your own `SettingsProvider` implementation, or use the provided `UserSettingsProvider` and let it automatically create your interface.
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Making use of `UserSettingsProvider` comes with many benefits, including a uniform look for your settings UI, support for search, and per-field or mass reset support.
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```
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using UnityEngine;
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namespace UnityEditor.SettingsManagement.Examples
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{
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static class MySettingsProvider
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{
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[SettingsProvider]
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static SettingsProvider CreateSettingsProvider()
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{
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var provider = new UserSettingsProvider("Preferences/My Settings",
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MySettingsManager.instance,
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new [] { typeof(MySettingsProvider).Assembly });
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return provider;
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}
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}
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}
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```
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To register a field with `UserSettingsProvider`, simply decorate it with `[UserSetting(string displayCategory, string key)]`. `[SettingAttribute]` is only valid for static fields.
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For more complex settings that require additional UI (or simply don't have a built-in editor), you can use `UserSettingBlockAttribute`. This provides access to the settings provider GUI. See `SettingsExamples.cs` for more on this.
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