9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
85 lines
2.1 KiB
C#
85 lines
2.1 KiB
C#
using System;
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using UnityEngine.Assertions;
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namespace UnityEditor.Rendering.Universal
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{
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class SavedParameter<T>
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where T : IEquatable<T>
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{
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internal delegate void SetParameter(string key, T value);
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internal delegate T GetParameter(string key, T defaultValue);
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readonly string m_Key;
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bool m_Loaded;
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T m_Value;
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readonly SetParameter m_Setter;
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readonly GetParameter m_Getter;
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public SavedParameter(string key, T value, GetParameter getter, SetParameter setter)
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{
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Assert.IsNotNull(setter);
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Assert.IsNotNull(getter);
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m_Key = key;
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m_Loaded = false;
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m_Value = value;
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m_Setter = setter;
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m_Getter = getter;
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}
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void Load()
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{
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if (m_Loaded)
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return;
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m_Loaded = true;
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m_Value = m_Getter(m_Key, m_Value);
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}
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public T value
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{
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get
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{
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Load();
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return m_Value;
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}
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set
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{
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Load();
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if (m_Value.Equals(value))
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return;
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m_Value = value;
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m_Setter(m_Key, value);
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}
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}
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}
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// Pre-specialized class for easier use and compatibility with existing code
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sealed class SavedBool : SavedParameter<bool>
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{
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public SavedBool(string key, bool value)
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: base(key, value, EditorPrefs.GetBool, EditorPrefs.SetBool) { }
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}
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sealed class SavedInt : SavedParameter<int>
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{
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public SavedInt(string key, int value)
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: base(key, value, EditorPrefs.GetInt, EditorPrefs.SetInt) { }
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}
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sealed class SavedFloat : SavedParameter<float>
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{
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public SavedFloat(string key, float value)
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: base(key, value, EditorPrefs.GetFloat, EditorPrefs.SetFloat) { }
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}
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sealed class SavedString : SavedParameter<string>
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{
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public SavedString(string key, string value)
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: base(key, value, EditorPrefs.GetString, EditorPrefs.SetString) { }
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}
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}
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