Minor - Add Assets And Support Dual Screen

This commit is contained in:
2026-02-03 16:15:50 +01:00
parent 76132c2cbe
commit 7a3d9e54c4
1039 changed files with 149985 additions and 21327 deletions

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// Cristian Pop - https://boxophobic.com/
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Boxophobic.Utility
{
public partial class SettingsUtils
{
public static void SaveSettingsData(string settingsPath, string data)
{
CreateFileIfMissing(settingsPath);
var settings = AssetDatabase.LoadAssetAtPath<SettingsData>(settingsPath);
settings.data = data;
SaveFile(settingsPath);
}
public static void SaveSettingsData(string settingsPath, int data)
{
CreateFileIfMissing(settingsPath);
var settings = AssetDatabase.LoadAssetAtPath<SettingsData>(settingsPath);
settings.data = data.ToString();
SaveFile(settingsPath);
}
public static void SaveSettingsData(string settingsPath, float data)
{
CreateFileIfMissing(settingsPath);
var settings = AssetDatabase.LoadAssetAtPath<SettingsData>(settingsPath);
settings.data = data.ToString();
SaveFile(settingsPath);
}
private static void CreateFileIfMissing(string settingsPath)
{
if (File.Exists(settingsPath) == false)
{
var directory = Path.GetDirectoryName(settingsPath);
if (Directory.Exists(directory) == false)
{
Directory.CreateDirectory(directory);
AssetDatabase.Refresh();
}
AssetDatabase.CreateAsset(ScriptableObject.CreateInstance<SettingsData>(), settingsPath);
AssetDatabase.Refresh();
}
}
private static void SaveFile(string settingsPath)
{
var file = AssetDatabase.LoadAssetAtPath<SettingsData>(settingsPath);
EditorUtility.SetDirty(file);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}