add play button actions, number of players
- add context menu support for toolstrip buttons - add "Play Game" vs. "Play Scenes" - add context menu for choosing play button action to toolstrip button - add number of game client selection for cook & run - add context menu for cook & run to toolstrip button - add menu items for the above - add editor option entries for saving user preferences for the above
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@@ -74,6 +74,21 @@ namespace FlaxEditor.Options
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DockBottom = DockState.DockBottom
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}
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/// <summary>
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/// Options for the action taken by the play button.
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/// </summary>
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public enum PlayAction
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{
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/// <summary>
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/// Launches the game from the First Scene defined in the project settings.
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/// </summary>
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PlayGame,
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/// <summary>
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/// Launches the game using the scenes currently loaded in the editor.
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/// </summary>
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PlayScenes
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}
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/// <summary>
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/// Gets or sets the Editor User Interface scale. Applied to all UI elements, windows and text. Can be used to scale the interface up on a bigger display. Editor restart required.
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/// </summary>
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@@ -196,30 +211,45 @@ namespace FlaxEditor.Options
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[EditorDisplay("Play In-Editor", "Focus Game Window On Play"), EditorOrder(400), Tooltip("Determines whether auto-focus game window on play mode start.")]
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public bool FocusGameWinOnPlay { get; set; } = true;
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/// <summary>
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/// Gets or sets a value indicating what action should be taken upon pressing the play button.
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/// </summary>
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[DefaultValue(PlayAction.PlayScenes)]
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[EditorDisplay("Play In-Editor", "Play Button Action"), EditorOrder(410), Tooltip("Determines the action taken when the play button is pressed.")]
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public PlayAction PlayButtonAction { get; set; } = PlayAction.PlayScenes;
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/// <summary>
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/// Gets or sets a value indicating the number of game clients to launch when building and/or running cooked game.
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/// </summary>
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[DefaultValue(1)]
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[EditorDisplay("Cook & Run", "Number Of GameClients To Launch"), EditorOrder(500), Tooltip("Determines the number of game clients to launch when building and/or running cooked game.")]
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[Range(1, 4)]
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public int NumberOfGameClientsToLaunch = 1;
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private static FontAsset DefaultFont => FlaxEngine.Content.LoadAsyncInternal<FontAsset>(EditorAssets.PrimaryFont);
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/// <summary>
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/// Gets or sets the title font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(500), Tooltip("The title font for editor UI.")]
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[EditorDisplay("Fonts"), EditorOrder(600), Tooltip("The title font for editor UI.")]
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public FontReference TitleFont { get; set; } = new FontReference(DefaultFont, 18);
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/// <summary>
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/// Gets or sets the large font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(510), Tooltip("The large font for editor UI.")]
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[EditorDisplay("Fonts"), EditorOrder(610), Tooltip("The large font for editor UI.")]
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public FontReference LargeFont { get; set; } = new FontReference(DefaultFont, 14);
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/// <summary>
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/// Gets or sets the medium font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(520), Tooltip("The medium font for editor UI.")]
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[EditorDisplay("Fonts"), EditorOrder(620), Tooltip("The medium font for editor UI.")]
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public FontReference MediumFont { get; set; } = new FontReference(DefaultFont, 9);
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/// <summary>
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/// Gets or sets the small font for editor UI.
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/// </summary>
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[EditorDisplay("Fonts"), EditorOrder(530), Tooltip("The small font for editor UI.")]
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[EditorDisplay("Fonts"), EditorOrder(630), Tooltip("The small font for editor UI.")]
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public FontReference SmallFont { get; set; } = new FontReference(DefaultFont, 9);
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}
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}
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