Files
FlaxEngine/Source/Engine/Core/Config/GameSettings.cs
2024-02-26 19:00:48 +01:00

599 lines
27 KiB
C#

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
using System;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
using FlaxEngine;
namespace FlaxEditor.Content.Settings
{
partial class GameSettings
{
internal const string PS4PlatformSettingsTypename = "FlaxEditor.Content.Settings.PS4PlatformSettings";
internal const string PS5PlatformSettingsTypename = "FlaxEditor.Content.Settings.PS5PlatformSettings";
internal const string XboxOnePlatformSettingsTypename = "FlaxEditor.Content.Settings.XboxOnePlatformSettings";
internal const string XboxScarlettPlatformSettingsTypename = "FlaxEditor.Content.Settings.XboxScarlettPlatformSettings";
internal const string SwitchPlatformSettingsTypename = "FlaxEditor.Content.Settings.SwitchPlatformSettings";
#if FLAX_EDITOR
internal static string[] OptionalPlatformSettings =
{
PS4PlatformSettingsTypename,
PS5PlatformSettingsTypename,
XboxOnePlatformSettingsTypename,
XboxScarlettPlatformSettingsTypename,
SwitchPlatformSettingsTypename,
};
#endif
/// <summary>
/// The default application icon.
/// </summary>
[EditorOrder(30), EditorDisplay("General"), Tooltip("The default icon of the application.")]
public Texture Icon;
/// <summary>
/// Reference to the first scene to load on a game startup.
/// </summary>
[EditorOrder(900), EditorDisplay("Startup"), Tooltip("Reference to the first scene to load on a game startup.")]
public SceneReference FirstScene;
/// <summary>
/// True if skip showing splash screen image on the game startup.
/// </summary>
[EditorOrder(910), EditorDisplay("Startup", "No Splash Screen"), Tooltip("True if skip showing splash screen image on the game startup.")]
public bool NoSplashScreen;
/// <summary>
/// Reference to the splash screen image to show on a game startup.
/// </summary>
[EditorOrder(920), EditorDisplay("Startup"), Tooltip("Reference to the splash screen image to show on a game startup.")]
public Texture SplashScreen;
/// <summary>
/// Reference to <see cref="TimeSettings"/> asset.
/// </summary>
[EditorOrder(1010), EditorDisplay("Other Settings"), AssetReference(typeof(TimeSettings), true), Tooltip("Reference to Time Settings asset")]
public JsonAsset Time;
/// <summary>
/// Reference to <see cref="AudioSettings"/> asset.
/// </summary>
[EditorOrder(1015), EditorDisplay("Other Settings"), AssetReference(typeof(AudioSettings), true), Tooltip("Reference to Audio Settings asset")]
public JsonAsset Audio;
/// <summary>
/// Reference to <see cref="LayersAndTagsSettings"/> asset.
/// </summary>
[EditorOrder(1020), EditorDisplay("Other Settings"), AssetReference(typeof(LayersAndTagsSettings), true), Tooltip("Reference to Layers & Tags Settings asset")]
public JsonAsset LayersAndTags;
/// <summary>
/// Reference to <see cref="PhysicsSettings"/> asset.
/// </summary>
[EditorOrder(1030), EditorDisplay("Other Settings"), AssetReference(typeof(PhysicsSettings), true), Tooltip("Reference to Physics Settings asset")]
public JsonAsset Physics;
/// <summary>
/// Reference to <see cref="InputSettings"/> asset.
/// </summary>
[EditorOrder(1035), EditorDisplay("Other Settings"), AssetReference(typeof(InputSettings), true), Tooltip("Reference to Input Settings asset")]
public JsonAsset Input;
/// <summary>
/// Reference to <see cref="GraphicsSettings"/> asset.
/// </summary>
[EditorOrder(1040), EditorDisplay("Other Settings"), AssetReference(typeof(GraphicsSettings), true), Tooltip("Reference to Graphics Settings asset")]
public JsonAsset Graphics;
/// <summary>
/// Reference to <see cref="NetworkSettings"/> asset.
/// </summary>
[EditorOrder(1043), EditorDisplay("Other Settings"), AssetReference(typeof(NetworkSettings), true), Tooltip("Reference to Network Settings asset")]
public JsonAsset Network;
/// <summary>
/// Reference to <see cref="NavigationSettings"/> asset.
/// </summary>
[EditorOrder(1045), EditorDisplay("Other Settings"), AssetReference(typeof(NavigationSettings), true), Tooltip("Reference to Navigation Settings asset")]
public JsonAsset Navigation;
/// <summary>
/// Reference to <see cref="LocalizationSettings"/> asset.
/// </summary>
[EditorOrder(1046), EditorDisplay("Other Settings"), AssetReference(typeof(LocalizationSettings), true), Tooltip("Reference to Localization Settings asset")]
public JsonAsset Localization;
/// <summary>
/// Reference to <see cref="BuildSettings"/> asset.
/// </summary>
[EditorOrder(1050), EditorDisplay("Other Settings"), AssetReference(typeof(BuildSettings), true), Tooltip("Reference to Build Settings asset")]
public JsonAsset GameCooking;
/// <summary>
/// Reference to <see cref="StreamingSettings"/> asset.
/// </summary>
[EditorOrder(1060), EditorDisplay("Other Settings"), AssetReference(typeof(StreamingSettings), true), Tooltip("Reference to Streaming Settings asset")]
public JsonAsset Streaming;
/// <summary>
/// The custom settings to use with a game. Can be specified by the user to define game-specific options and be used by the external plugins (used as key-value pair).
/// </summary>
[EditorOrder(1500), EditorDisplay("Other Settings"), Tooltip("The custom settings to use with a game. Can be specified by the user to define game-specific options and be used by the external plugins (used as key-value pair).")]
public Dictionary<string, JsonAsset> CustomSettings;
#if FLAX_EDITOR || PLATFORM_WINDOWS
/// <summary>
/// Reference to <see cref="WindowsPlatformSettings"/> asset. Used to apply configuration on Windows platform.
/// </summary>
[EditorOrder(2010), EditorDisplay("Platform Settings", "Windows"), AssetReference(typeof(WindowsPlatformSettings), true), Tooltip("Reference to Windows Platform Settings asset")]
public JsonAsset WindowsPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_UWP
/// <summary>
/// Reference to <see cref="UWPPlatformSettings"/> asset. Used to apply configuration on Universal Windows Platform.
/// </summary>
[EditorOrder(2020), EditorDisplay("Platform Settings", "Universal Windows Platform"), AssetReference(typeof(UWPPlatformSettings), true), Tooltip("Reference to Universal Windows Platform Settings asset")]
public JsonAsset UWPPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_LINUX
/// <summary>
/// Reference to <see cref="LinuxPlatformSettings"/> asset. Used to apply configuration on Linux platform.
/// </summary>
[EditorOrder(2030), EditorDisplay("Platform Settings", "Linux"), AssetReference(typeof(LinuxPlatformSettings), true), Tooltip("Reference to Linux Platform Settings asset")]
public JsonAsset LinuxPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_PS4
/// <summary>
/// Reference to PS4 Platform Settings asset. Used to apply configuration on PS4 platform.
/// </summary>
[EditorOrder(2040), EditorDisplay("Platform Settings", "PlayStation 4"), AssetReference(PS4PlatformSettingsTypename, true), Tooltip("Reference to PS4 Platform Settings asset")]
public JsonAsset PS4Platform;
#endif
#if FLAX_EDITOR || PLATFORM_XBOX_ONE
/// <summary>
/// Reference to Xbox One Platform Settings asset. Used to apply configuration on Xbox One platform.
/// </summary>
[EditorOrder(2050), EditorDisplay("Platform Settings", "Xbox One"), AssetReference(XboxOnePlatformSettingsTypename, true), Tooltip("Reference to Xbox One Platform Settings asset")]
public JsonAsset XboxOnePlatform;
#endif
#if FLAX_EDITOR || PLATFORM_XBOX_SCARLETT
/// <summary>
/// Reference to Xbox Scarlett Platform Settings asset. Used to apply configuration on Xbox Scarlett platform.
/// </summary>
[EditorOrder(2050), EditorDisplay("Platform Settings", "Xbox Scarlett"), AssetReference(XboxScarlettPlatformSettingsTypename, true), Tooltip("Reference to Xbox Scarlett Platform Settings asset")]
public JsonAsset XboxScarlettPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_ANDROID
/// <summary>
/// Reference to <see cref="AndroidPlatformSettings"/> asset. Used to apply configuration on Android platform.
/// </summary>
[EditorOrder(2060), EditorDisplay("Platform Settings", "Android"), AssetReference(typeof(AndroidPlatformSettings), true), Tooltip("Reference to Android Platform Settings asset")]
public JsonAsset AndroidPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_SWITCH
/// <summary>
/// Reference to Switch Platform Settings asset. Used to apply configuration on Switch platform.
/// </summary>
[EditorOrder(2070), EditorDisplay("Platform Settings", "Switch"), AssetReference(SwitchPlatformSettingsTypename, true), Tooltip("Reference to Switch Platform Settings asset")]
public JsonAsset SwitchPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_PS5
/// <summary>
/// Reference to PS5 Platform Settings asset. Used to apply configuration on PS5 platform.
/// </summary>
[EditorOrder(2080), EditorDisplay("Platform Settings", "PlayStation 5"), AssetReference(PS5PlatformSettingsTypename, true), Tooltip("Reference to PS5 Platform Settings asset")]
public JsonAsset PS5Platform;
#endif
#if FLAX_EDITOR || PLATFORM_MAC
/// <summary>
/// Reference to <see cref="MacPlatformSettings"/> asset. Used to apply configuration on Mac platform.
/// </summary>
[EditorOrder(2090), EditorDisplay("Platform Settings", "Mac"), AssetReference(typeof(MacPlatformSettings), true), Tooltip("Reference to Mac Platform Settings asset")]
public JsonAsset MacPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_IOS
/// <summary>
/// Reference to <see cref="iOSPlatformSettings"/> asset. Used to apply configuration on iOS platform.
/// </summary>
[EditorOrder(2100), EditorDisplay("Platform Settings", "iOS"), AssetReference(typeof(iOSPlatformSettings), true), Tooltip("Reference to iOS Platform Settings asset")]
public JsonAsset iOSPlatform;
#endif
/// <summary>
/// Gets the absolute path to the game settings asset file.
/// </summary>
public static string GameSettingsAssetPath
{
get { return StringUtils.CombinePaths(Globals.ProjectContentFolder, "GameSettings.json"); }
}
/// <summary>
/// Loads the game settings asset.
/// </summary>
/// <returns>The loaded game settings asset.</returns>
public static JsonAsset LoadAsset()
{
return FlaxEngine.Content.Load<JsonAsset>(GameSettingsAssetPath);
}
/// <summary>
/// Loads the game settings asset.
/// </summary>
/// <returns>The loaded game settings.</returns>
public static GameSettings Load()
{
var asset = LoadAsset();
if (asset && asset.Instance is GameSettings result)
return result;
return new GameSettings();
}
private static T Load<T>(JsonAsset asset) where T : new()
{
if (asset && !asset.WaitForLoaded())
{
if (asset.Instance is T result)
return result;
}
return new T();
}
private static SettingsBase Load(JsonAsset asset, string typename)
{
if (asset && !asset.WaitForLoaded() && asset.DataTypeName == typename)
{
if (asset.Instance is SettingsBase result)
return result;
}
return null;
}
/// <summary>
/// Loads the settings of the given type.
/// </summary>
/// <remarks>
/// Supports loading game settings, any sub settings container (e.g. <see cref="PhysicsSettings"/>) and custom settings (see <see cref="CustomSettings"/>).
/// </remarks>
/// <code>
/// var time = GameSettings.Load&amp;ltTimeSettings&amp;gt;();
/// </code>
/// <typeparam name="T">The game settings type (e.g. <see cref="TimeSettings"/>).</typeparam>
/// <returns>Loaded settings object or null if fails.</returns>
public static T Load<T>() where T : SettingsBase
{
var gameSettings = Load();
var type = typeof(T);
if (type == typeof(GameSettings))
return gameSettings as T;
if (type == typeof(TimeSettings))
return Load<TimeSettings>(gameSettings.Time) as T;
if (type == typeof(LayersAndTagsSettings))
return Load<LayersAndTagsSettings>(gameSettings.LayersAndTags) as T;
if (type == typeof(PhysicsSettings))
return Load<PhysicsSettings>(gameSettings.Physics) as T;
if (type == typeof(GraphicsSettings))
return Load<GraphicsSettings>(gameSettings.Graphics) as T;
if (type == typeof(NetworkSettings))
return Load<NetworkSettings>(gameSettings.Network) as T;
if (type == typeof(NavigationSettings))
return Load<NavigationSettings>(gameSettings.Navigation) as T;
if (type == typeof(LocalizationSettings))
return Load<LocalizationSettings>(gameSettings.Localization) as T;
if (type == typeof(BuildSettings))
return Load<BuildSettings>(gameSettings.GameCooking) as T;
if (type == typeof(StreamingSettings))
return Load<StreamingSettings>(gameSettings.Streaming) as T;
if (type == typeof(InputSettings))
return Load<InputSettings>(gameSettings.Input) as T;
if (type == typeof(AudioSettings))
return Load<AudioSettings>(gameSettings.Audio) as T;
#if FLAX_EDITOR || PLATFORM_WINDOWS
if (type == typeof(WindowsPlatformSettings))
return Load<WindowsPlatformSettings>(gameSettings.WindowsPlatform) as T;
#endif
#if FLAX_EDITOR || PLATFORM_UWP
if (type == typeof(UWPPlatformSettings))
return Load<UWPPlatformSettings>(gameSettings.UWPPlatform) as T;
#endif
#if FLAX_EDITOR || PLATFORM_LINUX
if (type == typeof(LinuxPlatformSettings))
return Load<LinuxPlatformSettings>(gameSettings.LinuxPlatform) as T;
#endif
#if FLAX_EDITOR || PLATFORM_PS4
if (type.FullName == PS4PlatformSettingsTypename)
return Load(gameSettings.PS4Platform, PS4PlatformSettingsTypename) as T;
#endif
#if FLAX_EDITOR || PLATFORM_XBOX_ONE
if (type.FullName == XboxOnePlatformSettingsTypename)
return Load(gameSettings.XboxOnePlatform, XboxOnePlatformSettingsTypename) as T;
#endif
#if FLAX_EDITOR || PLATFORM_XBOX_SCARLETT
if (type.FullName == XboxScarlettPlatformSettingsTypename)
return Load(gameSettings.XboxScarlettPlatform, XboxScarlettPlatformSettingsTypename) as T;
#endif
#if FLAX_EDITOR || PLATFORM_ANDROID
if (type == typeof(AndroidPlatformSettings))
return Load<AndroidPlatformSettings>(gameSettings.AndroidPlatform) as T;
#endif
#if FLAX_EDITOR || PLATFORM_SWITCH
if (type.FullName == SwitchPlatformSettingsTypename)
return Load(gameSettings.SwitchPlatform, SwitchPlatformSettingsTypename) as T;
#endif
#if FLAX_EDITOR || PLATFORM_PS5
if (type.FullName == PS5PlatformSettingsTypename)
return Load(gameSettings.PS5Platform, PS5PlatformSettingsTypename) as T;
#endif
#if FLAX_EDITOR || PLATFORM_MAC
if (type == typeof(MacPlatformSettings))
return Load<MacPlatformSettings>(gameSettings.MacPlatform) as T;
#endif
#if FLAX_EDITOR || PLATFORM_IOS
if (type == typeof(iOSPlatformSettings))
return Load<iOSPlatformSettings>(gameSettings.iOSPlatform) as T;
#endif
if (gameSettings.CustomSettings != null)
{
foreach (var e in gameSettings.CustomSettings)
{
if (e.Value && !e.Value.WaitForLoaded() && e.Value.DataTypeName == type.FullName)
{
var custom = e.Value.Instance;
if (custom is T result)
return result;
}
}
}
return null;
}
/// <summary>
/// Loads the settings asset of the given type.
/// </summary>
/// <remarks>
/// Supports loading game settings, any sub settings container (e.g. <see cref="PhysicsSettings"/>) and custom settings (see <see cref="CustomSettings"/>).
/// </remarks>
/// <param name="type">The game settings type (e.g. <see cref="TimeSettings"/>).</param>
/// <returns>Loaded settings asset or null if fails.</returns>
public static JsonAsset LoadAsset(Type type)
{
var gameSettingsAsset = LoadAsset();
if (type == typeof(GameSettings))
return gameSettingsAsset;
var gameSettings = (GameSettings)gameSettingsAsset.Instance;
if (type == typeof(TimeSettings))
return gameSettings.Time;
if (type == typeof(LayersAndTagsSettings))
return gameSettings.LayersAndTags;
if (type == typeof(PhysicsSettings))
return gameSettings.Physics;
if (type == typeof(GraphicsSettings))
return gameSettings.Graphics;
if (type == typeof(NetworkSettings))
return gameSettings.Network;
if (type == typeof(NavigationSettings))
return gameSettings.Navigation;
if (type == typeof(LocalizationSettings))
return gameSettings.Localization;
if (type == typeof(BuildSettings))
return gameSettings.GameCooking;
if (type == typeof(StreamingSettings))
return gameSettings.Streaming;
if (type == typeof(InputSettings))
return gameSettings.Input;
if (type == typeof(AudioSettings))
return gameSettings.Audio;
#if FLAX_EDITOR || PLATFORM_WINDOWS
if (type == typeof(WindowsPlatformSettings))
return gameSettings.WindowsPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_UWP
if (type == typeof(UWPPlatformSettings))
return gameSettings.UWPPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_LINUX
if (type == typeof(LinuxPlatformSettings))
return gameSettings.LinuxPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_PS4
if (type.FullName == PS4PlatformSettingsTypename)
return gameSettings.PS4Platform;
#endif
#if FLAX_EDITOR || PLATFORM_XBOX_ONE
if (type.FullName == XboxOnePlatformSettingsTypename)
return gameSettings.XboxOnePlatform;
#endif
#if FLAX_EDITOR || PLATFORM_XBOX_SCARLETT
if (type.FullName == XboxScarlettPlatformSettingsTypename)
return gameSettings.XboxScarlettPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_ANDROID
if (type == typeof(AndroidPlatformSettings))
return gameSettings.AndroidPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_SWITCH
if (type.FullName == SwitchPlatformSettingsTypename)
return gameSettings.SwitchPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_PS5
if (type.FullName == PS5PlatformSettingsTypename)
return gameSettings.PS5Platform;
#endif
#if FLAX_EDITOR || PLATFORM_MAC
if (type == typeof(MacPlatformSettings))
return gameSettings.MacPlatform;
#endif
#if FLAX_EDITOR || PLATFORM_IOS
if (type == typeof(iOSPlatformSettings))
return gameSettings.iOSPlatform;
#endif
if (gameSettings.CustomSettings != null)
{
foreach (var e in gameSettings.CustomSettings)
{
if (e.Value && !e.Value.WaitForLoaded() && e.Value.DataTypeName == type.FullName)
return e.Value;
}
}
return null;
}
/// <summary>
/// Loads the settings asset of the given type.
/// </summary>
/// <remarks>
/// Supports loading game settings, any sub settings container (e.g. <see cref="PhysicsSettings"/>) and custom settings (see <see cref="CustomSettings"/>).
/// </remarks>
/// <code>
/// var timeAsset = GameSettings.Load&amp;ltTimeSettings&amp;gt;();
/// </code>
/// <typeparam name="T">The game settings type (e.g. <see cref="TimeSettings"/>).</typeparam>
/// <returns>Loaded settings asset or null if fails.</returns>
public static JsonAsset LoadAsset<T>() where T : SettingsBase
{
return LoadAsset(typeof(T));
}
#if FLAX_EDITOR
private static bool SaveAsset<T>(GameSettings gameSettings, ref JsonAsset asset, T obj) where T : SettingsBase
{
if (asset)
{
// Override settings
return Editor.SaveJsonAsset(asset.Path, obj);
}
// Create new settings asset and link it to the game settings
var path = StringUtils.CombinePaths(Globals.ProjectContentFolder, "Settings", Utilities.Utils.GetPropertyNameUI(typeof(T).Name) + ".json");
if (Editor.SaveJsonAsset(path, obj))
return true;
asset = FlaxEngine.Content.LoadAsync<JsonAsset>(path);
return Editor.SaveJsonAsset(GameSettingsAssetPath, gameSettings);
}
/// <summary>
/// Saves the settings of the given type.
/// </summary>
/// <remarks>
/// Supports saving game settings, any sub settings container (e.g. <see cref="PhysicsSettings"/>).
/// </remarks>
/// <code>
/// var time = GameSettings.Load&amp;ltTimeSettings&amp;gt;();
/// time.TimeScale = 0.5f;
/// GameSettings.Save&amp;ltTimeSettings&amp;gt;(time);
/// </code>
/// <typeparam name="T">The game settings type (e.g. <see cref="TimeSettings"/>).</typeparam>
/// <returns>True if failed otherwise false.</returns>
public static bool Save<T>(T obj) where T : SettingsBase
{
var type = typeof(T);
if (type == typeof(GameSettings))
{
return Editor.SaveJsonAsset(GameSettingsAssetPath, obj);
}
var gameSettings = Load();
if (type == typeof(TimeSettings))
return SaveAsset(gameSettings, ref gameSettings.Time, obj);
if (type == typeof(LayersAndTagsSettings))
return SaveAsset(gameSettings, ref gameSettings.LayersAndTags, obj);
if (type == typeof(PhysicsSettings))
return SaveAsset(gameSettings, ref gameSettings.Physics, obj);
if (type == typeof(GraphicsSettings))
return SaveAsset(gameSettings, ref gameSettings.Graphics, obj);
if (type == typeof(NetworkSettings))
return SaveAsset(gameSettings, ref gameSettings.Network, obj);
if (type == typeof(NavigationSettings))
return SaveAsset(gameSettings, ref gameSettings.Navigation, obj);
if (type == typeof(LocalizationSettings))
return SaveAsset(gameSettings, ref gameSettings.Localization, obj);
if (type == typeof(BuildSettings))
return SaveAsset(gameSettings, ref gameSettings.GameCooking, obj);
if (type == typeof(StreamingSettings))
return SaveAsset(gameSettings, ref gameSettings.Streaming, obj);
if (type == typeof(InputSettings))
return SaveAsset(gameSettings, ref gameSettings.Input, obj);
if (type == typeof(WindowsPlatformSettings))
return SaveAsset(gameSettings, ref gameSettings.WindowsPlatform, obj);
if (type == typeof(UWPPlatformSettings))
return SaveAsset(gameSettings, ref gameSettings.UWPPlatform, obj);
if (type == typeof(LinuxPlatformSettings))
return SaveAsset(gameSettings, ref gameSettings.LinuxPlatform, obj);
if (type.FullName == PS4PlatformSettingsTypename)
return SaveAsset(gameSettings, ref gameSettings.PS4Platform, obj);
if (type.FullName == XboxOnePlatformSettingsTypename)
return SaveAsset(gameSettings, ref gameSettings.XboxOnePlatform, obj);
if (type.FullName == XboxScarlettPlatformSettingsTypename)
return SaveAsset(gameSettings, ref gameSettings.XboxScarlettPlatform, obj);
if (type == typeof(AndroidPlatformSettings))
return SaveAsset(gameSettings, ref gameSettings.AndroidPlatform, obj);
if (type.FullName == SwitchPlatformSettingsTypename)
return SaveAsset(gameSettings, ref gameSettings.SwitchPlatform, obj);
if (type.FullName == PS5PlatformSettingsTypename)
return SaveAsset(gameSettings, ref gameSettings.PS5Platform, obj);
if (type == typeof(AudioSettings))
return SaveAsset(gameSettings, ref gameSettings.Audio, obj);
if (type == typeof(MacPlatformSettings))
return SaveAsset(gameSettings, ref gameSettings.MacPlatform, obj);
if (type == typeof(iOSPlatformSettings))
return SaveAsset(gameSettings, ref gameSettings.iOSPlatform, obj);
return true;
}
/// <summary>
/// Sets the custom settings (or unsets if provided asset is null).
/// </summary>
/// <param name="key">The custom key (must be unique per context).</param>
/// <param name="customSettingsAsset">The custom settings asset.</param>
/// <returns>True if failed otherwise false.</returns>
public static bool SetCustomSettings(string key, JsonAsset customSettingsAsset)
{
if (key == null)
throw new ArgumentNullException(nameof(key));
var gameSettings = Load();
if (customSettingsAsset == null && gameSettings.CustomSettings != null)
{
gameSettings.CustomSettings.Remove(key);
}
else
{
if (gameSettings.CustomSettings == null)
gameSettings.CustomSettings = new Dictionary<string, JsonAsset>();
gameSettings.CustomSettings[key] = customSettingsAsset;
}
return Editor.SaveJsonAsset(GameSettingsAssetPath, gameSettings);
}
/// <summary>
/// Loads the current game settings asset and applies it to the engine runtime configuration.
/// </summary>
[LibraryImport("FlaxEngine", EntryPoint = "GameSettingsInternal_Apply")]
public static partial void Apply();
#endif
}
}