Class TriLibSettings
Represents the TriLib project settings provider. You can override this behavior to store the settings in other places.
Implements
ISerializationCallbackReceiver
Inherited Members
ScriptableObject.SetDirty()
ScriptableObject.CreateInstance<T>()
Object.GetInstanceID()
Object.GetHashCode()
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectOfType<T>()
Object.ToString()
Object.name
Object.hideFlags
Namespace: TriLibCore
Assembly: Assembly-CSharp.dll
Syntax
public class TriLibSettings : ScriptableObject, ISerializationCallbackReceiver
Methods
GetBool(string, bool)
Declaration
public static bool GetBool(string key, bool createPreferences = true)
Parameters
Type | Name | Description |
---|---|---|
string | key | |
bool | createPreferences |
Returns
Type | Description |
---|---|
bool |
GetKvp()
Declaration
public Dictionary<string, bool>.Enumerator GetKvp()
Returns
Type | Description |
---|---|
Dictionary<string, bool>.Enumerator |
OnAfterDeserialize()
Implement this method to receive a callback after Unity deserializes your object.
Declaration
public void OnAfterDeserialize()
OnBeforeSerialize()
Implement this method to receive a callback before Unity serializes your object.
Declaration
public void OnBeforeSerialize()
SetBool(string, bool, bool)
Declaration
public static void SetBool(string key, bool value, bool createPreferences = true)
Parameters
Type | Name | Description |
---|---|---|
string | key | |
bool | value | |
bool | createPreferences |
Implements
UnityEngine.ISerializationCallbackReceiver