UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/SavedParameter.cs
2024-10-27 10:53:47 +03:00

85 lines
2.1 KiB
C#

using System;
using UnityEngine.Assertions;
namespace UnityEditor.Rendering.Universal
{
class SavedParameter<T>
where T : IEquatable<T>
{
internal delegate void SetParameter(string key, T value);
internal delegate T GetParameter(string key, T defaultValue);
readonly string m_Key;
bool m_Loaded;
T m_Value;
readonly SetParameter m_Setter;
readonly GetParameter m_Getter;
public SavedParameter(string key, T value, GetParameter getter, SetParameter setter)
{
Assert.IsNotNull(setter);
Assert.IsNotNull(getter);
m_Key = key;
m_Loaded = false;
m_Value = value;
m_Setter = setter;
m_Getter = getter;
}
void Load()
{
if (m_Loaded)
return;
m_Loaded = true;
m_Value = m_Getter(m_Key, m_Value);
}
public T value
{
get
{
Load();
return m_Value;
}
set
{
Load();
if (m_Value.Equals(value))
return;
m_Value = value;
m_Setter(m_Key, value);
}
}
}
// Pre-specialized class for easier use and compatibility with existing code
sealed class SavedBool : SavedParameter<bool>
{
public SavedBool(string key, bool value)
: base(key, value, EditorPrefs.GetBool, EditorPrefs.SetBool) { }
}
sealed class SavedInt : SavedParameter<int>
{
public SavedInt(string key, int value)
: base(key, value, EditorPrefs.GetInt, EditorPrefs.SetInt) { }
}
sealed class SavedFloat : SavedParameter<float>
{
public SavedFloat(string key, float value)
: base(key, value, EditorPrefs.GetFloat, EditorPrefs.SetFloat) { }
}
sealed class SavedString : SavedParameter<string>
{
public SavedString(string key, string value)
: base(key, value, EditorPrefs.GetString, EditorPrefs.SetString) { }
}
}