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- using UnityEngine;
- using JetBrains.Annotations;
- using System.Collections.Generic;
- // This class holds the settings data. By using a ScriptableObject, we can easily
- // save and load the settings as an asset in the project.
- namespace IntelligentProjectAnalyzer.Analyzer
- {
- public class AnalyzerSettings : ScriptableObject
- {
- [Header("Type Analysis Settings")]
- [SerializeField]
- private List<string> mCustomSystemTypes = new();
-
- [Header("Custom Analysis Settings")]
- [SerializeField] private bool mAnalyzeScripts = true;
- [SerializeField] private bool mAnalyzePrefabs = true;
- [SerializeField] private bool mAnalyzeScriptableObjects = true;
- [SerializeField] private bool mAnalyzeMiscellaneous = true;
-
- [UsedImplicitly] public IReadOnlyList<string> CustomSystemTypes => mCustomSystemTypes;
- [UsedImplicitly] public bool AnalyzeScripts => mAnalyzeScripts;
- [UsedImplicitly] public bool AnalyzePrefabs => mAnalyzePrefabs;
- [UsedImplicitly] public bool AnalyzeScriptableObjects => mAnalyzeScriptableObjects;
- [UsedImplicitly] public bool AnalyzeMiscellaneous => mAnalyzeMiscellaneous;
- }
- }
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