using UnityEditor; namespace Unity.Netcode.Editor.Configuration { internal class NetcodeForGameObjectsEditorSettings { internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist"; internal const string CheckForNetworkObject = "NetworkBehaviour-Check-For-NetworkObject"; internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed"; internal static int GetNetcodeInstallMultiplayerToolTips() { if (EditorPrefs.HasKey(InstallMultiplayerToolsTipDismissedPlayerPrefKey)) { return EditorPrefs.GetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey); } return 0; } internal static void SetNetcodeInstallMultiplayerToolTips(int toolTipPrefSetting) { EditorPrefs.SetInt(InstallMultiplayerToolsTipDismissedPlayerPrefKey, toolTipPrefSetting); } internal static bool GetAutoAddNetworkObjectSetting() { if (EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists)) { return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists); } // Default for this is false return false; } internal static void SetAutoAddNetworkObjectSetting(bool autoAddSetting) { EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting); } internal static bool GetCheckForNetworkObjectSetting() { if (EditorPrefs.HasKey(CheckForNetworkObject)) { return EditorPrefs.GetBool(CheckForNetworkObject); } // Default for this is true return true; } internal static void SetCheckForNetworkObjectSetting(bool checkForNetworkObject) { EditorPrefs.SetBool(CheckForNetworkObject, checkForNetworkObject); } } }