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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace UnityEngine.XR.Management
- {
- /// <summary>
- /// This attribute is used to tag classes as providing build settings support for an XR provider. The unified setting system
- /// will present the settings as an inspectable object in the Unified Settings window using the built-in inspector UI.
- ///
- /// The implementor of the settings is able to create their own custom UI and the Unified Settings system will use that UI in
- /// place of the build in inspector. See the <a href="https://docs.unity3d.com/Manual/ExtendingTheEditor.html">>Extending the Editor</a>
- /// portion of the Unity documentation for information and instructions on doing this.
- /// </summary>
- [AttributeUsage(AttributeTargets.Class)]
- public sealed class XRConfigurationDataAttribute : Attribute
- {
- /// <summary>
- /// The display name to be presented to the user in the Unified Settings window.
- /// </summary>
- public string displayName { get; set; }
- /// <summary>
- /// The key that will be used to store the singleton instance of these settings within EditorBuildSettings.
- ///
- /// See <a href="https://docs.unity3d.com/ScriptReference/EditorBuildSettings.html">EditorBuildSettings</a> scripting
- /// API documentation on how this is beign done.
- /// </summary>
- public string buildSettingsKey { get; set; }
- private XRConfigurationDataAttribute() {}
- /// <summary>Constructor for attribute</summary>
- /// <param name="displayName">The display name to use in the Project Settings window.</param>
- /// <param name="buildSettingsKey">The key to use to get/set build settings with.</param>
- public XRConfigurationDataAttribute(string displayName, string buildSettingsKey)
- {
- this.displayName = displayName;
- this.buildSettingsKey = buildSettingsKey;
- }
- }
- }
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