mirror of
https://github.com/bdunderscore/modular-avatar.git
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ddbc3b164b
* chore: rearrange package structure to have the package at the root * ci: update CI workflows * ci: fixing workflow bugs * ci: recurse building .zip package * ci: more fixes * ci: add back in the nadena.dev VPM repo * ci: fix tests
42 lines
1.6 KiB
C#
42 lines
1.6 KiB
C#
/*
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* MIT License
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*
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* Copyright (c) 2022 bd_
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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using UnityEditor;
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namespace nadena.dev.modular_avatar.core.editor
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{
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internal static class ModularAvatarSettings
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{
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private const string PREFKEY_APPLY_ON_PLAY = "nadena.dev.modular-avatar.applyOnPlay";
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#if UNITY_EDITOR
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public static bool applyOnPlay
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{
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get => EditorPrefs.GetBool(PREFKEY_APPLY_ON_PLAY, true);
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set => EditorPrefs.SetBool(PREFKEY_APPLY_ON_PLAY, value);
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}
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#else
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public static bool applyOnPlay = false;
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#endif
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}
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} |