ドキュメント

Unity Engine

Unity Engine

GetBool

Returns the value corresponding to key in the preference file if it exists.
読み終わるまでの所要時間 2 分最終更新 1ヶ月前

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule

GetBool(string, bool)

Returns the value corresponding to
key
in the preference file if it exists.
public static bool GetBool(string key, bool defaultValue)

Parameters


defaultValue

Returns

Type

Description

bool

Remarks

If it doesn't exist, it will return
defaultValue
.
EditorPrefsBool (GetBool)
Round rotations/positions and remember the active option.

Examples

using UnityEngine;using UnityEditor;public class EditorPrefsBoolExample : EditorWindow{ bool showRoundPosition = true; bool showRoundRotation = true; [MenuItem("Examples/Round positions-rotations")] static void Init() { EditorPrefsBoolExample window = (EditorPrefsBoolExample)EditorWindow.GetWindow(typeof(EditorPrefsBoolExample), true, "My Empty Window"); window.Show(); } void OnGUI() { showRoundPosition = EditorGUILayout.BeginToggleGroup("Round Position", showRoundPosition); if (GUILayout.Button("Round Position!")) DoRoundPosition(); EditorGUILayout.EndToggleGroup(); showRoundRotation = EditorGUILayout.BeginToggleGroup("Round Rotation", showRoundRotation); if (GUILayout.Button("Round Rotation!")) DoRoundRotation(); EditorGUILayout.EndToggleGroup(); } void DoRoundPosition() { foreach (Transform t in Selection.transforms) t.localPosition = new Vector3(Mathf.Round(t.localPosition.x), Mathf.Round(t.localPosition.z), Mathf.Round(t.localPosition.y)); } void DoRoundRotation() { foreach (Transform t in Selection.transforms) t.rotation = Quaternion.Euler( new Vector3(Mathf.Round(t.eulerAngles.x / 45f) * 45f, Mathf.Round(t.eulerAngles.y / 45f) * 45f, Mathf.Round(t.eulerAngles.z / 45f) * 45f)); } void OnFocus() { if (EditorPrefs.HasKey("ShowRoundPosition")) showRoundPosition = EditorPrefs.GetBool("ShowRoundPosition"); if (EditorPrefs.HasKey("ShowRoundRotation")) showRoundPosition = EditorPrefs.GetBool("ShowRoundRotation"); } void OnLostFocus() { EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition); EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation); } void OnDestroy() { EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition); EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation); }}

GetBool(string)

Returns the value corresponding to
key
in the preference file if it exists.
public static bool GetBool(string key)

Parameters

Returns

Type

Description

bool

Remarks

If it doesn't exist, it will return
defaultValue
.
EditorPrefsBool (GetBool)
Round rotations/positions and remember the active option.

Examples

using UnityEngine;using UnityEditor;public class EditorPrefsBoolExample : EditorWindow{ bool showRoundPosition = true; bool showRoundRotation = true; [MenuItem("Examples/Round positions-rotations")] static void Init() { EditorPrefsBoolExample window = (EditorPrefsBoolExample)EditorWindow.GetWindow(typeof(EditorPrefsBoolExample), true, "My Empty Window"); window.Show(); } void OnGUI() { showRoundPosition = EditorGUILayout.BeginToggleGroup("Round Position", showRoundPosition); if (GUILayout.Button("Round Position!")) DoRoundPosition(); EditorGUILayout.EndToggleGroup(); showRoundRotation = EditorGUILayout.BeginToggleGroup("Round Rotation", showRoundRotation); if (GUILayout.Button("Round Rotation!")) DoRoundRotation(); EditorGUILayout.EndToggleGroup(); } void DoRoundPosition() { foreach (Transform t in Selection.transforms) t.localPosition = new Vector3(Mathf.Round(t.localPosition.x), Mathf.Round(t.localPosition.z), Mathf.Round(t.localPosition.y)); } void DoRoundRotation() { foreach (Transform t in Selection.transforms) t.rotation = Quaternion.Euler( new Vector3(Mathf.Round(t.eulerAngles.x / 45f) * 45f, Mathf.Round(t.eulerAngles.y / 45f) * 45f, Mathf.Round(t.eulerAngles.z / 45f) * 45f)); } void OnFocus() { if (EditorPrefs.HasKey("ShowRoundPosition")) showRoundPosition = EditorPrefs.GetBool("ShowRoundPosition"); if (EditorPrefs.HasKey("ShowRoundRotation")) showRoundPosition = EditorPrefs.GetBool("ShowRoundRotation"); } void OnLostFocus() { EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition); EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation); } void OnDestroy() { EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition); EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation); }}