using UnityEditor.SettingsManagement; namespace UnityEditor.SettingsManagement.Examples { /// <summary> /// This class will act as a manager for the <see cref="Settings"/> singleton. /// </summary> static class MySettingsManager { // Replace this with your own package name. Project settings will be stored in a JSON file in a directory matching // this name. internal const string k_PackageName = "com.unity.settings-manager-examples"; static Settings s_Instance; internal static Settings instance { get { if (s_Instance == null) s_Instance = new Settings(k_PackageName); return s_Instance; } } // The rest of this file is just forwarding the various setting methods to the instance. public static void Save() { instance.Save(); } public static T Get<T>(string key, SettingsScope scope = SettingsScope.Project, T fallback = default(T)) { return instance.Get<T>(key, scope, fallback); } public static void Set<T>(string key, T value, SettingsScope scope = SettingsScope.Project) { instance.Set<T>(key, value, scope); } public static bool ContainsKey<T>(string key, SettingsScope scope = SettingsScope.Project) { return instance.ContainsKey<T>(key, scope); } } }