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Closekey | Name of key to write float into. |
value | Float value to write into the storage. |
Sets the float value of the preference identified by key
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// Simple scripts that creates an empty window and remembers the position and size // of the created window.
class RememberPosition extends EditorWindow { var width : float = 300; var height : float = 300; var x : float = 100; var y : float = 100;
@MenuItem("Examples/Remember position") static function Init() { var window = GetWindow(RememberPosition); window.Show(); } function Awake() { width = EditorPrefs.GetFloat("EditorWindowWidth", 300); height = EditorPrefs.GetFloat("EditorWindowHeight", 300); x = EditorPrefs.GetFloat("EditorWindowX", 100); y = EditorPrefs.GetFloat("EditorWindowY", 100);
position = Rect(x, y, width, height); } function OnDestroy() { EditorPrefs.SetFloat("EditorWindowWidth", width); EditorPrefs.SetFloat("EditorWindowHeight", height); EditorPrefs.SetFloat("EditorWindowX", x); EditorPrefs.SetFloat("EditorWindowY", y); } function OnGUI() { if(GUILayout.Button("Close")) this.Close(); } }
// Simple script that allows a float value to be editted // in a slider. The final value is written into the Editor Preferences.
using UnityEngine; using UnityEditor; using System;
public class SetFloatExample : EditorWindow { static float floatValue = 0.0f;
[MenuItem("Examples/Preferences SetFloat Example")] static void Init() { Rect r = new Rect(10, 10, 200, 100); SetFloatExample window = (SetFloatExample)EditorWindow.GetWindowWithRect(typeof(SetFloatExample), r); window.Show(); }
void Awake() { floatValue = EditorPrefs.GetFloat("FloatExample", floatValue); }
void OnGUI() { floatValue = EditorGUILayout.Slider(floatValue, -1.0f, 1.0f); if (GUILayout.Button("Save float " + Convert.ToString(floatValue) + "?")) { EditorPrefs.SetFloat("FloatExample", floatValue); } if (GUILayout.Button("Close")) this.Close(); } }
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