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Part of SharedPaletteWindow, must be its own file so that Unity can serialize the scriptable object correctly.
// MIT License
//
// Copyright (c) 2019 Sabresaurus
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Sabresaurus.SabreCSG
{
/// <summary>
/// Saved to disk so that palettes can be shared in version control
/// </summary>
[CreateAssetMenu]
public class SharedPaletteData : ScriptableObject
{
[Serializable]
public class TabData
{
public string TabName = "";
public string TrackedString = "";
}
[HideInInspector] // Edited by our own window, don't expose for editing
public List<TabData> TabDatas = new List<TabData>();
}
}
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