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EditorPrefs.SetBool

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public static function SetBool(key: string, value: bool): void;
public static void SetBool(string key, bool value);

Description

Sets the value of the preference identified by key.


Round rotations/positions and remember the active option.

#pragma strict
public class EditorPrefsBoolExample extends EditorWindow {
	var showRoundPosition: boolean = true;
	var showRoundRotation: boolean = true;
	@MenuItem("Examples/Round positions-rotations")
	static function Init() {
		var window: EditorPrefsBoolExample = EditorPrefsBoolExampleEditorWindow.GetWindow(EditorPrefsBoolExample, true, "My Empty Window");
		window.Show();
	}
	function 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();
	}
	function DoRoundPosition() {
		for (var t: Transform in Selection.transforms)
			t.localPosition = new Vector3(Mathf.Round(t.localPosition.x), Mathf.Round(t.localPosition.z), Mathf.Round(t.localPosition.y));
	}
	function DoRoundRotation() {
		for (var t: Transform 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));
	}
	function OnFocus() {
		if (EditorPrefs.HasKey("ShowRoundPosition"))
			showRoundPosition = EditorPrefs.GetBool("ShowRoundPosition");
		if (EditorPrefs.HasKey("ShowRoundRotation"))
			showRoundPosition = EditorPrefs.GetBool("ShowRoundRotation");
	}
	function OnLostFocus() {
		EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition);
		EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation);
	}
	function OnDestroy() {
		EditorPrefs.SetBool("ShowRoundPosition", showRoundPosition);
		EditorPrefs.SetBool("ShowRoundRotation", showRoundRotation);
	}
}
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); } }