using System; using UnityEngine; namespace UnityEditor.U2D.Aseprite { [Serializable] internal struct AsepriteImporterSettings { [SerializeField] FileImportModes m_FileImportMode; public FileImportModes fileImportMode { get => m_FileImportMode; set => m_FileImportMode = value; } [SerializeField] bool m_ImportHiddenLayers; public bool importHiddenLayers { get => m_ImportHiddenLayers; set => m_ImportHiddenLayers = value; } [SerializeField] LayerImportModes m_LayerImportMode; public LayerImportModes layerImportMode { get => m_LayerImportMode; set => m_LayerImportMode = value; } [SerializeField] PivotSpaces m_DefaultPivotSpace; public PivotSpaces defaultPivotSpace { get => m_DefaultPivotSpace; set => m_DefaultPivotSpace = value; } [SerializeField] SpriteAlignment m_DefaultPivotAlignment; public SpriteAlignment defaultPivotAlignment { get => m_DefaultPivotAlignment; set => m_DefaultPivotAlignment = value; } [SerializeField] Vector2 m_CustomPivotPosition; public Vector2 customPivotPosition { get => m_CustomPivotPosition; set => m_CustomPivotPosition = value; } [SerializeField] uint m_SpritePadding; public uint spritePadding { get => m_SpritePadding; set => m_SpritePadding = value; } [SerializeField] bool m_GenerateModelPrefab; public bool generateModelPrefab { get => m_GenerateModelPrefab; set => m_GenerateModelPrefab = value; } [SerializeField] bool m_GenerateAnimationClips; public bool generateAnimationClips { get => m_GenerateAnimationClips; set => m_GenerateAnimationClips = value; } [SerializeField] bool m_AddSortingGroup; public bool addSortingGroup { get => m_AddSortingGroup; set => m_AddSortingGroup = value; } [SerializeField] bool m_AddShadowCasters; public bool addShadowCasters { get => m_AddShadowCasters; set => m_AddShadowCasters = value; } public bool IsDefault() { return !m_ImportHiddenLayers && m_LayerImportMode == 0 && m_DefaultPivotSpace == 0 && m_DefaultPivotAlignment == 0 && !m_GenerateModelPrefab && !m_GenerateAnimationClips && !m_AddSortingGroup && !m_AddShadowCasters; } } }