using System;
namespace UnityEditor.Rendering
{
///
/// Bool saved in EditorPref.
///
public struct EditorPrefBool
{
readonly string m_Key;
///
/// Value of the boolean in editor preferences.
///
public bool value
{
get => EditorPrefs.GetBool(m_Key);
set => EditorPrefs.SetBool(m_Key, value);
}
///
/// Constructor
///
/// Key in the editor preferences.
/// Default value of the preference.
public EditorPrefBool(string key, bool defaultValue = false)
{
m_Key = key;
//register key if not already there
if (!EditorPrefs.HasKey(m_Key))
{
EditorPrefs.SetBool(m_Key, defaultValue);
}
}
}
}