Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

EditorPrefs.GetBool

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function GetBool(key: string, defaultValue: bool = false): bool;
public static bool GetBool(string key, bool defaultValue = false);

Description

Returns the value corresponding to key in the preference file if it exists.

If it doesn't exist, it will return defaultValue.


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); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961