This class is due for refactoring. Use at your own peril.
A GlobalConfig singleton, automatically created and saved as a ScriptableObject in the project at the specified path. This only happens if the UnityEditor is present. If it's not, a non-persistent ScriptableObject is created at run-time.
Remember to locate the path within a resources folder if you want the config file to be loaded at runtime without the Unity editor being present.
The asset path is specified by defining a GlobalConfigAttribute. If no attribute is defined it will be saved in the root assets folder.
This attribute is used by classes deriving from GlobalConfig and specifies the asset path for the generated config file.
GUILayoutOptions is a handy utility that provides cached GUILayoutOpion arrays based on the wanted parameters.
We aggregate the FieldInfo associated with this member and return a mangled form of the name.
In this case, what we're representing is a method on a parent class with the same name.
We aggregate the MethodInfo associated with this member and return a mangled form of the name. The name that we return is "parentname+methodName".
We aggregate the PropertyInfo associated with this member and return a mangled form of the name.
This attribute is used by classes deriving from GlobalConfig and specifies the menu item path for the preference window and the asset path for the generated config file.
The scriptable object created will be located at the OdinEditorConfigs path unless other is specified.
Classes implementing this attribute will be part of the Odin Preferences window.
This attribute is used by classes deriving from GlobalConfig and specifies the menu item path for the preference window and the asset path for the generated config file.
The scriptable object created will be located at the OdinResourcesConigs path unless other is specified.
Classes implementing this attribute will be part of the Odin Preferences window.