Beamable SDK
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These are UnityEditor only systems. You should assume they'll only exist "#if UNITY_EDITOR" is true. You can use these to IBeamHintSystems read, filter, clear and arrange data logically in relation to BeamHintHeaders to be read by UI and other systems. Keep in mind:
Public Member Functions | |
void | SetPreferencesManager (IBeamHintPreferencesManager preferencesManager) |
void | SetStorage (IBeamHintGlobalStorage hintGlobalStorage) |
void | OnInitialized () |
These are UnityEditor only systems. You should assume they'll only exist "#if UNITY_EDITOR" is true. You can use these to IBeamHintSystems read, filter, clear and arrange data logically in relation to BeamHintHeaders to be read by UI and other systems. Keep in mind:
Keep the usage of these as simple as you can. The point of these systems is to provide a simple way for teams to bake their assumptions and established conventions into their editor workflow. If complicate the process of doing this, it defeats its very purpose.
void Beamable.Common.Assistant.IBeamHintSystem.OnInitialized | ( | ) |
Implemented in Beamable.Editor.Assistant.BeamHintNotificationManager.
void Beamable.Common.Assistant.IBeamHintSystem.SetPreferencesManager | ( | IBeamHintPreferencesManager | preferencesManager | ) |
Implemented in Beamable.Editor.Assistant.BeamHintNotificationManager.
void Beamable.Common.Assistant.IBeamHintSystem.SetStorage | ( | IBeamHintGlobalStorage | hintGlobalStorage | ) |
Implemented in Beamable.Editor.Assistant.BeamHintNotificationManager.