#if ENABLE_PROPERTY_VARIANTS || PACKAGE_DOCS_GENERATION using UnityEngine; using UnityEngine.Localization; namespace UnityEditor.Localization { /// /// Contains Editor only localization Settings. /// [FilePath("ProjectSettings/LocalizationSettings.asset", FilePathAttribute.Location.ProjectFolder)] public class LocalizationProjectSettings : ScriptableSingleton { [SerializeField] LocalizedStringTable m_StringTable; [SerializeField] LocalizedAssetTable m_AssetTable; [SerializeField] bool m_TrackingChanges; /// /// The that new string properties are added to. /// If , the values will be stored locally inside a . /// public static LocalizedStringTable NewStringTable { get => instance.m_StringTable; set { instance.m_StringTable = value; instance.Save(); } } /// /// The that new asset properties will use. /// If , the values will be stored locally inside a . /// public static LocalizedAssetTable NewAssetTable { get => instance.m_AssetTable; set { instance.m_AssetTable = value; instance.Save(); } } /// /// When enabled, any changes you make in a scene are recorded against the current . /// public static bool TrackChanges { get => instance.m_TrackingChanges; set { instance.m_TrackingChanges = value; instance.Save(); } } internal void Save() => instance.Save(true); } } #endif