#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