using System.Collections.Generic; namespace Unity.VisualScripting { [Plugin(BoltFlow.ID)] public sealed class BoltFlowConfiguration : PluginConfiguration { private BoltFlowConfiguration(BoltFlow plugin) : base(plugin) { } public override string header => "Script Graphs"; /// /// (Experimental) Whether the node database should be incrementally updated /// whenever a codebase change is detected. /// [EditorPref, RenamedFrom("updateUnitsAutomatically")] public bool updateNodesAutomatically { get; set; } = false; /// /// Whether predictive debugging should warn about null value inputs. /// Note that in some cases, this setting may report false positives. /// [EditorPref] public bool predictPotentialNullReferences { get; set; } = true; /// /// Whether predictive debugging should warn about missing components. /// Note that in some cases, this setting may report false positives. /// [EditorPref] public bool predictPotentialMissingComponents { get; set; } = true; /// /// Whether values should be shown on flow graph connections. /// [EditorPref] public bool showConnectionValues { get; set; } = true; /// /// Whether predictable values should be shown on flow graph connections. /// [EditorPref] public bool predictConnectionValues { get; set; } = false; /// /// Whether labels should be hidden on ports when the value can be deduced from the context. /// Disabling will make nodes more explicit but less compact. /// [EditorPref] public bool hidePortLabels { get; set; } = true; /// /// Whether active control connections should show a droplet animation. /// [EditorPref] public bool animateControlConnections { get; set; } = true; /// /// Whether active value connections should show a droplet animation. /// [EditorPref] public bool animateValueConnections { get; set; } = true; /// /// When active, right-clicking a flow graph will skip the context menu /// and instantly open the fuzzy finder. To open the context menu, hold shift. /// [EditorPref] public bool skipContextMenu { get; set; } = false; [ProjectSetting(visible = false, resettable = false)] public HashSet favoriteUnitOptions { get; set; } = new HashSet(); } }