155 lines
5.2 KiB
C#
155 lines
5.2 KiB
C#
#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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namespace Crosstales.RTVoice.EditorUtil
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{
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/// <summary>Editor configuration for the asset.</summary>
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[InitializeOnLoad]
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public static class EditorConfig
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{
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#region Variables
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/// <summary>Enable or disable update-checks for the asset.</summary>
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public static bool UPDATE_CHECK = EditorConstants.DEFAULT_UPDATE_CHECK;
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/// <summary>Enable or disable adding compile define "CT_RTV" for the asset.</summary>
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public static bool COMPILE_DEFINES = EditorConstants.DEFAULT_COMPILE_DEFINES;
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/// <summary>Automatically load and add the prefabs to the scene.</summary>
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public static bool PREFAB_AUTOLOAD = EditorConstants.DEFAULT_PREFAB_AUTOLOAD;
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/// <summary>Enable or disable the icon in the hierarchy.</summary>
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public static bool HIERARCHY_ICON = EditorConstants.DEFAULT_HIERARCHY_ICON;
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/// <summary>Is the configuration loaded?</summary>
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public static bool isLoaded;
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private static string assetPath;
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private const string idPath = "Documentation/id/";
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private static readonly string idName = EditorConstants.ASSET_UID + ".txt";
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#endregion
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#region Constructor
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static EditorConfig()
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{
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if (!isLoaded)
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{
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Load();
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}
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}
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#endregion
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#region Properties
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/// <summary>Returns the path to the asset inside the Unity project.</summary>
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/// <returns>The path to the asset inside the Unity project.</returns>
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public static string ASSET_PATH
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{
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get
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{
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if (assetPath == null)
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{
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initAssetPath();
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}
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return assetPath;
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}
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}
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/// <summary>Returns the path of the prefabs.</summary>
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/// <returns>The path of the prefabs.</returns>
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public static string PREFAB_PATH => ASSET_PATH + EditorConstants.PREFAB_SUBPATH;
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#endregion
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#region Public static methods
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/// <summary>Resets all changeable variables to their default value.</summary>
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public static void Reset()
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{
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UPDATE_CHECK = EditorConstants.DEFAULT_UPDATE_CHECK;
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COMPILE_DEFINES = EditorConstants.DEFAULT_COMPILE_DEFINES;
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PREFAB_AUTOLOAD = EditorConstants.DEFAULT_PREFAB_AUTOLOAD;
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HIERARCHY_ICON = EditorConstants.DEFAULT_HIERARCHY_ICON;
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}
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/// <summary>Loads all changeable variables.</summary>
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public static void Load()
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{
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initAssetPath();
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if (Common.Util.CTPlayerPrefs.HasKey(EditorConstants.KEY_UPDATE_CHECK))
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UPDATE_CHECK = Common.Util.CTPlayerPrefs.GetBool(EditorConstants.KEY_UPDATE_CHECK);
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if (Common.Util.CTPlayerPrefs.HasKey(EditorConstants.KEY_COMPILE_DEFINES))
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COMPILE_DEFINES = Common.Util.CTPlayerPrefs.GetBool(EditorConstants.KEY_COMPILE_DEFINES);
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if (Common.Util.CTPlayerPrefs.HasKey(EditorConstants.KEY_PREFAB_AUTOLOAD))
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PREFAB_AUTOLOAD = Common.Util.CTPlayerPrefs.GetBool(EditorConstants.KEY_PREFAB_AUTOLOAD);
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if (Common.Util.CTPlayerPrefs.HasKey(EditorConstants.KEY_HIERARCHY_ICON))
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HIERARCHY_ICON = Common.Util.CTPlayerPrefs.GetBool(EditorConstants.KEY_HIERARCHY_ICON);
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isLoaded = true;
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}
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/// <summary>Saves all changeable variables.</summary>
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public static void Save()
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{
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Common.Util.CTPlayerPrefs.SetBool(EditorConstants.KEY_UPDATE_CHECK, UPDATE_CHECK);
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Common.Util.CTPlayerPrefs.SetBool(EditorConstants.KEY_COMPILE_DEFINES, COMPILE_DEFINES);
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Common.Util.CTPlayerPrefs.SetBool(EditorConstants.KEY_PREFAB_AUTOLOAD, PREFAB_AUTOLOAD);
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Common.Util.CTPlayerPrefs.SetBool(EditorConstants.KEY_HIERARCHY_ICON, HIERARCHY_ICON);
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Common.Util.CTPlayerPrefs.Save();
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}
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#endregion
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private static void initAssetPath()
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{
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if (assetPath == null)
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{
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try
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{
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if (System.IO.File.Exists(Application.dataPath + EditorConstants.DEFAULT_ASSET_PATH + idPath + idName))
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{
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assetPath = EditorConstants.DEFAULT_ASSET_PATH;
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}
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else
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{
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string[] files = System.IO.Directory.GetFiles(Application.dataPath, idName, System.IO.SearchOption.AllDirectories);
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if (files.Length > 0)
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{
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string name = files[0].Substring(Application.dataPath.Length);
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assetPath = name.Substring(0, name.Length - idPath.Length - idName.Length).Replace("\\", "/");
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}
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else
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{
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Debug.LogWarning("Could not locate the asset! File not found: " + idName);
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assetPath = EditorConstants.DEFAULT_ASSET_PATH;
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}
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}
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//Debug.LogWarning("PATH : " + assetPath);
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Common.Util.CTPlayerPrefs.SetString(Util.Constants.KEY_ASSET_PATH, assetPath);
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Common.Util.CTPlayerPrefs.Save();
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}
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catch (System.Exception ex)
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{
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Debug.LogWarning("Could not locate asset: " + ex);
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}
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}
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}
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}
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}
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#endif
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// © 2017-2020 crosstales LLC (https://www.crosstales.com) |