CapersProject/Packages/com.singularitygroup.hotreload/Runtime/HotReloadSettingsObject.cs

141 lines
4.9 KiB
C#

#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
using System;
using System.Linq;
using JetBrains.Annotations;
using System.IO;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace SingularityGroup.HotReload {
/// <summary>
/// HotReload runtime settings. These can be changed while the app is running.
/// </summary>
/// <remarks>
/// ScriptableObject that may be included in Resources/ folder.
/// See also Editor/PrebuildIncludeResources.cs
/// </remarks>
[Serializable]
class HotReloadSettingsObject : ScriptableObject {
#region singleton
private static HotReloadSettingsObject _I;
public static HotReloadSettingsObject I {
get {
if (_I == null) {
_I = LoadSettingsOrDefault();
}
return _I;
}
}
/// <summary>Create settings inside Assets/ because user cannot edit files that are included inside a Unity package</summary>
/// <remarks>
/// You can change this in a build script if you want it created somewhere else.
/// </remarks>
public static string editorAssetPath = "Assets/HotReload/Resources/HotReloadSettingsObject.asset";
private static string resourceName => Path.GetFileNameWithoutExtension(editorAssetPath);
public static bool TryLoadSettings(out HotReloadSettingsObject settings) {
try {
settings = LoadSettings();
return settings != null;
} catch(FileNotFoundException) {
settings = null;
return false;
}
}
[NotNull]
private static HotReloadSettingsObject LoadSettingsOrDefault() {
var settings = LoadSettings();
if (settings == null) {
// load defaults
settings = CreateInstance<HotReloadSettingsObject>();
}
return settings;
}
[CanBeNull]
private static HotReloadSettingsObject LoadSettings() {
HotReloadSettingsObject settings;
if (Application.isEditor) {
#if UNITY_EDITOR
settings = AssetDatabase.LoadAssetAtPath<HotReloadSettingsObject>(editorAssetPath);
#else
settings = null;
#endif
} else {
// load from Resources (assumes that build includes the resource)
settings = Resources.Load<HotReloadSettingsObject>(resourceName);
}
return settings;
}
#endregion
#region settings
/// <summary>Set default values.</summary>
/// <remarks>
/// This is called by the Unity editor when the ScriptableObject is first created.
/// This function is only called in editor mode.
/// </remarks>
private void Reset() {
EnsurePrefabSetCorrectly();
}
/// <summary>
/// Path to the prefab asset file.
/// </summary>
const string prefabAssetPath = "Packages/com.singularitygroup.hotreload/Runtime/HotReloadPrompts.prefab";
// Call this during build, just to be sure the field is correct. (I had some issues with it while editing the prefab)
public void EnsurePrefabSetCorrectly() {
#if UNITY_EDITOR
var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabAssetPath);
if (prefab == null) {
// when you use HotReload as a unitypackage, prefab is somewhere inside your assets folder
var guids = AssetDatabase.FindAssets("HotReloadPrompts t:prefab", new string[]{"Assets"});
var paths = guids.Select(guid => AssetDatabase.GUIDToAssetPath(guid));
var promptsPrefabPath = paths.FirstOrDefault(assetpath => Path.GetFileName(assetpath) == "HotReloadPrompts.prefab");
if (promptsPrefabPath != null) {
prefab = AssetDatabase.LoadAssetAtPath<GameObject>(promptsPrefabPath);
}
}
if (prefab == null) {
throw new Exception("Failed to find PromptsPrefab (are you using Hot Reload as a package?");
}
PromptsPrefab = prefab;
#endif
}
public void EnsurePrefabNotInBuild() {
#if UNITY_EDITOR
PromptsPrefab = null;
#endif
}
// put the stored settings here
[Header("Build Settings")]
[Tooltip("Should the Hot Reload runtime be included in development builds? HotReload is never included in release builds.")]
public bool IncludeInBuild = true;
[Header("Player Settings")]
public bool AllowAndroidAppToMakeHttpRequests = false;
#region hidden
/// Reference to the Prefab, for loading it at runtime
[HideInInspector]
public GameObject PromptsPrefab;
#endregion
#endregion settings
}
}
#endif