141 lines
4.9 KiB
C#
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
|