54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using Doozy.Runtime.Common.Utils;
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using UnityEditor;
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using UnityEngine;
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// ReSharper disable MemberCanBeProtected.Global
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namespace Doozy.Editor.Common.ScriptableObjects
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{
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public abstract class SingletonEditorScriptableObject<T> : ScriptableObject where T : ScriptableObject
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{
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private static string dataFolderPath => $"{EditorPath.path}/Data";
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private static string dataFileName => $"{typeof(T).Name}.asset";
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private static string dataFilePath => $"{dataFolderPath}/{dataFileName}";
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private static T s_instance;
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public static T instance
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{
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get
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{
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if (s_instance != null) return s_instance;
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s_instance = AssetDatabase.LoadAssetAtPath<T>(dataFilePath);
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if (s_instance != null) return s_instance;
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s_instance = CreateInstance<T>();
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PathUtils.CreatePath(dataFolderPath);
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AssetDatabase.CreateAsset(s_instance, dataFilePath);
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return s_instance;
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}
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}
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public static void Restore()
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{
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EditorUtility.SetDirty(instance);
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AssetDatabase.SaveAssetIfDirty(instance);
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}
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public static void UndoRecord(string message)
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{
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Undo.RecordObject(instance, message);
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EditorUtility.SetDirty(instance);
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}
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public static void Save(bool refreshAssetDatabase = false)
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{
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EditorUtility.SetDirty(instance);
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AssetDatabase.SaveAssetIfDirty(instance);
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if (refreshAssetDatabase) AssetDatabase.Refresh();
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}
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}
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}
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