Heroes_of_Hiis/Assets/Oculus/Platform/Scripts/PlatformSettings.cs

85 lines
2.2 KiB
C#

namespace Oculus.Platform
{
using UnityEngine;
using System.Collections;
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoad]
#endif
public sealed class PlatformSettings : ScriptableObject
{
public static string AppID
{
get { return Instance.ovrAppID; }
set { Instance.ovrAppID = value; }
}
public static string MobileAppID
{
get { return Instance.ovrMobileAppID; }
set { Instance.ovrMobileAppID = value; }
}
public static bool UseStandalonePlatform
{
get { return Instance.ovrUseStandalonePlatform; }
set { Instance.ovrUseStandalonePlatform = value; }
}
[SerializeField]
private string ovrAppID = "";
[SerializeField]
private string ovrMobileAppID = "";
#if UNITY_EDITOR_WIN
[SerializeField]
private bool ovrUseStandalonePlatform = false;
#else
[SerializeField]
private bool ovrUseStandalonePlatform = true;
#endif
private static PlatformSettings instance;
public static PlatformSettings Instance
{
get
{
if (instance == null)
{
instance = Resources.Load<PlatformSettings>("OculusPlatformSettings");
// This can happen if the developer never input their App Id into the Unity Editor
// and therefore never created the OculusPlatformSettings.asset file
// Use a dummy object with defaults for the getters so we don't have a null pointer exception
if (instance == null)
{
instance = ScriptableObject.CreateInstance<PlatformSettings>();
#if UNITY_EDITOR
// Only in the editor should we save it to disk
string properPath = System.IO.Path.Combine(UnityEngine.Application.dataPath, "Resources");
if (!System.IO.Directory.Exists(properPath))
{
UnityEditor.AssetDatabase.CreateFolder("Assets", "Resources");
}
string fullPath = System.IO.Path.Combine(
System.IO.Path.Combine("Assets", "Resources"),
"OculusPlatformSettings.asset"
);
UnityEditor.AssetDatabase.CreateAsset(instance, fullPath);
#endif
}
}
return instance;
}
set
{
instance = value;
}
}
}
}