forked from cgvr/DeltaVR
		
	
		
			
				
	
	
		
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.0 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace FishNet.Editing.PrefabCollectionGenerator
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{
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	internal sealed class PrefabCollectionGeneratorConfigurationsz
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	{
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		#region Types.
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		public enum SearchScopeType : byte
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		{
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			EntireProject = 0,
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			SpecificFolders = 1
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		}
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		#endregion
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		//#region Public.
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		///// <summary>
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		///// True if prefab generation is enabled.
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		///// </summary>
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		//public bool Enabled;
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		///// <summary>
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		///// True to rebuild all prefabs during any change. False to only check changed prefabs.
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		///// </summary>
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		//public bool FullRebuild;
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		///// <summary>
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		///// True to log results to console.
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		///// </summary>
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		//public bool LogToConsole;
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		///// <summary>
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		///// True to automatically save assets when default prefabs change.
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		///// </summary>
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		//public bool SaveChanges;
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		///// <summary>
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		///// Path where prefabs file is created.
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		///// </summary>
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		//public string AssetPath;
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		///// <summary>
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		///// How to search for files.
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		///// </summary>
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		//public SearchScopeType SearchScope = SearchScopeType.EntireProject;
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		///// <summary>
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		///// Folders to exclude when using SearchScopeType.SpecificFolders.
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		///// </summary>
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		//public List<string> ExcludedFolders = new List<string>();
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		///// <summary>
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		///// Folders to include when using SearchScopeType.SpecificFolders.
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		///// </summary>
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		//public List<string> IncludedFolders = new List<string>();
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		//#endregion
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		//#region Private.
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		///// <summary>
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		///// Library folder for project. Presumably where files are saved, but this is changing. This is going away in favor of FN config. //fnconfig.
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		///// </summary>
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		//private static string DirectoryPath => Path.Combine(Path.GetDirectoryName(Application.dataPath), "Library");
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		///// <summary>
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		///// Full path of settings file. This is going away in favor of FN config. //fnconfig.
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		///// </summary>
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		//private static string FilePath => Path.Combine(DirectoryPath, $"FishNet.Runtime.Editor.PrefabObjects.Generation.{nameof(Settings)}.json");
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  //      #endregion
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  //      public Settings()
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		//{
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		//	Enabled = true;
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		//	LogToConsole = true;
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		//	FullRebuild = false;
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		//	SaveChanges = true;
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		//	SearchScope = SearchScopeType.EntireProject;
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		//	AssetPath = $"Assets{Path.DirectorySeparatorChar}FishNet{Path.DirectorySeparatorChar}Runtime{Path.DirectorySeparatorChar}DefaultPrefabObjects.asset";
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		//}
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		//public void Save()
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		//{
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		//	//Create save folder if it doesn't exist. This is going away in favor of FN config. //fnconfig.
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		//	if (!Directory.Exists(DirectoryPath))
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		//		Directory.CreateDirectory(DirectoryPath);
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		//	File.WriteAllText(FilePath, JsonUtility.ToJson(this));
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		//}
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		//public static Settings Load()
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		//{
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		//	try
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		//	{
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		//		if (File.Exists(FilePath))
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		//			return JsonUtility.FromJson<Settings>(File.ReadAllText(FilePath));
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		//	}
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		//	catch (Exception ex)
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		//	{
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		//		Debug.LogError($"An error has occurred when loading the prefab collection generator settings: {ex}");
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		//	}
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		//	return new Settings();
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		//}
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	}
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}
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#endif |