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- using UnityEngine;
- using System.Collections;
-
- #if UNITY_EDITOR
- [UnityEditor.InitializeOnLoad]
- #endif
- public sealed class OvrAvatarSettings : ScriptableObject {
- public static string AppID
- {
- get { return Instance.ovrAppID; }
- set { Instance.ovrAppID = value; }
- }
-
- public static string MobileAppID
- {
- get { return Instance.ovrGearAppID; }
- set { Instance.ovrGearAppID = value; }
- }
-
- private static OvrAvatarSettings instance;
- public static OvrAvatarSettings Instance
- {
- get
- {
- if (instance == null)
- {
- instance = Resources.Load<OvrAvatarSettings>("OvrAvatarSettings");
-
- // This can happen if the developer never input their App Id into the Unity Editor
- // Use a dummy object with defaults for the getters so we don't have a null pointer exception
- if (instance == null)
- {
- instance = ScriptableObject.CreateInstance<OvrAvatarSettings>();
-
- #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"),
- "OvrAvatarSettings.asset"
- );
- UnityEditor.AssetDatabase.CreateAsset(instance, fullPath);
- #endif
- }
- }
- return instance;
- }
-
- set
- {
- instance = value;
- }
- }
-
- [SerializeField]
- private string ovrAppID = "";
-
- [SerializeField]
- private string ovrGearAppID = "";
- }
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