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- 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;
- }
- }
- }
- }
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