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- using UnityEngine;
- using System.Collections;
-
- #if UNITY_EDITOR
- [UnityEditor.InitializeOnLoad]
- #endif
- public sealed class ONSPSettings : ScriptableObject
- {
- [SerializeField]
- public int voiceLimit = 64;
-
- private static ONSPSettings instance;
- public static ONSPSettings Instance
- {
- get
- {
- if (instance == null)
- {
- instance = Resources.Load<ONSPSettings>("ONSPSettings");
-
- // 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<ONSPSettings>();
-
- #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"),
- "ONSPSettings.asset");
- UnityEditor.AssetDatabase.CreateAsset(instance, fullPath);
- #endif
- }
- }
-
- return instance;
- }
- }
- }
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