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