Beispiel #1
0
        //  ----------------------------------------------------------------------------------------

        private static ZebugPreferences GetPreferences()
        {
            if (s_Instance == null)
            {
                s_Instance = Resources.Load <ZebugPreferences>(kAssetName);
            }

            //  --- TODO(dan): Addressables load here? it seems unlikely that there'd be significant
            //                 enough resources in the plugin to require a bundle. Maybe if we start
            //                 including non-procedural primitive geometry for physics visualization
            //                 or something, but I'd prefer to generate that at runtime.
            if (s_Instance == null)
            {
                s_Instance = CreateInstance <ZebugPreferences>();

                #if UNITY_EDITOR
                {
                    string folderPath = "Assets/Ignore/Resources";

                    if (!UnityEditor.AssetDatabase.IsValidFolder(folderPath))
                    {
                        string[] folders      = folderPath.Split('/');
                        int      folderCount  = folders.Length;
                        string   currentValid = (folderCount > 2)
                                                  ? folders[0]
                                                  : "";

                        for (int i = 1; i < folderCount - 1; i++)
                        {
                            string nextFolder = folders[i];
                            string testFolder = currentValid + "/" + nextFolder;
                            if (!UnityEditor.AssetDatabase.IsValidFolder(testFolder))
                            {
                                UnityEditor.AssetDatabase.CreateFolder(currentValid, nextFolder);
                            }

                            currentValid = testFolder;
                        }
                    }

                    UnityEditor.AssetDatabase.CreateAsset(s_Instance, folderPath + kAssetName + ".asset");

                    UnityEditor.EditorUtility.SetDirty(s_Instance);

                    if (!UnityEditor.EditorApplication.isPlaying)
                    {
                        //  --- There are definite issues with saving at runtime, I had a different
                        //      project stop rendering all cameras, and the in-game GUI was
                        //      unresponsive. Just skip all that.
                        UnityEditor.AssetDatabase.SaveAssets();
                    }
                }
                #endif
            }

            return(s_Instance);
        }
Beispiel #2
0
 private void OnDestroy()
 {
     s_Instance = null;
 }
Beispiel #3
0
 private ZebugPreferences()
 {
     s_Instance = this;
 }