FittsLaw/Assets/Oculus/Avatar/Scripts/OvrAvatarSettings.cs
2018-10-14 23:33:23 -04:00

66 lines
2.0 KiB
C#

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 GearAppID
{
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 = "";
}