FittsLaw/Assets/Oculus/Platform/Scripts/StandalonePlatformSettings.cs
2018-10-09 20:59:57 -04:00

78 lines
1.8 KiB
C#

namespace Oculus.Platform
{
// This only exists for the Unity Editor
public sealed class StandalonePlatformSettings
{
#if UNITY_EDITOR
private static string _OculusPlatformTestUserPassword = "";
private static void ClearOldStoredPassword()
{
// Ensure that we are not storing the old passwords anywhere on the machine
if (UnityEditor.EditorPrefs.HasKey("OculusStandaloneUserPassword"))
{
UnityEditor.EditorPrefs.SetString("OculusStandaloneUserPassword", "0000");
UnityEditor.EditorPrefs.DeleteKey("OculusStandaloneUserPassword");
}
}
#endif
public static string OculusPlatformTestUserEmail
{
get
{
#if UNITY_EDITOR
return UnityEditor.EditorPrefs.GetString("OculusStandaloneUserEmail");
#else
return string.Empty;
#endif
}
set
{
#if UNITY_EDITOR
UnityEditor.EditorPrefs.SetString("OculusStandaloneUserEmail", value);
#endif
}
}
public static string OculusPlatformTestUserPassword
{
get
{
#if UNITY_EDITOR
ClearOldStoredPassword();
return _OculusPlatformTestUserPassword;
#else
return string.Empty;
#endif
}
set
{
#if UNITY_EDITOR
ClearOldStoredPassword();
_OculusPlatformTestUserPassword = value;
#endif
}
}
public static string OculusPlatformTestUserAccessToken
{
get
{
#if UNITY_EDITOR
return UnityEditor.EditorPrefs.GetString("OculusStandaloneUserAccessToken");
#else
return string.Empty;
#endif
}
set
{
#if UNITY_EDITOR
UnityEditor.EditorPrefs.SetString("OculusStandaloneUserAccessToken", value);
#endif
}
}
}
}