StationObscurum/Assets/FishNet/Runtime/Editor/PrefabCollectionGenerator/Settings.cs

103 lines
3.0 KiB
C#

#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
namespace FishNet.Editing.PrefabCollectionGenerator
{
internal sealed class PrefabCollectionGeneratorConfigurationsz
{
#region Types.
public enum SearchScopeType : byte
{
EntireProject = 0,
SpecificFolders = 1
}
#endregion
//#region Public.
///// <summary>
///// True if prefab generation is enabled.
///// </summary>
//public bool Enabled;
///// <summary>
///// True to rebuild all prefabs during any change. False to only check changed prefabs.
///// </summary>
//public bool FullRebuild;
///// <summary>
///// True to log results to console.
///// </summary>
//public bool LogToConsole;
///// <summary>
///// True to automatically save assets when default prefabs change.
///// </summary>
//public bool SaveChanges;
///// <summary>
///// Path where prefabs file is created.
///// </summary>
//public string AssetPath;
///// <summary>
///// How to search for files.
///// </summary>
//public SearchScopeType SearchScope = SearchScopeType.EntireProject;
///// <summary>
///// Folders to exclude when using SearchScopeType.SpecificFolders.
///// </summary>
//public List<string> ExcludedFolders = new List<string>();
///// <summary>
///// Folders to include when using SearchScopeType.SpecificFolders.
///// </summary>
//public List<string> IncludedFolders = new List<string>();
//#endregion
//#region Private.
///// <summary>
///// Library folder for project. Presumably where files are saved, but this is changing. This is going away in favor of FN config. //fnconfig.
///// </summary>
//private static string DirectoryPath => Path.Combine(Path.GetDirectoryName(Application.dataPath), "Library");
///// <summary>
///// Full path of settings file. This is going away in favor of FN config. //fnconfig.
///// </summary>
//private static string FilePath => Path.Combine(DirectoryPath, $"FishNet.Runtime.Editor.PrefabObjects.Generation.{nameof(Settings)}.json");
// #endregion
// public Settings()
//{
// Enabled = true;
// LogToConsole = true;
// FullRebuild = false;
// SaveChanges = true;
// SearchScope = SearchScopeType.EntireProject;
// AssetPath = $"Assets{Path.DirectorySeparatorChar}FishNet{Path.DirectorySeparatorChar}Runtime{Path.DirectorySeparatorChar}DefaultPrefabObjects.asset";
//}
//public void Save()
//{
// //Create save folder if it doesn't exist. This is going away in favor of FN config. //fnconfig.
// if (!Directory.Exists(DirectoryPath))
// Directory.CreateDirectory(DirectoryPath);
// File.WriteAllText(FilePath, JsonUtility.ToJson(this));
//}
//public static Settings Load()
//{
// try
// {
// if (File.Exists(FilePath))
// return JsonUtility.FromJson<Settings>(File.ReadAllText(FilePath));
// }
// catch (Exception ex)
// {
// Debug.LogError($"An error has occurred when loading the prefab collection generator settings: {ex}");
// }
// return new Settings();
//}
}
}
#endif