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