ParticleEffectForUGUI/Samples~/Performance Demo/NanoMonitor/Scripts/ProjectSettings~/ScriptableSettings.cs

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2022-06-14 12:39:13 +08:00
using UnityEngine;
using System;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Coffee.MiniProfiler
{
internal abstract class ScriptableSettings : ScriptableObject
{
#if UNITY_EDITOR
public virtual string GetSettingPath()
{
return GetSettingPath(GetType());
}
internal static string GetSettingPath(Type type)
{
return $"Project/{ObjectNames.NicifyVariableName(type.Name.Replace("ProjectSettings", ""))}";
}
#endif
public virtual string GetDefaultAssetPath()
{
return $"Assets/ProjectSettings/{GetType().Name}.asset";
}
}
internal abstract class ScriptableSettings<T> : ScriptableSettings
where T : ScriptableSettings<T>
{
//################################
// Public Members.
//################################
public static T Instance => _instance ? _instance : _instance = GetOrCreate();
private static T _instance;
protected virtual bool bootOnEditorMode => true;
protected virtual bool bootOnPlayMode => true;
protected abstract void OnBoot();
#if UNITY_EDITOR
//################################
// Private Members.
//################################
private bool enabled;
private static T GetOrCreate()
{
return PlayerSettings.GetPreloadedAssets()
.OfType<T>()
.FirstOrDefault() ?? CreateInstance<T>();
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
switch (state)
{
case PlayModeStateChange.EnteredEditMode:
enabled = true;
Boot();
break;
case PlayModeStateChange.ExitingEditMode:
case PlayModeStateChange.ExitingPlayMode:
enabled = false;
break;
}
}
private void Boot()
{
var preloadedAssets = PlayerSettings.GetPreloadedAssets();
var assets = preloadedAssets.OfType<T>().ToArray();
var first = assets.FirstOrDefault() ?? this as T;
// If there are no preloaded assets, registry the first asset.
// If there are multiple preloaded assets, unregisters all but the first one.
if (assets.Length != 1)
{
// The first asset is not saved.
if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(first)))
{
if (!AssetDatabase.IsValidFolder("Assets/ProjectSettings"))
AssetDatabase.CreateFolder("Assets", "ProjectSettings");
var assetName = ObjectNames.NicifyVariableName(first.GetType().Name.Replace("ProjectSettings", ""));
var assetPath = AssetDatabase.GenerateUniqueAssetPath($"Assets/ProjectSettings/{assetName}.asset");
AssetDatabase.CreateAsset(first, assetPath);
}
PlayerSettings.SetPreloadedAssets(preloadedAssets
.Where(x => x)
.Except(assets)
.Concat(new[] {first})
.ToArray());
}
// Another asset is registered as a preload asset.
if (first != this)
{
UnityEngine.Debug.LogError($"Another asset '{first}' is registered as a preload '{typeof(T).Name}' asset." +
$"\nThis instance ('{this}') will be ignored. Check 'Project Settings > Player > Preload Assets'", this);
return;
}
_instance = first;
// Do nothing on editor mode.
if (!bootOnEditorMode && !EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
// Do nothing on play mode.
if (!bootOnPlayMode && EditorApplication.isPlayingOrWillChangePlaymode)
{
return;
}
OnBoot();
}
//################################
// Unity Callbacks.
//################################
private void OnEnable()
{
enabled = true;
Boot();
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private void OnDisable()
{
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
}
protected virtual void OnValidate()
{
if (enabled)
Boot();
}
#else
private static T GetOrCreate()
{
return CreateInstance<T>();
}
private void OnEnable()
{
if (!bootOnPlayMode) return;
_instance = this as T;
OnBoot();
}
#endif
}
[CustomEditor(typeof(ScriptablePreferenceSettings<>), true)]
internal class ScriptablePreferenceSettingsEditor : Editor
{
private static readonly GUIContent _button = new GUIContent("Open Project Settings");
public override void OnInspectorGUI()
{
if (GUILayout.Button(_button))
{
SettingsService.OpenProjectSettings(((ScriptableSettings) target).GetSettingPath());
}
}
}
internal abstract class ScriptablePreferenceSettings<T> : ScriptableSingleton<T>
where T : ScriptablePreferenceSettings<T>
{
}
#if UNITY_EDITOR
[CustomEditor(typeof(ScriptableSettings), true)]
internal class ScriptableSettingsEditor : Editor
{
private static readonly GUIContent _button = new GUIContent("Open Project Settings");
public override void OnInspectorGUI()
{
if (GUILayout.Button(_button))
{
SettingsService.OpenProjectSettings(((ScriptableSettings) target).GetSettingPath());
}
}
}
internal class ScriptableSettingsProvider<T> : SettingsProvider where T : ScriptableSettings<T>
{
public ScriptableSettingsProvider(string path) : base(path)
{
}
public ScriptableSettingsProvider() : base(ScriptableSettings.GetSettingPath(typeof(T)))
{
}
protected SerializedObject serializedObject { get; private set; }
protected ScriptableSettings<T> target { get; private set; }
public sealed override void OnGUI(string searchContext)
{
if (!target)
{
target = ScriptableSettings<T>.Instance;
serializedObject = new SerializedObject(target);
}
OnGUI();
}
protected virtual void OnGUI()
{
serializedObject.UpdateIfRequiredOrScript();
var iterator = serializedObject.GetIterator();
var enterChildren = true;
while (iterator.NextVisible(enterChildren))
{
if (iterator.propertyPath != "m_Script")
EditorGUILayout.PropertyField(iterator, true);
enterChildren = false;
}
serializedObject.ApplyModifiedProperties();
}
}
internal class ScriptablePreferenceSettingsProvider<T> : SettingsProvider where T : ScriptableSettings<T>
{
public ScriptablePreferenceSettingsProvider(string path) : base(path, SettingsScope.User)
{
}
public ScriptablePreferenceSettingsProvider() : base(ScriptableSettings.GetSettingPath(typeof(T)), SettingsScope.User)
{
}
protected SerializedObject serializedObject { get; private set; }
protected ScriptableSettings<T> target { get; private set; }
public sealed override void OnGUI(string searchContext)
{
if (!target)
{
target = ScriptableSettings<T>.Instance;
serializedObject = new SerializedObject(target);
}
OnGUI();
}
protected virtual void OnGUI()
{
serializedObject.UpdateIfRequiredOrScript();
var iterator = serializedObject.GetIterator();
var enterChildren = true;
while (iterator.NextVisible(enterChildren))
{
if (iterator.propertyPath != "m_Script")
EditorGUILayout.PropertyField(iterator, true);
enterChildren = false;
}
serializedObject.ApplyModifiedProperties();
}
}
#endif
}