OvrAvatarSettings.cs 1.94 KB
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 MobileAppID
    {
        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 = "";
}