StreamingFolder.cs
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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2017. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using System;
using System.Linq;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Leap.Unity {
[Serializable]
public class StreamingFolder : AssetFolder, ISerializationCallbackReceiver {
[SerializeField]
private string _relativePath;
/// <summary>
/// Gets the full path to the streaming folder. This operation is safe to be
/// called from within a build or from within the editor, and will always return
/// the correct full path to the streaming folder. Setting the path via code
/// is not supported.
/// </summary>
public override string Path {
get {
return System.IO.Path.Combine(Application.streamingAssetsPath, _relativePath);
}
set {
throw new InvalidOperationException();
}
}
public void OnAfterDeserialize() { }
public void OnBeforeSerialize() {
#if UNITY_EDITOR
string assetPath = AssetDatabase.GetAssetPath(_assetFolder);
if (string.IsNullOrEmpty(assetPath)) {
_relativePath = null;
} else {
string fullFolder = System.IO.Path.GetFullPath(assetPath);
_relativePath = Utils.MakeRelativePath(Application.streamingAssetsPath, fullFolder);
_relativePath = string.Join(System.IO.Path.DirectorySeparatorChar.ToString(),
_relativePath.Split(System.IO.Path.DirectorySeparatorChar).Skip(1).ToArray());
}
#endif
}
}
}