mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
93 lines
No EOL
2.7 KiB
C#
93 lines
No EOL
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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[Serializable]
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public class SceneSetting
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{
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public string sceneName;
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public int minViewId;
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}
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public class PunSceneSettings : ScriptableObject
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{
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[SerializeField] public List<SceneSetting> MinViewIdPerScene = new List<SceneSetting>();
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private const string SceneSettingsFileName = "PunSceneSettingsFile.asset";
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// we use the path to PunSceneSettings.cs as path to create a scene settings file
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private static string punSceneSettingsCsPath;
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public static string PunSceneSettingsCsPath
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{
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get
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{
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if (!string.IsNullOrEmpty(punSceneSettingsCsPath))
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{
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return punSceneSettingsCsPath;
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}
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// Unity 4.3.4 does not yet have AssetDatabase.FindAssets(). Would be easier.
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var result = Directory.GetFiles(Application.dataPath, "PunSceneSettings.cs", SearchOption.AllDirectories);
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if (result.Length >= 1)
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{
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punSceneSettingsCsPath = Path.GetDirectoryName(result[0]);
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punSceneSettingsCsPath = punSceneSettingsCsPath.Replace('\\', '/');
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punSceneSettingsCsPath = punSceneSettingsCsPath.Replace(Application.dataPath, "Assets");
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// AssetDatabase paths have to use '/' and are relative to the project's folder. Always.
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punSceneSettingsCsPath = punSceneSettingsCsPath + "/" + SceneSettingsFileName;
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}
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return punSceneSettingsCsPath;
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}
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}
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private static PunSceneSettings instanceField;
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public static PunSceneSettings Instance
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{
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get
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{
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if (instanceField != null)
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{
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return instanceField;
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}
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instanceField = (PunSceneSettings)AssetDatabase.LoadAssetAtPath(PunSceneSettingsCsPath, typeof(PunSceneSettings));
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if (instanceField == null)
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{
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instanceField = ScriptableObject.CreateInstance<PunSceneSettings>();
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AssetDatabase.CreateAsset(instanceField, PunSceneSettingsCsPath);
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}
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return instanceField;
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}
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}
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public static int MinViewIdForScene(string scene)
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{
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if (string.IsNullOrEmpty(scene))
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{
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return 0;
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}
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PunSceneSettings pss = Instance;
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if (pss == null)
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{
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Debug.LogError("pss cant be null");
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return 0;
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}
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foreach (SceneSetting setting in pss.MinViewIdPerScene)
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{
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if (setting.sceneName.Equals(scene))
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{
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return setting.minViewId;
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}
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}
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return 0;
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}
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} |