GlobalGameJame/Assets/Plugins/GitHub/Editor/ExtensionLoader.cs

93 lines
3.1 KiB
C#

using UnityEditor;
using UnityEngine;
using System.IO;
using System;
namespace GitHub.Unity
{
[InitializeOnLoad]
public class ExtensionLoader : ScriptableSingleton<ExtensionLoader>
{
[SerializeField] private bool initialized = true;
public bool Initialized
{
get
{
return initialized;
}
set
{
initialized = value;
Save(true);
}
}
private static bool inSourceMode = false;
private const string sourceModePath = "Assets/Editor/build/";
private const string realPath = "Assets/Plugins/GitHub/Editor/";
private static string[] assemblies20 = { "System.Threading.dll", "AsyncBridge.Net35.dll", "ReadOnlyCollectionsInterfaces.dll", "GitHub.Api.dll", "GitHub.Unity.dll" };
private static string[] assemblies45 = { "GitHub.Api.45.dll", "GitHub.Unity.45.dll" };
private const string GITHUB_UNITY_DISABLE = "GITHUB_UNITY_DISABLE";
private static bool IsDisabled { get { return Environment.GetEnvironmentVariable(GITHUB_UNITY_DISABLE) == "1"; } }
static ExtensionLoader()
{
if (IsDisabled)
{
return;
}
EditorApplication.update += Initialize;
}
private static void Initialize()
{
EditorApplication.update -= Initialize;
// we're always doing this right now because if the plugin gets updated all the meta files will be disabled and we need to re-enable them
// we should probably detect if our assets change and re-run this instead of doing it every time
//if (!ExtensionLoader.instance.Initialized)
{
var scriptPath = Path.Combine(Application.dataPath, "Editor" + Path.DirectorySeparatorChar + "GitHub.Unity" + Path.DirectorySeparatorChar + "EntryPoint.cs");
inSourceMode = File.Exists(scriptPath);
ToggleAssemblies();
//ExtensionLoader.instance.Initialized = true;
AssetDatabase.SaveAssets();
}
}
private static void ToggleAssemblies()
{
var path = inSourceMode ? sourceModePath : realPath;
#if NET_4_6
ToggleAssemblies(path, assemblies20, false);
ToggleAssemblies(path, assemblies45, true);
#else
ToggleAssemblies(path, assemblies45, false);
ToggleAssemblies(path, assemblies20, true);
#endif
}
private static void ToggleAssemblies(string path, string[] assemblies, bool enable)
{
foreach (var file in assemblies)
{
var filepath = path + file;
PluginImporter importer = AssetImporter.GetAtPath(filepath) as PluginImporter;
if (importer == null)
{
continue;
}
if (importer.GetCompatibleWithEditor() != enable)
{
importer.SetCompatibleWithEditor(enable);
importer.SaveAndReimport();
}
}
}
}
}