-
-
Notifications
You must be signed in to change notification settings - Fork 316
Expand file tree
/
Copy pathPreloadedProjectSettings.cs
More file actions
316 lines (269 loc) · 10.7 KB
/
PreloadedProjectSettings.cs
File metadata and controls
316 lines (269 loc) · 10.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
using System;
using System.Linq;
using UnityEngine;
using Object = UnityEngine.Object;
#if UNITY_EDITOR
using System.IO;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
#endif
namespace Coffee.UISoftMaskInternal
{
public abstract class PreloadedProjectSettings : ScriptableObject
#if UNITY_EDITOR
{
[Tooltip("When enabled, this settings asset will be temporarily removed from " +
"PlayerSettings.preloadedAssets during Player Build, so it is NOT included " +
"in the built player. The asset remains in PreloadedAssets during normal " +
"Editor operation.\n\n" +
"Enable this when you deliver settings and shaders via AssetBundles or " +
"Addressables for hot-update support. Shaders are then resolved via direct " +
"serialized references instead of Shader.Find().")]
[SerializeField]
private bool m_ExcludeFromPreloadedAssetsWhenBuildPlayer;
/// <summary>
/// When enabled, this settings asset will be temporarily removed from
/// <see cref="PlayerSettings.preloadedAssets"/> only during Player Build,
/// so it is NOT included in the built player. The asset remains in
/// PreloadedAssets during normal Editor operation.
/// <para>
/// Enable this when you deliver settings and shaders via AssetBundles or
/// Addressables for hot-update support. Shaders are resolved via direct
/// serialized references in the shader variant registry instead of
/// <see cref="Shader.Find"/>, since AB-loaded shaders are not registered
/// in the global shader name table.
/// </para>
/// </summary>
public bool excludeFromPreloadedAssetsWhenBuildPlayer
{
get => m_ExcludeFromPreloadedAssetsWhenBuildPlayer;
set => m_ExcludeFromPreloadedAssetsWhenBuildPlayer = value;
}
protected static bool s_BuildingPlayer;
private class Postprocessor : AssetPostprocessor
{
private static void OnPostprocessAllAssets(string[] _, string[] __, string[] ___, string[] ____)
{
Initialize();
}
}
private class ExcludeFromBuild : IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
int IOrderedCallback.callbackOrder => -1;
void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
{
s_BuildingPlayer = true;
foreach (var t in TypeCache.GetTypesDerivedFrom(typeof(PreloadedProjectSettings<>)))
{
var settings = GetDefaultSettings(t);
if (!settings || !settings.m_ExcludeFromPreloadedAssetsWhenBuildPlayer) continue;
PlayerSettings.SetPreloadedAssets(
PlayerSettings.GetPreloadedAssets()
.Where(x => x && x.GetType() != t)
.ToArray());
Debug.Log($"[PreloadedProjectSettings] Build started: removed '{settings.name}' " +
$"({t.Name}) from PreloadedAssets. " +
$"It will be restored after build completes.");
}
}
void IPostprocessBuildWithReport.OnPostprocessBuild(BuildReport report)
{
s_BuildingPlayer = false;
Initialize();
foreach (var t in TypeCache.GetTypesDerivedFrom(typeof(PreloadedProjectSettings<>)))
{
var settings = GetDefaultSettings(t);
if (!settings || !settings.m_ExcludeFromPreloadedAssetsWhenBuildPlayer) continue;
Debug.Log($"[PreloadedProjectSettings] Build finished: restored '{settings.name}' " +
$"({t.Name}) to PreloadedAssets.");
}
}
}
private class PreprocessBuildWithReport : IPreprocessBuildWithReport
{
int IOrderedCallback.callbackOrder => 0;
void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
{
Initialize();
}
}
private static void Initialize()
{
foreach (var t in TypeCache.GetTypesDerivedFrom(typeof(PreloadedProjectSettings<>)))
{
var defaultSettings = GetDefaultSettings(t);
if (!defaultSettings)
{
// When create a new instance, automatically set it as default settings.
defaultSettings = CreateInstance(t) as PreloadedProjectSettings;
if (!s_BuildingPlayer) SetDefaultSettings(defaultSettings);
}
else if (GetPreloadedSettings(t).Length != 1)
{
if (!s_BuildingPlayer) SetDefaultSettings(defaultSettings);
}
if (defaultSettings)
{
defaultSettings.OnInitialize();
}
}
}
protected static string GetDefaultName(Type type, bool nicify)
{
var typeName = type.Name;
return nicify
? ObjectNames.NicifyVariableName(typeName)
: typeName;
}
private static Object[] GetPreloadedSettings(Type type)
{
return PlayerSettings.GetPreloadedAssets()
.Where(x => x && x.GetType() == type)
.ToArray();
}
protected static PreloadedProjectSettings GetDefaultSettings(Type type)
{
return GetPreloadedSettings(type).FirstOrDefault() as PreloadedProjectSettings
?? AssetDatabase.FindAssets($"t:{nameof(PreloadedProjectSettings)}")
.Select(AssetDatabase.GUIDToAssetPath)
.Select(AssetDatabase.LoadAssetAtPath<PreloadedProjectSettings>)
.FirstOrDefault(x => x && x.GetType() == type);
}
protected static void SetDefaultSettings(PreloadedProjectSettings asset)
{
if (!asset) return;
var type = asset.GetType();
if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(asset)))
{
if (!AssetDatabase.IsValidFolder("Assets/ProjectSettings"))
{
AssetDatabase.CreateFolder("Assets", "ProjectSettings");
}
var assetPath = $"Assets/ProjectSettings/{GetDefaultName(type, false)}.asset";
assetPath = AssetDatabase.GenerateUniqueAssetPath(assetPath);
if (!File.Exists(assetPath))
{
AssetDatabase.CreateAsset(asset, assetPath);
asset.OnCreateAsset();
}
}
var preloadedAssets = PlayerSettings.GetPreloadedAssets();
var projectSettings = GetPreloadedSettings(type);
PlayerSettings.SetPreloadedAssets(preloadedAssets
.Where(x => x)
.Except(projectSettings.Except(new[] { asset }))
.Append(asset)
.Distinct()
.ToArray());
AssetDatabase.Refresh();
}
protected virtual void OnCreateAsset()
{
}
protected virtual void OnInitialize()
{
}
}
#else
{
}
#endif
public abstract class PreloadedProjectSettings<T> : PreloadedProjectSettings
where T : PreloadedProjectSettings<T>
{
private static T s_Instance;
#if UNITY_EDITOR
private string _jsonText;
public static bool hasInstance => s_Instance;
public static T instance
{
get
{
if (s_Instance) return s_Instance;
s_Instance = GetDefaultSettings(typeof(T)) as T;
if (s_Instance) return s_Instance;
s_Instance = CreateInstance<T>();
if (!s_Instance)
{
s_Instance = null;
return s_Instance;
}
if (!s_BuildingPlayer) SetDefaultSettings(s_Instance);
return s_Instance;
}
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
if (!this) return;
switch (state)
{
case PlayModeStateChange.ExitingEditMode:
_jsonText = EditorJsonUtility.ToJson(this);
break;
case PlayModeStateChange.ExitingPlayMode:
if (_jsonText != null)
{
EditorJsonUtility.FromJsonOverwrite(_jsonText, this);
_jsonText = null;
}
break;
}
}
#else
public static T instance => s_Instance ? s_Instance : s_Instance = CreateInstance<T>();
#endif
/// <summary>
/// This function is called when the object becomes enabled and active.
/// </summary>
protected virtual void OnEnable()
{
#if UNITY_EDITOR
var isDefaultSettings = !s_Instance || s_Instance == this || GetDefaultSettings(typeof(T)) == this;
if (!isDefaultSettings)
{
DestroyImmediate(this, true);
return;
}
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
#endif
if (s_Instance) return;
s_Instance = this as T;
}
/// <summary>
/// This function is called when the behaviour becomes disabled.
/// </summary>
protected virtual void OnDisable()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
#endif
if (s_Instance != this) return;
s_Instance = null;
}
#if UNITY_EDITOR
protected sealed class PreloadedProjectSettingsProvider : SettingsProvider
{
private Editor _editor;
private PreloadedProjectSettings<T> _target;
public PreloadedProjectSettingsProvider(string path) : base(path, SettingsScope.Project)
{
}
public override void OnGUI(string searchContext)
{
if (!_target)
{
if (_editor)
{
DestroyImmediate(_editor);
_editor = null;
}
_target = instance;
_editor = Editor.CreateEditor(_target);
}
_editor.OnInspectorGUI();
}
}
#endif
}
}