Files
2025-07-04 20:33:06 +03:00

70 lines
2.3 KiB
C#

/*=========================================================================
Library: iMSTK-Unity
Copyright (c) Kitware, Inc.
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0.txt
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
=========================================================================*/
using UnityEditor;
using UnityEngine;
namespace ImstkUnity
{
[System.Serializable]
public class ImstkSettings : ScriptableObject
{
// This is absolute path, does not support moving the directory
// Expects Imstk to be under "Imstk"
public const string settingsDirectory = "Assets/Imstk/Resources/";
public const string settingsPath = settingsDirectory+"ImstkSettings.asset";
[SerializeField]
public bool useDeveloperMode = false;
[SerializeField]
public string installSourcePath = "";
[SerializeField]
public bool useOptimalNumberOfThreads = true;
public static ImstkSettings Instance()
{
//
#if UNITY_EDITOR
var settings = AssetDatabase.LoadAssetAtPath<ImstkSettings>(settingsPath);
// If it doesn't exist, create default
if (settings == null)
{
if (!System.IO.Directory.Exists(settingsDirectory))
{
System.IO.Directory.CreateDirectory(settingsDirectory);
}
settings = CreateInstance<ImstkSettings>();
AssetDatabase.CreateAsset(settings, settingsPath);
}
//string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);
//settings.useDebug = defines.Contains("IMSTK_DEBUG");
AssetDatabase.SaveAssets();
#else
var settings = CreateInstance<ImstkSettings>();
#endif
// Temporary
return settings;
}
}
}