//----------------------------------------------------------------------- // // Copyright (c) 2018 Sirenix IVS // // 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 // // 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. // //----------------------------------------------------------------------- namespace VRC.Udon.Serialization.OdinSerializer { /// /// Contains global configuration options for the serialization system. /// public class GlobalSerializationConfig { private static readonly GlobalSerializationConfig instance = new GlobalSerializationConfig(); /// /// Gets the global configuration instance. /// public static GlobalSerializationConfig Instance { get { return GlobalSerializationConfig.instance; } } /// /// Gets the logger. /// public ILogger Logger { get { return DefaultLoggers.UnityLogger; } } /// /// Gets the editor serialization format. /// public DataFormat EditorSerializationFormat { get { return DataFormat.Nodes; } } /// /// Gets the build serialization format. /// public DataFormat BuildSerializationFormat { get { return DataFormat.Binary; } } /// /// Gets the logging policy. /// public LoggingPolicy LoggingPolicy { get { return LoggingPolicy.LogErrors; } } /// /// Gets the error handling policy. /// public ErrorHandlingPolicy ErrorHandlingPolicy { get { return ErrorHandlingPolicy.Resilient; } } internal static void LoadInstanceIfAssetExists() { // TODO: @Integration: If you store your config in an asset or file somewhere, load it here. } internal static bool HasInstanceLoaded { get { // TODO: @Integration: If you store your config in an asset or file somewhere, return true here if it is loaded, otherwise false. // If your config is stored in a Unity asset, do NOT load it here; this property is often called from the // serialization thread, meaning you are not allowed to use Unity's API for loading assets here. // If this value is false, default configuration values will be used - the same defaults as are set in this class. return true; } } } }