74 lines
3.0 KiB
C#
74 lines
3.0 KiB
C#
//-----------------------------------------------------------------------
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// <copyright file="GlobalSerializationConfig.cs" company="Sirenix IVS">
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// Copyright (c) 2018 Sirenix IVS
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// </copyright>
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//-----------------------------------------------------------------------
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namespace VRC.Udon.Serialization.OdinSerializer
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{
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/// <summary>
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/// Contains global configuration options for the serialization system.
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/// </summary>
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public class GlobalSerializationConfig
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{
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private static readonly GlobalSerializationConfig instance = new GlobalSerializationConfig();
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/// <summary>
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/// Gets the global configuration instance.
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/// </summary>
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public static GlobalSerializationConfig Instance { get { return GlobalSerializationConfig.instance; } }
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/// <summary>
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/// Gets the logger.
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/// </summary>
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public ILogger Logger { get { return DefaultLoggers.UnityLogger; } }
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/// <summary>
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/// Gets the editor serialization format.
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/// </summary>
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public DataFormat EditorSerializationFormat { get { return DataFormat.Nodes; } }
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/// <summary>
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/// Gets the build serialization format.
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/// </summary>
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public DataFormat BuildSerializationFormat { get { return DataFormat.Binary; } }
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/// <summary>
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/// Gets the logging policy.
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/// </summary>
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public LoggingPolicy LoggingPolicy { get { return LoggingPolicy.LogErrors; } }
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/// <summary>
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/// Gets the error handling policy.
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/// </summary>
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public ErrorHandlingPolicy ErrorHandlingPolicy { get { return ErrorHandlingPolicy.Resilient; } }
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internal static void LoadInstanceIfAssetExists()
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{
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// TODO: @Integration: If you store your config in an asset or file somewhere, load it here.
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}
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internal static bool HasInstanceLoaded
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{
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get
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{
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// TODO: @Integration: If you store your config in an asset or file somewhere, return true here if it is loaded, otherwise false.
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// If your config is stored in a Unity asset, do NOT load it here; this property is often called from the
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// serialization thread, meaning you are not allowed to use Unity's API for loading assets here.
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// If this value is false, default configuration values will be used - the same defaults as are set in this class.
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return true;
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}
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}
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}
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} |