2022-02-01 20:44:24 +01:00

74 lines
3.0 KiB
C#

//-----------------------------------------------------------------------
// <copyright file="GlobalSerializationConfig.cs" company="Sirenix IVS">
// 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.
// </copyright>
//-----------------------------------------------------------------------
namespace VRC.Udon.Serialization.OdinSerializer
{
/// <summary>
/// Contains global configuration options for the serialization system.
/// </summary>
public class GlobalSerializationConfig
{
private static readonly GlobalSerializationConfig instance = new GlobalSerializationConfig();
/// <summary>
/// Gets the global configuration instance.
/// </summary>
public static GlobalSerializationConfig Instance { get { return GlobalSerializationConfig.instance; } }
/// <summary>
/// Gets the logger.
/// </summary>
public ILogger Logger { get { return DefaultLoggers.UnityLogger; } }
/// <summary>
/// Gets the editor serialization format.
/// </summary>
public DataFormat EditorSerializationFormat { get { return DataFormat.Nodes; } }
/// <summary>
/// Gets the build serialization format.
/// </summary>
public DataFormat BuildSerializationFormat { get { return DataFormat.Binary; } }
/// <summary>
/// Gets the logging policy.
/// </summary>
public LoggingPolicy LoggingPolicy { get { return LoggingPolicy.LogErrors; } }
/// <summary>
/// Gets the error handling policy.
/// </summary>
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;
}
}
}
}