hybridclr_unity/Editor/Settings/ScriptableSignleton.cs

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using System;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace HybridCLR.Editor
{
public class ScriptableSingleton<T> : ScriptableObject where T : ScriptableObject
{
private static T s_Instance;
public static T Instance
{
get
{
if (!s_Instance)
{
LoadOrCreate();
}
return s_Instance;
}
}
public static T LoadOrCreate()
{
string filePath = GetFilePath();
if (!string.IsNullOrEmpty(filePath))
{
var arr = InternalEditorUtility.LoadSerializedFileAndForget(filePath);
s_Instance = arr.Length > 0 ? arr[0] as T : s_Instance??CreateInstance<T>();
}
else
{
Debug.LogError($"{nameof(ScriptableSingleton<T>)}: 请指定单例存档路径! ");
}
return s_Instance;
}
public static void Save(bool saveAsText = true)
{
if (!s_Instance)
{
Debug.LogError("Cannot save ScriptableSingleton: no instance!");
return;
}
string filePath = GetFilePath();
if (!string.IsNullOrEmpty(filePath))
{
string directoryName = Path.GetDirectoryName(filePath);
if (!Directory.Exists(directoryName))
{
Directory.CreateDirectory(directoryName);
}
UnityEngine.Object[] obj = new T[1] { s_Instance };
InternalEditorUtility.SaveToSerializedFileAndForget(obj, filePath, saveAsText);
}
}
protected static string GetFilePath()
{
return typeof(T).GetCustomAttributes(inherit: true)
.Cast<FilePathAttribute>()
.FirstOrDefault(v => v != null)
?.filepath;
}
}
[AttributeUsage(AttributeTargets.Class)]
public class FilePathAttribute : Attribute
{
internal string filepath;
/// <summary>
/// 单例存放路径
/// </summary>
/// <param name="path">相对 Project 路径</param>
public FilePathAttribute(string path)
{
if (string.IsNullOrEmpty(path))
{
throw new ArgumentException("Invalid relative path (it is empty)");
}
if (path[0] == '/')
{
path = path.Substring(1);
}
filepath = path;
}
}
}