obfuz/Editor/Settings/ObfuzSettings.cs

101 lines
3.1 KiB
C#

using Obfuz.ObfusPasses;
using System.Collections.Generic;
using System.IO;
using System.Runtime.Remoting.Messaging;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Obfuz.Settings
{
public class ObfuzSettings : ScriptableObject
{
[Tooltip("enable Obfuz")]
public bool enable = true;
[Tooltip("name of assemblies to obfuscated")]
public string[] toObfuscatedAssemblyNames;
[Tooltip("name of assemblies not obfuscated but reference assemblies to obfuscated ")]
public string[] notObfuscatedAssemblyNamesReferencingObfuscated;
[Tooltip("extra assembly search dirs")]
public string[] extraAssemblySearchDirs;
[Tooltip("enable obfuscation pass")]
public ObfuscationPassType enabledObfuscationPasses = ObfuscationPassType.All;
[Tooltip("secret key")]
public string secretKey = "Code Philosophy";
[Tooltip("global random seed")]
public int globalRandomSeed = 0;
[Tooltip("symbol obfuscation settings")]
public SymbolObfusSettings symbolObfusSettings;
[Tooltip("const encryption settings")]
public ConstEncryptSettings constEncryptSettings;
[Tooltip("field encryption settings")]
public FieldEncryptSettings fieldEncryptSettings;
[Tooltip("call obfuscation settings")]
public CallObfusSettings callObfusSettings;
public string ObfuzRootDir => $"Library/Obfuz";
public string GetObfuscatedAssemblyOutputDir(BuildTarget target)
{
return $"{ObfuzRootDir}/{target}/ObfuscatedAssemblies";
}
public string GetOriginalAssemblyBackupDir(BuildTarget target)
{
return $"{ObfuzRootDir}/{target}/OriginalAssemblies";
}
private static ObfuzSettings s_Instance;
public static ObfuzSettings Instance
{
get
{
if (!s_Instance)
{
LoadOrCreate();
}
return s_Instance;
}
}
protected static string SettingsPath => "ProjectSettings/Obfuz.asset";
private static ObfuzSettings LoadOrCreate()
{
string filePath = SettingsPath;
var arr = InternalEditorUtility.LoadSerializedFileAndForget(filePath);
//Debug.Log($"typeof arr:{arr?.GetType()} arr[0]:{(arr != null && arr.Length > 0 ? arr[0].GetType(): null)}");
s_Instance = arr != null && arr.Length > 0 ? (ObfuzSettings)arr[0] : CreateInstance<ObfuzSettings>();
return s_Instance;
}
public static void Save()
{
if (!s_Instance)
{
Debug.LogError("Cannot save ScriptableSingleton: no instance!");
return;
}
string filePath = SettingsPath;
string directoryName = Path.GetDirectoryName(filePath);
Directory.CreateDirectory(directoryName);
UnityEngine.Object[] obj = new ObfuzSettings[1] { s_Instance };
InternalEditorUtility.SaveToSerializedFileAndForget(obj, filePath, true);
}
}
}