obfuz/Editor/Settings/ObfuzSettings.cs

74 lines
2.1 KiB
C#

using System.IO;
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
namespace Obfuz
{
public class ObfuzSettings : ScriptableObject
{
[Tooltip("enable Obfuz")]
public bool enable = true;
[Tooltip("obfuscated assembly names(without .dll suffix)")]
public string[] obfuscatedAssemblyNames;
public string ObfuzRootDir => $"Library/Obfuz";
public string GetMappingFile(BuildTarget target)
{
return $"{ObfuzRootDir}/{target}/mapping.xml";
}
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);
s_Instance = arr.Length > 0 ? arr[0] as ObfuzSettings : 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);
}
}
}