maint: hotreload updated to 1.13.7
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@@ -1,14 +1,8 @@
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#if ENABLE_MONO && (DEVELOPMENT_BUILD || UNITY_EDITOR)
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using System.IO;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace SingularityGroup.HotReload {
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/// <summary>
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/// HotReload runtime settings. These can be changed while the app is running.
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@@ -62,11 +56,7 @@ namespace SingularityGroup.HotReload {
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private static HotReloadSettingsObject LoadSettings() {
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HotReloadSettingsObject settings;
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if (Application.isEditor) {
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#if UNITY_EDITOR
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settings = AssetDatabase.LoadAssetAtPath<HotReloadSettingsObject>(editorAssetPath);
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#else
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settings = null;
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#endif
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settings = HotReloadSettingsHelper.GetSettingsObject(editorAssetPath);
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} else {
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// load from Resources (assumes that build includes the resource)
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settings = Resources.Load<HotReloadSettingsObject>(resourceName);
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@@ -93,38 +83,21 @@ namespace SingularityGroup.HotReload {
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// Call this during build, just to be sure the field is correct. (I had some issues with it while editing the prefab)
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public void EnsurePrefabSetCorrectly() {
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#if UNITY_EDITOR
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var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(prefabAssetPath);
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if (prefab == null) {
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// when you use HotReload as a unitypackage, prefab is somewhere inside your assets folder
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var guids = AssetDatabase.FindAssets("HotReloadPrompts t:prefab", new string[]{"Assets"});
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var paths = guids.Select(guid => AssetDatabase.GUIDToAssetPath(guid));
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var promptsPrefabPath = paths.FirstOrDefault(assetpath => Path.GetFileName(assetpath) == "HotReloadPrompts.prefab");
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if (promptsPrefabPath != null) {
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prefab = AssetDatabase.LoadAssetAtPath<GameObject>(promptsPrefabPath);
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}
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}
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if (prefab == null) {
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throw new Exception("Failed to find PromptsPrefab (are you using Hot Reload as a package?");
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}
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PromptsPrefab = prefab;
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#endif
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PromptsPrefab = HotReloadSettingsHelper.GetOrCreateSettingsPrefab(prefabAssetPath);
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}
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public void EnsurePrefabNotInBuild() {
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#if UNITY_EDITOR
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PromptsPrefab = null;
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#endif
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}
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// put the stored settings here
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[Header("Build Settings")]
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[Tooltip("Should the Hot Reload runtime be included in development builds? HotReload is never included in release builds.")]
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[Header(Localization.Translations.MenuItems.BuildSettings)]
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[Tooltip(Localization.Translations.MenuItems.IncludeInBuildTooltip)]
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public bool IncludeInBuild = true;
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[Header("Player Settings")]
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[Header(Localization.Translations.MenuItems.PlayerSettings)]
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public bool AllowAndroidAppToMakeHttpRequests = false;
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#region hidden
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@@ -137,4 +110,3 @@ namespace SingularityGroup.HotReload {
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#endregion settings
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}
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}
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#endif
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