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CrowdControl/Assets/Feel/MMTools/Tools/MMActivation/MMApplicationPlatformActiva...

106 lines
2.7 KiB
C#

using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
namespace MoreMountains.Tools
{
/// <summary>
/// A class used to store bindings
/// </summary>
[Serializable]
public class PlatformBindings
{
public enum PlatformActions { DoNothing, Disable }
public RuntimePlatform Platform = RuntimePlatform.WindowsPlayer;
public PlatformActions PlatformAction = PlatformActions.DoNothing;
}
/// <summary>
/// Add this class to a gameobject, and it'll enable/disable it based on platform context, using Application.platform to detect the platform
/// </summary>
[AddComponentMenu("More Mountains/Tools/Activation/MMApplicationPlatformActivation")]
public class MMApplicationPlatformActivation : MonoBehaviour
{
/// the possible times at which this script can run
public enum ExecutionTimes { Awake, Start, OnEnable }
[Header("Settings")]
/// the selected execution time
public ExecutionTimes ExecutionTime = ExecutionTimes.Awake;
/// whether or not this should output a debug line in the console
public bool DebugToTheConsole = false;
[Header("Platforms")]
public List<PlatformBindings> Platforms;
/// <summary>
/// On Enable, processes the state if needed
/// </summary>
protected virtual void OnEnable()
{
if (ExecutionTime == ExecutionTimes.OnEnable)
{
Process();
}
}
/// <summary>
/// On Awake, processes the state if needed
/// </summary>
protected virtual void Awake()
{
if (ExecutionTime == ExecutionTimes.Awake)
{
Process();
}
}
/// <summary>
/// On Start, processes the state if needed
/// </summary>
protected virtual void Start()
{
if (ExecutionTime == ExecutionTimes.Start)
{
Process();
}
}
/// <summary>
/// Enables or disables the object based on current platform
/// </summary>
protected virtual void Process()
{
foreach (PlatformBindings platform in Platforms)
{
if (platform.Platform == Application.platform)
{
DisableIfNeeded(platform.PlatformAction, platform.Platform.ToString());
}
}
if (Application.platform == RuntimePlatform.Android)
{
}
}
/// <summary>
/// Disables the object if needed, and outputs a debug log if requested
/// </summary>
/// <param name="platform"></param>
/// <param name="platformName"></param>
protected virtual void DisableIfNeeded(PlatformBindings.PlatformActions platform, string platformName)
{
if (this.gameObject.activeInHierarchy && (platform == PlatformBindings.PlatformActions.Disable))
{
this.gameObject.SetActive(false);
if (DebugToTheConsole)
{
Debug.LogFormat(this.gameObject.name + " got disabled via MMPlatformActivation, platform : " + platformName + ".");
}
}
}
}
}