//-----------------------------------------------------------------------
//
// Copyright (c) 2018 Sirenix IVS
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------
namespace VRC.Udon.Serialization.OdinSerializer
{
using UnityEngine;
///
/// Utility class which initializes the Sirenix serialization system to be compatible with Unity.
///
public static class UnitySerializationInitializer
{
private static readonly object LOCK = new object();
private static bool initialized = false;
public static bool Initialized { get { return initialized; } }
public static RuntimePlatform CurrentPlatform { get; private set; }
///
/// Initializes the Sirenix serialization system to be compatible with Unity.
///
public static void Initialize()
{
if (!initialized)
{
lock (LOCK)
{
if (!initialized)
{
// Ensure that the config instance is loaded before deserialization of anything occurs.
// If we try to load it during deserialization, Unity will throw exceptions, as a lot of
// the Unity API is disallowed during serialization and deserialization.
GlobalSerializationConfig.LoadInstanceIfAssetExists();
initialized = true;
CurrentPlatform = Application.platform;
if (Application.isEditor) return;
if (CurrentPlatform == RuntimePlatform.Android)
{
using (var system = new AndroidJavaClass("java.lang.System"))
{
string architecture = system.CallStatic("getProperty", "os.arch");
ArchitectureInfo.SetIsOnAndroid(architecture);
}
}
else
{
ArchitectureInfo.SetIsNotOnAndroid();
}
}
}
}
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
private static void InitializeRuntime()
{
Initialize();
}
#if UNITY_EDITOR
[UnityEditor.InitializeOnLoadMethod]
#endif
private static void InitializeEditor()
{
Initialize();
}
}
}