/******************************************************************************
* Copyright (C) Ultraleap, Inc. 2011-2021. *
* *
* Use subject to the terms of the Apache License 2.0 available at *
* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
* between Ultraleap and you, your company or other organization. *
******************************************************************************/
using System;
using UnityEngine;
using UnityObject = UnityEngine.Object;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace Leap.Unity
{
///
/// A convenient serializable representation of an asset folder.
/// Only useful for editor scripts since asset folder structure
/// is not preserved for builds. The asset folder struct itself is
/// still available at runtime for serialization ease, but the Path
/// property will not be available.
///
[Serializable]
public class AssetFolder
{
[SerializeField]
protected UnityObject _assetFolder;
public AssetFolder() { }
public AssetFolder(string path)
{
Path = path;
}
///
/// Gets or sets the folder path. This path will always be a path
/// relative to the asset folder, and matches the format expected and
/// returned by AssetDatabase. This operation cannot be performed
/// from inside of a build due to Assets no longer existing.
///
public virtual string Path
{
get
{
#if UNITY_EDITOR
if (_assetFolder != null)
{
return AssetDatabase.GetAssetPath(_assetFolder);
}
else
{
return null;
}
#else
throw new InvalidOperationException("Cannot access the Path of an Asset Folder in a build.");
#endif
}
set
{
#if UNITY_EDITOR
_assetFolder = AssetDatabase.LoadAssetAtPath(value);
#else
throw new InvalidOperationException("Cannot set the Path of an Asset Folder in a build.");
#endif
}
}
}
}