[TASK] Show collected duck stickers
This commit is contained in:
8
Assets/PlayerPrefsEditor/Editor/Mac.meta
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8
Assets/PlayerPrefsEditor/Editor/Mac.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 1b15603e344fd7447ad6eede3ff52c67
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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966
Assets/PlayerPrefsEditor/Editor/Mac/Plist.cs
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966
Assets/PlayerPrefsEditor/Editor/Mac/Plist.cs
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@@ -0,0 +1,966 @@
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//
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// PlistCS Property List (plist) serialization and parsing library.
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//
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// https://github.com/animetrics/PlistCS
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//
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// Copyright (c) 2011 Animetrics Inc. (marc@animetrics.com)
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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// Sabresaurus Note: parseBinaryReal has been modified from its state, please see the method's code for details
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using System.Xml;
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namespace Sabresaurus.PlayerPrefsExtensions
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{
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public static class Plist
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{
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private static List<int> offsetTable = new List<int>();
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private static List<byte> objectTable = new List<byte>();
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private static int refCount;
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private static int objRefSize;
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private static int offsetByteSize;
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private static long offsetTableOffset;
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#region Public Functions
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public static object readPlist(string path)
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{
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using (FileStream f = new FileStream(path, FileMode.Open, FileAccess.Read))
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{
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return readPlist(f, plistType.Auto);
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}
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}
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public static object readPlistSource(string source)
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{
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return readPlist(System.Text.Encoding.UTF8.GetBytes(source));
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}
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public static object readPlist(byte[] data)
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{
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return readPlist(new MemoryStream(data), plistType.Auto);
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}
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public static plistType getPlistType(Stream stream)
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{
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byte[] magicHeader = new byte[8];
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stream.Read(magicHeader, 0, 8);
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if (BitConverter.ToInt64(magicHeader, 0) == 3472403351741427810)
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{
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return plistType.Binary;
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}
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else
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{
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return plistType.Xml;
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}
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}
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public static object readPlist(Stream stream, plistType type)
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{
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if (type == plistType.Auto)
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{
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type = getPlistType(stream);
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stream.Seek(0, SeekOrigin.Begin);
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}
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if (type == plistType.Binary)
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{
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using (BinaryReader reader = new BinaryReader(stream))
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{
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byte[] data = reader.ReadBytes((int) reader.BaseStream.Length);
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return readBinary(data);
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}
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}
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else
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{
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XmlDocument xml = new XmlDocument();
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xml.XmlResolver = null;
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xml.Load(stream);
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return readXml(xml);
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}
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}
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public static void writeXml(object value, string path)
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{
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using (StreamWriter writer = new StreamWriter(path))
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{
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writer.Write(writeXml(value));
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}
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}
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public static void writeXml(object value, Stream stream)
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{
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using (StreamWriter writer = new StreamWriter(stream))
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{
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writer.Write(writeXml(value));
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}
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}
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public static string writeXml(object value)
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{
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using (MemoryStream ms = new MemoryStream())
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{
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XmlWriterSettings xmlWriterSettings = new XmlWriterSettings();
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xmlWriterSettings.Encoding = new System.Text.UTF8Encoding(false);
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xmlWriterSettings.ConformanceLevel = ConformanceLevel.Document;
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xmlWriterSettings.Indent = true;
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using (XmlWriter xmlWriter = XmlWriter.Create(ms, xmlWriterSettings))
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{
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xmlWriter.WriteStartDocument();
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//xmlWriter.WriteComment("DOCTYPE plist PUBLIC \"-//Apple//DTD PLIST 1.0//EN\" " + "\"http://www.apple.com/DTDs/PropertyList-1.0.dtd\"");
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xmlWriter.WriteDocType("plist", "-//Apple Computer//DTD PLIST 1.0//EN", "http://www.apple.com/DTDs/PropertyList-1.0.dtd", null);
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xmlWriter.WriteStartElement("plist");
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xmlWriter.WriteAttributeString("version", "1.0");
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compose(value, xmlWriter);
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xmlWriter.WriteEndElement();
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xmlWriter.WriteEndDocument();
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xmlWriter.Flush();
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xmlWriter.Close();
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return System.Text.Encoding.UTF8.GetString(ms.ToArray());
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}
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}
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}
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public static void writeBinary(object value, string path)
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{
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using (BinaryWriter writer = new BinaryWriter(new FileStream(path, FileMode.Create)))
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{
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writer.Write(writeBinary(value));
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}
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}
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public static void writeBinary(object value, Stream stream)
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{
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using (BinaryWriter writer = new BinaryWriter(stream))
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{
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writer.Write(writeBinary(value));
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}
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}
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public static byte[] writeBinary(object value)
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{
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offsetTable.Clear();
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objectTable.Clear();
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refCount = 0;
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objRefSize = 0;
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offsetByteSize = 0;
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offsetTableOffset = 0;
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//Do not count the root node, subtract by 1
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int totalRefs = countObject(value) - 1;
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refCount = totalRefs;
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objRefSize = RegulateNullBytes(BitConverter.GetBytes(refCount)).Length;
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composeBinary(value);
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writeBinaryString("bplist00", false);
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offsetTableOffset = (long)objectTable.Count;
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offsetTable.Add(objectTable.Count - 8);
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offsetByteSize = RegulateNullBytes(BitConverter.GetBytes(offsetTable[offsetTable.Count-1])).Length;
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List<byte> offsetBytes = new List<byte>();
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offsetTable.Reverse();
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for (int i = 0; i < offsetTable.Count; i++)
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{
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offsetTable[i] = objectTable.Count - offsetTable[i];
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byte[] buffer = RegulateNullBytes(BitConverter.GetBytes(offsetTable[i]), offsetByteSize);
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Array.Reverse(buffer);
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offsetBytes.AddRange(buffer);
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}
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objectTable.AddRange(offsetBytes);
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objectTable.AddRange(new byte[6]);
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objectTable.Add(Convert.ToByte(offsetByteSize));
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objectTable.Add(Convert.ToByte(objRefSize));
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var a = BitConverter.GetBytes((long) totalRefs + 1);
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Array.Reverse(a);
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objectTable.AddRange(a);
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objectTable.AddRange(BitConverter.GetBytes((long)0));
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a = BitConverter.GetBytes(offsetTableOffset);
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Array.Reverse(a);
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objectTable.AddRange(a);
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return objectTable.ToArray();
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}
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#endregion
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#region Private Functions
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private static object readXml(XmlDocument xml)
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{
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XmlNode rootNode = xml.DocumentElement.ChildNodes[0];
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return parse(rootNode);
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}
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private static object readBinary(byte[] data)
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{
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offsetTable.Clear();
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List<byte> offsetTableBytes = new List<byte>();
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objectTable.Clear();
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refCount = 0;
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objRefSize = 0;
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offsetByteSize = 0;
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offsetTableOffset = 0;
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List<byte> bList = new List<byte>(data);
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List<byte> trailer = bList.GetRange(bList.Count - 32, 32);
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parseTrailer(trailer);
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objectTable = bList.GetRange(0, (int)offsetTableOffset);
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offsetTableBytes = bList.GetRange((int)offsetTableOffset, bList.Count - (int)offsetTableOffset - 32);
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parseOffsetTable(offsetTableBytes);
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return parseBinary(0);
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}
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private static Dictionary<string, object> parseDictionary(XmlNode node)
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{
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XmlNodeList children = node.ChildNodes;
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if (children.Count % 2 != 0)
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{
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throw new DataMisalignedException("Dictionary elements must have an even number of child nodes");
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}
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Dictionary<string, object> dict = new Dictionary<string, object>();
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for (int i = 0; i < children.Count; i += 2)
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{
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XmlNode keynode = children[i];
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XmlNode valnode = children[i + 1];
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if (keynode.Name != "key")
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{
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throw new ApplicationException("expected a key node");
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}
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object result = parse(valnode);
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if (result != null)
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{
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dict.Add(keynode.InnerText, result);
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}
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}
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return dict;
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}
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private static List<object> parseArray(XmlNode node)
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{
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List<object> array = new List<object>();
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foreach (XmlNode child in node.ChildNodes)
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{
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object result = parse(child);
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if (result != null)
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{
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array.Add(result);
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}
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}
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return array;
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}
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private static void composeArray(List<object> value, XmlWriter writer)
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{
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writer.WriteStartElement("array");
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foreach (object obj in value)
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{
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compose(obj, writer);
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}
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writer.WriteEndElement();
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}
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private static object parse(XmlNode node)
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{
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switch (node.Name)
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{
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case "dict":
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return parseDictionary(node);
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case "array":
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return parseArray(node);
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case "string":
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return node.InnerText;
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case "integer":
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// int result;
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//int.TryParse(node.InnerText, System.Globalization.NumberFormatInfo.InvariantInfo, out result);
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return Convert.ToInt32(node.InnerText, System.Globalization.NumberFormatInfo.InvariantInfo);
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case "real":
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return Convert.ToDouble(node.InnerText,System.Globalization.NumberFormatInfo.InvariantInfo);
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case "false":
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return false;
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case "true":
|
||||
return true;
|
||||
case "null":
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return null;
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case "date":
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return XmlConvert.ToDateTime(node.InnerText, XmlDateTimeSerializationMode.Utc);
|
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case "data":
|
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return Convert.FromBase64String(node.InnerText);
|
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}
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|
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throw new ApplicationException(String.Format("Plist Node `{0}' is not supported", node.Name));
|
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}
|
||||
|
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private static void compose(object value, XmlWriter writer)
|
||||
{
|
||||
|
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if (value == null || value is string)
|
||||
{
|
||||
writer.WriteElementString("string", value as string);
|
||||
}
|
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else if (value is int || value is long)
|
||||
{
|
||||
writer.WriteElementString("integer", ((int)value).ToString(System.Globalization.NumberFormatInfo.InvariantInfo));
|
||||
}
|
||||
else if (value is System.Collections.Generic.Dictionary<string, object> ||
|
||||
value.GetType().ToString().StartsWith("System.Collections.Generic.Dictionary`2[System.String"))
|
||||
{
|
||||
//Convert to Dictionary<string, object>
|
||||
Dictionary<string, object> dic = value as Dictionary<string, object>;
|
||||
if (dic == null)
|
||||
{
|
||||
dic = new Dictionary<string, object>();
|
||||
IDictionary idic = (IDictionary)value;
|
||||
foreach (var key in idic.Keys)
|
||||
{
|
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dic.Add(key.ToString(), idic[key]);
|
||||
}
|
||||
}
|
||||
writeDictionaryValues(dic, writer);
|
||||
}
|
||||
else if (value is List<object>)
|
||||
{
|
||||
composeArray((List<object>)value, writer);
|
||||
}
|
||||
else if (value is byte[])
|
||||
{
|
||||
writer.WriteElementString("data", Convert.ToBase64String((Byte[])value));
|
||||
}
|
||||
else if (value is float || value is double)
|
||||
{
|
||||
writer.WriteElementString("real", ((double)value).ToString(System.Globalization.NumberFormatInfo.InvariantInfo));
|
||||
}
|
||||
else if (value is DateTime)
|
||||
{
|
||||
DateTime time = (DateTime)value;
|
||||
string theString = XmlConvert.ToString(time, XmlDateTimeSerializationMode.Utc);
|
||||
writer.WriteElementString("date", theString);//, "yyyy-MM-ddTHH:mm:ssZ"));
|
||||
}
|
||||
else if (value is bool)
|
||||
{
|
||||
writer.WriteElementString(value.ToString().ToLower(), "");
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception(String.Format("Value type '{0}' is unhandled", value.GetType().ToString()));
|
||||
}
|
||||
}
|
||||
|
||||
private static void writeDictionaryValues(Dictionary<string, object> dictionary, XmlWriter writer)
|
||||
{
|
||||
writer.WriteStartElement("dict");
|
||||
foreach (string key in dictionary.Keys)
|
||||
{
|
||||
object value = dictionary[key];
|
||||
writer.WriteElementString("key", key);
|
||||
compose(value, writer);
|
||||
}
|
||||
writer.WriteEndElement();
|
||||
}
|
||||
|
||||
private static int countObject(object value)
|
||||
{
|
||||
int count = 0;
|
||||
switch (value.GetType().ToString())
|
||||
{
|
||||
case "System.Collections.Generic.Dictionary`2[System.String,System.Object]":
|
||||
Dictionary<string, object> dict = (Dictionary<string, object>)value;
|
||||
foreach (string key in dict.Keys)
|
||||
{
|
||||
count += countObject(dict[key]);
|
||||
}
|
||||
count += dict.Keys.Count;
|
||||
count++;
|
||||
break;
|
||||
case "System.Collections.Generic.List`1[System.Object]":
|
||||
List<object> list = (List<object>)value;
|
||||
foreach (object obj in list)
|
||||
{
|
||||
count += countObject(obj);
|
||||
}
|
||||
count++;
|
||||
break;
|
||||
default:
|
||||
count++;
|
||||
break;
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
private static byte[] writeBinaryDictionary(Dictionary<string, object> dictionary)
|
||||
{
|
||||
List<byte> buffer = new List<byte>();
|
||||
List<byte> header = new List<byte>();
|
||||
List<int> refs = new List<int>();
|
||||
for (int i = dictionary.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var o = new object[dictionary.Count];
|
||||
dictionary.Values.CopyTo(o, 0);
|
||||
composeBinary(o[i]);
|
||||
offsetTable.Add(objectTable.Count);
|
||||
refs.Add(refCount);
|
||||
refCount--;
|
||||
}
|
||||
for (int i = dictionary.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var o = new string[dictionary.Count];
|
||||
dictionary.Keys.CopyTo(o, 0);
|
||||
composeBinary(o[i]);//);
|
||||
offsetTable.Add(objectTable.Count);
|
||||
refs.Add(refCount);
|
||||
refCount--;
|
||||
}
|
||||
|
||||
if (dictionary.Count < 15)
|
||||
{
|
||||
header.Add(Convert.ToByte(0xD0 | Convert.ToByte(dictionary.Count)));
|
||||
}
|
||||
else
|
||||
{
|
||||
header.Add(0xD0 | 0xf);
|
||||
header.AddRange(writeBinaryInteger(dictionary.Count, false));
|
||||
}
|
||||
|
||||
|
||||
foreach (int val in refs)
|
||||
{
|
||||
byte[] refBuffer = RegulateNullBytes(BitConverter.GetBytes(val), objRefSize);
|
||||
Array.Reverse(refBuffer);
|
||||
buffer.InsertRange(0, refBuffer);
|
||||
}
|
||||
|
||||
buffer.InsertRange(0, header);
|
||||
|
||||
|
||||
objectTable.InsertRange(0, buffer);
|
||||
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
private static byte[] composeBinaryArray(List<object> objects)
|
||||
{
|
||||
List<byte> buffer = new List<byte>();
|
||||
List<byte> header = new List<byte>();
|
||||
List<int> refs = new List<int>();
|
||||
|
||||
for (int i = objects.Count - 1; i >= 0; i--)
|
||||
{
|
||||
composeBinary(objects[i]);
|
||||
offsetTable.Add(objectTable.Count);
|
||||
refs.Add(refCount);
|
||||
refCount--;
|
||||
}
|
||||
|
||||
if (objects.Count < 15)
|
||||
{
|
||||
header.Add(Convert.ToByte(0xA0 | Convert.ToByte(objects.Count)));
|
||||
}
|
||||
else
|
||||
{
|
||||
header.Add(0xA0 | 0xf);
|
||||
header.AddRange(writeBinaryInteger(objects.Count, false));
|
||||
}
|
||||
|
||||
foreach (int val in refs)
|
||||
{
|
||||
byte[] refBuffer = RegulateNullBytes(BitConverter.GetBytes(val), objRefSize);
|
||||
Array.Reverse(refBuffer);
|
||||
buffer.InsertRange(0, refBuffer);
|
||||
}
|
||||
|
||||
buffer.InsertRange(0, header);
|
||||
|
||||
objectTable.InsertRange(0, buffer);
|
||||
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
private static byte[] composeBinary(object obj)
|
||||
{
|
||||
byte[] value;
|
||||
switch (obj.GetType().ToString())
|
||||
{
|
||||
case "System.Collections.Generic.Dictionary`2[System.String,System.Object]":
|
||||
value = writeBinaryDictionary((Dictionary<string, object>)obj);
|
||||
return value;
|
||||
|
||||
case "System.Collections.Generic.List`1[System.Object]":
|
||||
value = composeBinaryArray((List<object>)obj);
|
||||
return value;
|
||||
|
||||
case "System.Byte[]":
|
||||
value = writeBinaryByteArray((byte[])obj);
|
||||
return value;
|
||||
|
||||
case "System.Double":
|
||||
value = writeBinaryDouble((double)obj);
|
||||
return value;
|
||||
|
||||
case "System.Int32":
|
||||
value = writeBinaryInteger((int)obj, true);
|
||||
return value;
|
||||
|
||||
case "System.String":
|
||||
value = writeBinaryString((string)obj, true);
|
||||
return value;
|
||||
|
||||
case "System.DateTime":
|
||||
value = writeBinaryDate((DateTime)obj);
|
||||
return value;
|
||||
|
||||
case "System.Boolean":
|
||||
value = writeBinaryBool((bool)obj);
|
||||
return value;
|
||||
|
||||
default:
|
||||
return new byte[0];
|
||||
}
|
||||
}
|
||||
|
||||
public static byte[] writeBinaryDate(DateTime obj)
|
||||
{
|
||||
List<byte> buffer =new List<byte>(RegulateNullBytes(BitConverter.GetBytes(PlistDateConverter.ConvertToAppleTimeStamp(obj)), 8));
|
||||
buffer.Reverse();
|
||||
buffer.Insert(0, 0x33);
|
||||
objectTable.InsertRange(0, buffer);
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
public static byte[] writeBinaryBool(bool obj)
|
||||
{
|
||||
List<byte> buffer = new List<byte>(new byte[1] { (bool)obj ? (byte)9 : (byte)8 });
|
||||
objectTable.InsertRange(0, buffer);
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
private static byte[] writeBinaryInteger(int value, bool write)
|
||||
{
|
||||
List<byte> buffer = new List<byte>(BitConverter.GetBytes((long) value));
|
||||
buffer =new List<byte>(RegulateNullBytes(buffer.ToArray()));
|
||||
while (buffer.Count != Math.Pow(2, Math.Log(buffer.Count) / Math.Log(2)))
|
||||
buffer.Add(0);
|
||||
int header = 0x10 | (int)(Math.Log(buffer.Count) / Math.Log(2));
|
||||
|
||||
buffer.Reverse();
|
||||
|
||||
buffer.Insert(0, Convert.ToByte(header));
|
||||
|
||||
if (write)
|
||||
objectTable.InsertRange(0, buffer);
|
||||
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
private static byte[] writeBinaryDouble(double value)
|
||||
{
|
||||
List<byte> buffer =new List<byte>(RegulateNullBytes(BitConverter.GetBytes(value), 4));
|
||||
while (buffer.Count != Math.Pow(2, Math.Log(buffer.Count) / Math.Log(2)))
|
||||
buffer.Add(0);
|
||||
int header = 0x20 | (int)(Math.Log(buffer.Count) / Math.Log(2));
|
||||
|
||||
buffer.Reverse();
|
||||
|
||||
buffer.Insert(0, Convert.ToByte(header));
|
||||
|
||||
objectTable.InsertRange(0, buffer);
|
||||
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
private static byte[] writeBinaryByteArray(byte[] value)
|
||||
{
|
||||
List<byte> buffer = new List<byte>(value);
|
||||
List<byte> header = new List<byte>();
|
||||
if (value.Length < 15)
|
||||
{
|
||||
header.Add(Convert.ToByte(0x40 | Convert.ToByte(value.Length)));
|
||||
}
|
||||
else
|
||||
{
|
||||
header.Add(0x40 | 0xf);
|
||||
header.AddRange(writeBinaryInteger(buffer.Count, false));
|
||||
}
|
||||
|
||||
buffer.InsertRange(0, header);
|
||||
|
||||
objectTable.InsertRange(0, buffer);
|
||||
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
private static byte[] writeBinaryString(string value, bool head)
|
||||
{
|
||||
List<byte> buffer = new List<byte>();
|
||||
List<byte> header = new List<byte>();
|
||||
foreach (char chr in value.ToCharArray())
|
||||
buffer.Add(Convert.ToByte(chr));
|
||||
|
||||
if (head)
|
||||
{
|
||||
if (value.Length < 15)
|
||||
{
|
||||
header.Add(Convert.ToByte(0x50 | Convert.ToByte(value.Length)));
|
||||
}
|
||||
else
|
||||
{
|
||||
header.Add(0x50 | 0xf);
|
||||
header.AddRange(writeBinaryInteger(buffer.Count, false));
|
||||
}
|
||||
}
|
||||
|
||||
buffer.InsertRange(0, header);
|
||||
|
||||
objectTable.InsertRange(0, buffer);
|
||||
|
||||
return buffer.ToArray();
|
||||
}
|
||||
|
||||
private static byte[] RegulateNullBytes(byte[] value)
|
||||
{
|
||||
return RegulateNullBytes(value, 1);
|
||||
}
|
||||
|
||||
private static byte[] RegulateNullBytes(byte[] value, int minBytes)
|
||||
{
|
||||
Array.Reverse(value);
|
||||
List<byte> bytes = new List<byte>(value);
|
||||
for (int i = 0; i < bytes.Count; i++)
|
||||
{
|
||||
if (bytes[i] == 0 && bytes.Count > minBytes)
|
||||
{
|
||||
bytes.Remove(bytes[i]);
|
||||
i--;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
if (bytes.Count < minBytes)
|
||||
{
|
||||
int dist = minBytes - bytes.Count;
|
||||
for (int i = 0; i < dist; i++)
|
||||
bytes.Insert(0, 0);
|
||||
}
|
||||
|
||||
value = bytes.ToArray();
|
||||
Array.Reverse(value);
|
||||
return value;
|
||||
}
|
||||
|
||||
private static void parseTrailer(List<byte> trailer)
|
||||
{
|
||||
offsetByteSize = BitConverter.ToInt32(RegulateNullBytes(trailer.GetRange(6, 1).ToArray(), 4), 0);
|
||||
objRefSize = BitConverter.ToInt32(RegulateNullBytes(trailer.GetRange(7, 1).ToArray(), 4), 0);
|
||||
byte[] refCountBytes = trailer.GetRange(12, 4).ToArray();
|
||||
Array.Reverse(refCountBytes);
|
||||
refCount = BitConverter.ToInt32(refCountBytes, 0);
|
||||
byte[] offsetTableOffsetBytes = trailer.GetRange(24, 8).ToArray();
|
||||
Array.Reverse(offsetTableOffsetBytes);
|
||||
offsetTableOffset = BitConverter.ToInt64(offsetTableOffsetBytes, 0);
|
||||
}
|
||||
|
||||
private static void parseOffsetTable(List<byte> offsetTableBytes)
|
||||
{
|
||||
for (int i = 0; i < offsetTableBytes.Count; i += offsetByteSize)
|
||||
{
|
||||
byte[] buffer = offsetTableBytes.GetRange(i, offsetByteSize).ToArray();
|
||||
Array.Reverse(buffer);
|
||||
offsetTable.Add(BitConverter.ToInt32(RegulateNullBytes(buffer, 4), 0));
|
||||
}
|
||||
}
|
||||
|
||||
private static object parseBinaryDictionary(int objRef)
|
||||
{
|
||||
Dictionary<string, object> buffer = new Dictionary<string, object>();
|
||||
List<int> refs = new List<int>();
|
||||
int refCount = 0;
|
||||
|
||||
int refStartPosition;
|
||||
refCount = getCount(offsetTable[objRef], out refStartPosition);
|
||||
|
||||
|
||||
if (refCount < 15)
|
||||
refStartPosition = offsetTable[objRef] + 1;
|
||||
else
|
||||
refStartPosition = offsetTable[objRef] + 2 + RegulateNullBytes(BitConverter.GetBytes(refCount), 1).Length;
|
||||
|
||||
for (int i = refStartPosition; i < refStartPosition + refCount * 2 * objRefSize; i += objRefSize)
|
||||
{
|
||||
byte[] refBuffer = objectTable.GetRange(i, objRefSize).ToArray();
|
||||
Array.Reverse(refBuffer);
|
||||
refs.Add(BitConverter.ToInt32(RegulateNullBytes(refBuffer, 4), 0));
|
||||
}
|
||||
|
||||
for (int i = 0; i < refCount; i++)
|
||||
{
|
||||
buffer.Add((string)parseBinary(refs[i]), parseBinary(refs[i + refCount]));
|
||||
}
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
private static object parseBinaryArray(int objRef)
|
||||
{
|
||||
List<object> buffer = new List<object>();
|
||||
List<int> refs = new List<int>();
|
||||
int refCount = 0;
|
||||
|
||||
int refStartPosition;
|
||||
refCount = getCount(offsetTable[objRef], out refStartPosition);
|
||||
|
||||
|
||||
if (refCount < 15)
|
||||
refStartPosition = offsetTable[objRef] + 1;
|
||||
else
|
||||
//The following integer has a header aswell so we increase the refStartPosition by two to account for that.
|
||||
refStartPosition = offsetTable[objRef] + 2 + RegulateNullBytes(BitConverter.GetBytes(refCount), 1).Length;
|
||||
|
||||
for (int i = refStartPosition; i < refStartPosition + refCount * objRefSize; i += objRefSize)
|
||||
{
|
||||
byte[] refBuffer = objectTable.GetRange(i, objRefSize).ToArray();
|
||||
Array.Reverse(refBuffer);
|
||||
refs.Add(BitConverter.ToInt32(RegulateNullBytes(refBuffer, 4), 0));
|
||||
}
|
||||
|
||||
for (int i = 0; i < refCount; i++)
|
||||
{
|
||||
buffer.Add(parseBinary(refs[i]));
|
||||
}
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
private static int getCount(int bytePosition, out int newBytePosition)
|
||||
{
|
||||
byte headerByte = objectTable[bytePosition];
|
||||
byte headerByteTrail = Convert.ToByte(headerByte & 0xf);
|
||||
int count;
|
||||
if (headerByteTrail < 15)
|
||||
{
|
||||
count = headerByteTrail;
|
||||
newBytePosition = bytePosition + 1;
|
||||
}
|
||||
else
|
||||
count = (int)parseBinaryInt(bytePosition + 1, out newBytePosition);
|
||||
return count;
|
||||
}
|
||||
|
||||
private static object parseBinary(int objRef)
|
||||
{
|
||||
byte header = objectTable[offsetTable[objRef]];
|
||||
switch (header & 0xF0)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
//If the byte is
|
||||
//0 return null
|
||||
//9 return true
|
||||
//8 return false
|
||||
return (objectTable[offsetTable[objRef]] == 0) ? (object)null : ((objectTable[offsetTable[objRef]] == 9) ? true : false);
|
||||
}
|
||||
case 0x10:
|
||||
{
|
||||
return parseBinaryInt(offsetTable[objRef]);
|
||||
}
|
||||
case 0x20:
|
||||
{
|
||||
return parseBinaryReal(offsetTable[objRef]);
|
||||
}
|
||||
case 0x30:
|
||||
{
|
||||
return parseBinaryDate(offsetTable[objRef]);
|
||||
}
|
||||
case 0x40:
|
||||
{
|
||||
return parseBinaryByteArray(offsetTable[objRef]);
|
||||
}
|
||||
case 0x50://String ASCII
|
||||
{
|
||||
return parseBinaryAsciiString(offsetTable[objRef]);
|
||||
}
|
||||
case 0x60://String Unicode
|
||||
{
|
||||
return parseBinaryUnicodeString(offsetTable[objRef]);
|
||||
}
|
||||
case 0xD0:
|
||||
{
|
||||
return parseBinaryDictionary(objRef);
|
||||
}
|
||||
case 0xA0:
|
||||
{
|
||||
return parseBinaryArray(objRef);
|
||||
}
|
||||
}
|
||||
throw new Exception("This type is not supported");
|
||||
}
|
||||
|
||||
public static object parseBinaryDate(int headerPosition)
|
||||
{
|
||||
byte[] buffer = objectTable.GetRange(headerPosition + 1, 8).ToArray();
|
||||
Array.Reverse(buffer);
|
||||
double appleTime = BitConverter.ToDouble(buffer, 0);
|
||||
DateTime result = PlistDateConverter.ConvertFromAppleTimeStamp(appleTime);
|
||||
return result;
|
||||
}
|
||||
|
||||
private static object parseBinaryInt(int headerPosition)
|
||||
{
|
||||
int output;
|
||||
return parseBinaryInt(headerPosition, out output);
|
||||
}
|
||||
|
||||
private static object parseBinaryInt(int headerPosition, out int newHeaderPosition)
|
||||
{
|
||||
byte header = objectTable[headerPosition];
|
||||
int byteCount = (int)Math.Pow(2, header & 0xf);
|
||||
byte[] buffer = objectTable.GetRange(headerPosition + 1, byteCount).ToArray();
|
||||
Array.Reverse(buffer);
|
||||
//Add one to account for the header byte
|
||||
newHeaderPosition = headerPosition + byteCount + 1;
|
||||
return BitConverter.ToInt32(RegulateNullBytes(buffer, 4), 0);
|
||||
}
|
||||
|
||||
private static object parseBinaryReal(int headerPosition)
|
||||
{
|
||||
byte header = objectTable[headerPosition];
|
||||
int byteCount = (int)Math.Pow(2, header & 0xf);
|
||||
byte[] buffer = objectTable.GetRange(headerPosition + 1, byteCount).ToArray();
|
||||
Array.Reverse(buffer);
|
||||
|
||||
// Sabresaurus Note: This wasn't producing the right results with doubles, needed singles anyway, so I
|
||||
// added this line. (original line is commented out)
|
||||
return BitConverter.ToSingle(buffer, 0);
|
||||
// return BitConverter.ToDouble(RegulateNullBytes(buffer, 8), 0);
|
||||
}
|
||||
|
||||
private static object parseBinaryAsciiString(int headerPosition)
|
||||
{
|
||||
int charStartPosition;
|
||||
int charCount = getCount(headerPosition, out charStartPosition);
|
||||
|
||||
var buffer = objectTable.GetRange(charStartPosition, charCount);
|
||||
return buffer.Count > 0 ? Encoding.ASCII.GetString(buffer.ToArray()) : string.Empty;
|
||||
}
|
||||
|
||||
private static object parseBinaryUnicodeString(int headerPosition)
|
||||
{
|
||||
int charStartPosition;
|
||||
int charCount = getCount(headerPosition, out charStartPosition);
|
||||
charCount = charCount * 2;
|
||||
|
||||
byte[] buffer = new byte[charCount];
|
||||
byte one, two;
|
||||
|
||||
for (int i = 0; i < charCount; i+=2)
|
||||
{
|
||||
one = objectTable.GetRange(charStartPosition+i,1)[0];
|
||||
two = objectTable.GetRange(charStartPosition + i+1, 1)[0];
|
||||
|
||||
if (BitConverter.IsLittleEndian)
|
||||
{
|
||||
buffer[i] = two;
|
||||
buffer[i + 1] = one;
|
||||
}
|
||||
else
|
||||
{
|
||||
buffer[i] = one;
|
||||
buffer[i + 1] = two;
|
||||
}
|
||||
}
|
||||
|
||||
return Encoding.Unicode.GetString(buffer);
|
||||
}
|
||||
|
||||
private static object parseBinaryByteArray(int headerPosition)
|
||||
{
|
||||
int byteStartPosition;
|
||||
int byteCount = getCount(headerPosition, out byteStartPosition);
|
||||
return objectTable.GetRange(byteStartPosition, byteCount).ToArray();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
|
||||
public enum plistType
|
||||
{
|
||||
Auto, Binary, Xml
|
||||
}
|
||||
|
||||
public static class PlistDateConverter
|
||||
{
|
||||
public static long timeDifference = 978307200;
|
||||
|
||||
public static long GetAppleTime(long unixTime)
|
||||
{
|
||||
return unixTime - timeDifference;
|
||||
}
|
||||
|
||||
public static long GetUnixTime(long appleTime)
|
||||
{
|
||||
return appleTime + timeDifference;
|
||||
}
|
||||
|
||||
public static DateTime ConvertFromAppleTimeStamp(double timestamp)
|
||||
{
|
||||
DateTime origin = new DateTime(2001, 1, 1, 0, 0, 0, 0);
|
||||
return origin.AddSeconds(timestamp);
|
||||
}
|
||||
|
||||
public static double ConvertToAppleTimeStamp(DateTime date)
|
||||
{
|
||||
DateTime begin = new DateTime(2001, 1, 1, 0, 0, 0, 0);
|
||||
TimeSpan diff = date - begin;
|
||||
return Math.Floor(diff.TotalSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/PlayerPrefsEditor/Editor/Mac/Plist.cs.meta
Normal file
11
Assets/PlayerPrefsEditor/Editor/Mac/Plist.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 69fd4b81f600d46008cd7a0740a37348
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
955
Assets/PlayerPrefsEditor/Editor/PlayerPrefsEditor.cs
Normal file
955
Assets/PlayerPrefsEditor/Editor/PlayerPrefsEditor.cs
Normal file
@@ -0,0 +1,955 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Sabresaurus.PlayerPrefsExtensions;
|
||||
|
||||
public class PlayerPrefsEditor : EditorWindow
|
||||
{
|
||||
// Represents a PlayerPref key-value record
|
||||
[Serializable]
|
||||
private struct PlayerPrefPair
|
||||
{
|
||||
public string Key
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
public object Value
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
}
|
||||
|
||||
readonly DateTime MISSING_DATETIME = new DateTime(1601,1,1);
|
||||
|
||||
// Natively player prefs can be one of these three types
|
||||
enum PlayerPrefType { Float = 0, Int, String };
|
||||
|
||||
// The actual cached store of player pref records fetched from registry or plist
|
||||
List<PlayerPrefPair> deserializedPlayerPrefs = new List<PlayerPrefPair>();
|
||||
|
||||
// When a search is in effect the search results are cached in this list
|
||||
List<PlayerPrefPair> filteredPlayerPrefs = new List<PlayerPrefPair>();
|
||||
|
||||
// Track last successful deserialisation to prevent doing this too often. On OSX this uses the player prefs file
|
||||
// last modified time, on Windows we just poll repeatedly and use this to prevent polling again too soon.
|
||||
DateTime? lastDeserialization = null;
|
||||
|
||||
// The view position of the player prefs scroll view
|
||||
Vector2 scrollPosition;
|
||||
|
||||
// The scroll position from last frame (used with scrollPosition to detect user scrolling)
|
||||
Vector2 lastScrollPosition;
|
||||
|
||||
// Prevent OnInspector() forcing a repaint every time it's called
|
||||
int inspectorUpdateFrame = 0;
|
||||
|
||||
// Automatically attempt to decrypt keys and values that are detected as encrypted
|
||||
bool automaticDecryption = false;
|
||||
|
||||
// Filter the keys by search
|
||||
string searchFilter = string.Empty;
|
||||
|
||||
// Because of some issues with deleting from OnGUI, we defer it to OnInspectorUpdate() instead
|
||||
string keyQueuedForDeletion = null;
|
||||
|
||||
// Company and product name for importing player prefs from other projects
|
||||
string importCompanyName = "";
|
||||
string importProductName = "";
|
||||
|
||||
#region Adding New PlayerPref
|
||||
// This is the current type of player pref that the user is about to create
|
||||
PlayerPrefType newEntryType = PlayerPrefType.String;
|
||||
|
||||
// Whether the player pref should be encrypted
|
||||
bool newEntryIsEncrypted = false;
|
||||
|
||||
// The identifier of the new player pref
|
||||
string newEntryKey = "";
|
||||
|
||||
// Value of the player pref about to be created (must be tracked differently for each type)
|
||||
float newEntryValueFloat = 0;
|
||||
int newEntryValueInt = 0;
|
||||
string newEntryValueString = "";
|
||||
#endregion
|
||||
|
||||
[MenuItem("Window/Player Prefs Editor")]
|
||||
private static void Init()
|
||||
{
|
||||
// Get existing open window or if none, make a new one:
|
||||
PlayerPrefsEditor editor = (PlayerPrefsEditor)EditorWindow.GetWindow(typeof(PlayerPrefsEditor));
|
||||
|
||||
// Require the editor window to be at least 300 pixels wide
|
||||
Vector2 minSize = editor.minSize;
|
||||
minSize.x = 230;
|
||||
editor.minSize = minSize;
|
||||
|
||||
editor.importCompanyName = PlayerSettings.companyName;
|
||||
editor.importProductName = PlayerSettings.productName;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This returns an array of the stored PlayerPrefs from the file system (OSX) or registry (Windows), to allow
|
||||
/// us to to look up what's actually in the PlayerPrefs. This is used as a kind of lookup table.
|
||||
/// </summary>
|
||||
private PlayerPrefPair[] RetrieveSavedPrefs(string companyName, string productName)
|
||||
{
|
||||
if(Application.platform == RuntimePlatform.OSXEditor)
|
||||
{
|
||||
// From Unity docs: On Mac OS X PlayerPrefs are stored in ~/Library/Preferences folder, in a file named unity.[company name].[product name].plist, where company and product names are the names set up in Project Settings. The same .plist file is used for both Projects run in the Editor and standalone players.
|
||||
|
||||
// Construct the plist filename from the project's settings
|
||||
string plistFilename = string.Format("unity.{0}.{1}.plist", companyName, productName);
|
||||
// Now construct the fully qualified path
|
||||
string playerPrefsPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Library/Preferences"), plistFilename);
|
||||
|
||||
// Parse the player prefs file if it exists
|
||||
if(File.Exists(playerPrefsPath))
|
||||
{
|
||||
// Parse the plist then cast it to a Dictionary
|
||||
object plist = Plist.readPlist(playerPrefsPath);
|
||||
|
||||
Dictionary<string, object> parsed = plist as Dictionary<string, object>;
|
||||
|
||||
// Convert the dictionary data into an array of PlayerPrefPairs
|
||||
PlayerPrefPair[] tempPlayerPrefs = new PlayerPrefPair[parsed.Count];
|
||||
int i = 0;
|
||||
foreach (KeyValuePair<string, object> pair in parsed)
|
||||
{
|
||||
if(pair.Value.GetType () == typeof(double))
|
||||
{
|
||||
// Some float values may come back as double, so convert them back to floats
|
||||
tempPlayerPrefs[i] = new PlayerPrefPair() { Key = pair.Key, Value = (float)(double)pair.Value };
|
||||
}
|
||||
else
|
||||
{
|
||||
tempPlayerPrefs[i] = new PlayerPrefPair() { Key = pair.Key, Value = pair.Value };
|
||||
}
|
||||
i++;
|
||||
}
|
||||
// Return the results
|
||||
return tempPlayerPrefs;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No existing player prefs saved (which is valid), so just return an empty array
|
||||
return new PlayerPrefPair[0];
|
||||
}
|
||||
}
|
||||
else if(Application.platform == RuntimePlatform.WindowsEditor)
|
||||
{
|
||||
// From Unity docs: On Windows, PlayerPrefs are stored in the registry under HKCU\Software\[company name]\[product name] key, where company and product names are the names set up in Project Settings.
|
||||
#if UNITY_5_5_OR_NEWER
|
||||
// From Unity 5.5 editor player prefs moved to a specific location
|
||||
Microsoft.Win32.RegistryKey registryKey = Microsoft.Win32.Registry.CurrentUser.OpenSubKey("Software\\Unity\\UnityEditor\\" + companyName + "\\" + productName);
|
||||
#else
|
||||
Microsoft.Win32.RegistryKey registryKey = Microsoft.Win32.Registry.CurrentUser.OpenSubKey("Software\\" + companyName + "\\" + productName);
|
||||
#endif
|
||||
|
||||
// Parse the registry if the specified registryKey exists
|
||||
if (registryKey != null)
|
||||
{
|
||||
// Get an array of what keys (registry value names) are stored
|
||||
string[] valueNames = registryKey.GetValueNames();
|
||||
|
||||
// Create the array of the right size to take the saved player prefs
|
||||
PlayerPrefPair[] tempPlayerPrefs = new PlayerPrefPair[valueNames.Length];
|
||||
|
||||
// Parse and convert the registry saved player prefs into our array
|
||||
int i = 0;
|
||||
foreach (string valueName in valueNames)
|
||||
{
|
||||
string key = valueName;
|
||||
|
||||
// Remove the _h193410979 style suffix used on player pref keys in Windows registry
|
||||
int index = key.LastIndexOf("_");
|
||||
key = key.Remove(index, key.Length - index);
|
||||
|
||||
// Get the value from the registry
|
||||
object ambiguousValue = registryKey.GetValue(valueName);
|
||||
|
||||
// Unfortunately floats will come back as an int (at least on 64 bit) because the float is stored as
|
||||
// 64 bit but marked as 32 bit - which confuses the GetValue() method greatly!
|
||||
if (ambiguousValue.GetType() == typeof(int))
|
||||
{
|
||||
// If the player pref is not actually an int then it must be a float, this will evaluate to true
|
||||
// (impossible for it to be 0 and -1 at the same time)
|
||||
if (PlayerPrefs.GetInt(key, -1) == -1 && PlayerPrefs.GetInt(key, 0) == 0)
|
||||
{
|
||||
// Fetch the float value from PlayerPrefs in memory
|
||||
ambiguousValue = PlayerPrefs.GetFloat(key);
|
||||
}
|
||||
}
|
||||
else if(ambiguousValue.GetType() == typeof(byte[]))
|
||||
{
|
||||
// On Unity 5 a string may be stored as binary, so convert it back to a string
|
||||
ambiguousValue = System.Text.Encoding.Default.GetString((byte[])ambiguousValue);
|
||||
}
|
||||
// Assign the key and value into the respective record in our output array
|
||||
tempPlayerPrefs[i] = new PlayerPrefPair() { Key = key, Value = ambiguousValue };
|
||||
i++;
|
||||
}
|
||||
// Return the results
|
||||
return tempPlayerPrefs;
|
||||
}
|
||||
else
|
||||
{
|
||||
// No existing player prefs saved (which is valid), so just return an empty array
|
||||
return new PlayerPrefPair[0];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotSupportedException("PlayerPrefsEditor doesn't support this Unity Editor platform");
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSearch()
|
||||
{
|
||||
// Clear any existing cached search results
|
||||
filteredPlayerPrefs.Clear();
|
||||
|
||||
// Don't attempt to find the search results if a search filter hasn't actually been supplied
|
||||
if (string.IsNullOrEmpty(searchFilter))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int entryCount = deserializedPlayerPrefs.Count;
|
||||
|
||||
// Iterate through all the cached results and add any matches to filteredPlayerPrefs
|
||||
for (int i = 0; i < entryCount; i++)
|
||||
{
|
||||
string fullKey = deserializedPlayerPrefs[i].Key;
|
||||
string displayKey = fullKey;
|
||||
|
||||
// Special case for encrypted keys in auto decrypt mode, search should use decrypted values
|
||||
bool isEncryptedPair = PlayerPrefsUtility.IsEncryptedKey(deserializedPlayerPrefs[i].Key);
|
||||
if (automaticDecryption && isEncryptedPair)
|
||||
{
|
||||
displayKey = PlayerPrefsUtility.DecryptKey(fullKey);
|
||||
}
|
||||
|
||||
// If the key contains the search filter (ToLower used on both parts to make this case insensitive)
|
||||
if (displayKey.ToLower().Contains(searchFilter.ToLower()))
|
||||
{
|
||||
filteredPlayerPrefs.Add(deserializedPlayerPrefs[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawSearchBar()
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
// Heading
|
||||
GUILayout.Label("Search", GUILayout.MaxWidth(50));
|
||||
// Actual search box
|
||||
string newSearchFilter = EditorGUILayout.TextField(searchFilter);
|
||||
|
||||
// If the requested search filter has changed
|
||||
if (newSearchFilter != searchFilter)
|
||||
{
|
||||
searchFilter = newSearchFilter;
|
||||
// Trigger UpdateSearch to calculate new search results
|
||||
UpdateSearch();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawMainList()
|
||||
{
|
||||
// The bold table headings
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Key", EditorStyles.boldLabel);
|
||||
GUILayout.Label("Value", EditorStyles.boldLabel);
|
||||
GUILayout.Label("Type", EditorStyles.boldLabel, GUILayout.Width(37));
|
||||
GUILayout.Label("Del", EditorStyles.boldLabel, GUILayout.Width(25));
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Create a GUIStyle that can be manipulated for the various text fields
|
||||
GUIStyle textFieldStyle = new GUIStyle (GUI.skin.textField);
|
||||
|
||||
// Could be dealing with either the full list or search results, so get the right list
|
||||
List<PlayerPrefPair> activePlayerPrefs = deserializedPlayerPrefs;
|
||||
|
||||
if (!string.IsNullOrEmpty(searchFilter))
|
||||
{
|
||||
activePlayerPrefs = filteredPlayerPrefs;
|
||||
}
|
||||
|
||||
// Cache the entry count
|
||||
int entryCount = activePlayerPrefs.Count;
|
||||
|
||||
// Record the last scroll position so we can calculate if the user has scrolled this frame
|
||||
lastScrollPosition = scrollPosition;
|
||||
|
||||
// Start the scrollable area
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
|
||||
// Ensure the scroll doesn't go below zero
|
||||
if(scrollPosition.y < 0)
|
||||
{
|
||||
scrollPosition.y = 0;
|
||||
}
|
||||
|
||||
// The following code has been optimised so that rather than attempting to draw UI for every single PlayerPref
|
||||
// it instead only draws the UI for those currently visible in the scroll view and pads above and below those
|
||||
// results to maintain the right size using GUILayout.Space(). This enables us to work with thousands of
|
||||
// PlayerPrefs without slowing the interface to a halt.
|
||||
|
||||
// Fixed height of one of the rows in the table
|
||||
float rowHeight = 18;
|
||||
|
||||
// Determine how many rows are visible on screen. For simplicity, use Screen.height (the overhead is negligible)
|
||||
int visibleCount = Mathf.CeilToInt(Screen.height / rowHeight);
|
||||
|
||||
// Determine the index of the first player pref that should be drawn as visible in the scrollable area
|
||||
int firstShownIndex = Mathf.FloorToInt(scrollPosition.y / rowHeight);
|
||||
|
||||
// Determine the bottom limit of the visible player prefs (last shown index + 1)
|
||||
int shownIndexLimit = firstShownIndex + visibleCount;
|
||||
|
||||
// If the actual number of player prefs is smaller than the caculated limit, reduce the limit to match
|
||||
if (entryCount < shownIndexLimit)
|
||||
{
|
||||
shownIndexLimit = entryCount;
|
||||
}
|
||||
|
||||
// If the number of displayed player prefs is smaller than the number we can display (like we're at the end
|
||||
// of the list) then move the starting index back to adjust
|
||||
if (shownIndexLimit - firstShownIndex < visibleCount)
|
||||
{
|
||||
firstShownIndex -= visibleCount - (shownIndexLimit - firstShownIndex);
|
||||
}
|
||||
|
||||
// Can't have a negative index of a first shown player pref, so clamp to 0
|
||||
if (firstShownIndex < 0)
|
||||
{
|
||||
firstShownIndex = 0;
|
||||
}
|
||||
|
||||
// Pad above the on screen results so that we're not wasting draw calls on invisible UI and the drawn player
|
||||
// prefs end up in the same place in the list
|
||||
GUILayout.Space(firstShownIndex * rowHeight);
|
||||
|
||||
// For each of the on screen results
|
||||
for (int i = firstShownIndex; i < shownIndexLimit; i++)
|
||||
{
|
||||
// Detect if it's an encrypted player pref (these have key prefixes)
|
||||
bool isEncryptedPair = PlayerPrefsUtility.IsEncryptedKey(activePlayerPrefs[i].Key);
|
||||
|
||||
// Colour code encrypted player prefs blue
|
||||
if (isEncryptedPair)
|
||||
{
|
||||
if(UsingProSkin)
|
||||
{
|
||||
textFieldStyle.normal.textColor = new Color(0.5f,0.5f,1);
|
||||
textFieldStyle.focused.textColor = new Color(0.5f,0.5f,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
textFieldStyle.normal.textColor = new Color(0,0,1);
|
||||
textFieldStyle.focused.textColor = new Color(0,0,1);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal player prefs are just black
|
||||
textFieldStyle.normal.textColor = GUI.skin.textField.normal.textColor;
|
||||
textFieldStyle.focused.textColor = GUI.skin.textField.focused.textColor;
|
||||
}
|
||||
|
||||
// The full key is the key that's actually stored in player prefs
|
||||
string fullKey = activePlayerPrefs[i].Key;
|
||||
|
||||
// Display key is used so in the case of encrypted keys, we display the decrypted version instead (in
|
||||
// auto-decrypt mode).
|
||||
string displayKey = fullKey;
|
||||
|
||||
// Used for accessing the type information stored against the player pref
|
||||
object deserializedValue = activePlayerPrefs[i].Value;
|
||||
|
||||
// Track whether the auto decrypt failed, so we can instead fallback to encrypted values and mark it red
|
||||
bool failedAutoDecrypt = false;
|
||||
|
||||
// If this is an encrypted play pref and we're attempting to decrypt them, try to decrypt it!
|
||||
if (isEncryptedPair && automaticDecryption)
|
||||
{
|
||||
// This may throw exceptions (e.g. if private key changes), so wrap in a try-catch
|
||||
try
|
||||
{
|
||||
deserializedValue = PlayerPrefsUtility.GetEncryptedValue(fullKey, (string)deserializedValue);
|
||||
displayKey = PlayerPrefsUtility.DecryptKey(fullKey);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Change the colour to red to highlight the decrypt failed
|
||||
textFieldStyle.normal.textColor = Color.red;
|
||||
textFieldStyle.focused.textColor = Color.red;
|
||||
|
||||
// Track that the auto decrypt failed, so we can prevent any editing
|
||||
failedAutoDecrypt = true;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// The type of player pref being stored (in auto decrypt mode this works with the decrypted values too)
|
||||
Type valueType;
|
||||
|
||||
// If it's an encrypted playerpref, we're automatically decrypting and it didn't fail the earlier
|
||||
// auto decrypt test
|
||||
if (isEncryptedPair && automaticDecryption && !failedAutoDecrypt)
|
||||
{
|
||||
// Get the encrypted string
|
||||
string encryptedValue = PlayerPrefs.GetString(fullKey);
|
||||
// Set valueType appropiately based on which type identifier prefix the encrypted string starts with
|
||||
if (encryptedValue.StartsWith(PlayerPrefsUtility.VALUE_FLOAT_PREFIX))
|
||||
{
|
||||
valueType = typeof(float);
|
||||
}
|
||||
else if (encryptedValue.StartsWith(PlayerPrefsUtility.VALUE_INT_PREFIX))
|
||||
{
|
||||
valueType = typeof(int);
|
||||
}
|
||||
else if (encryptedValue.StartsWith(PlayerPrefsUtility.VALUE_STRING_PREFIX) || string.IsNullOrEmpty (encryptedValue))
|
||||
{
|
||||
// Special case here, empty encrypted values will also report as strings
|
||||
valueType = typeof(string);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new InvalidOperationException("Could not decrypt item, no match found in known encrypted key prefixes");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise fallback to the type of the cached value (for non-encrypted values this will be
|
||||
// correct). For encrypted values when not in auto-decrypt mode, this will return string type
|
||||
valueType = deserializedValue.GetType();
|
||||
}
|
||||
|
||||
// Display the PlayerPref key
|
||||
EditorGUILayout.TextField(displayKey, textFieldStyle);
|
||||
|
||||
// Value display and user editing
|
||||
// If we're dealing with a float
|
||||
if (valueType == typeof(float))
|
||||
{
|
||||
float initialValue;
|
||||
if (isEncryptedPair && automaticDecryption)
|
||||
{
|
||||
// Automatically decrypt the value if encrypted and in auto-decrypt mode
|
||||
initialValue = PlayerPrefsUtility.GetEncryptedFloat(displayKey);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise fetch the latest plain value from PlayerPrefs in memory
|
||||
initialValue = PlayerPrefs.GetFloat(fullKey);
|
||||
}
|
||||
|
||||
// Display the float editor field and get any changes in value
|
||||
float newValue = EditorGUILayout.FloatField(initialValue, textFieldStyle);
|
||||
|
||||
// If the value has changed
|
||||
if (newValue != initialValue)
|
||||
{
|
||||
// Store the changed value in player prefs, encrypting if necessary
|
||||
if (isEncryptedPair)
|
||||
{
|
||||
string encryptedValue = PlayerPrefsUtility.VALUE_FLOAT_PREFIX + SimpleEncryption.EncryptFloat(newValue);
|
||||
PlayerPrefs.SetString(fullKey, encryptedValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerPrefs.SetFloat(fullKey, newValue);
|
||||
}
|
||||
// Save PlayerPrefs
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
// Display the PlayerPref type
|
||||
GUILayout.Label("float", GUILayout.Width(37));
|
||||
}
|
||||
else if (valueType == typeof(int)) // if we're dealing with an int
|
||||
{
|
||||
int initialValue;
|
||||
if (isEncryptedPair && automaticDecryption)
|
||||
{
|
||||
// Automatically decrypt the value if encrypted and in auto-decrypt mode
|
||||
initialValue = PlayerPrefsUtility.GetEncryptedInt(displayKey);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise fetch the latest plain value from PlayerPrefs in memory
|
||||
initialValue = PlayerPrefs.GetInt(fullKey);
|
||||
}
|
||||
|
||||
// Display the int editor field and get any changes in value
|
||||
int newValue = EditorGUILayout.IntField(initialValue, textFieldStyle);
|
||||
|
||||
// If the value has changed
|
||||
if (newValue != initialValue)
|
||||
{
|
||||
// Store the changed value in player prefs, encrypting if necessary
|
||||
if (isEncryptedPair)
|
||||
{
|
||||
string encryptedValue = PlayerPrefsUtility.VALUE_INT_PREFIX + SimpleEncryption.EncryptInt(newValue);
|
||||
PlayerPrefs.SetString(fullKey, encryptedValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerPrefs.SetInt(fullKey, newValue);
|
||||
}
|
||||
// Save PlayerPrefs
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
// Display the PlayerPref type
|
||||
GUILayout.Label("int", GUILayout.Width(37));
|
||||
}
|
||||
else if (valueType == typeof(string)) // if we're dealing with a string
|
||||
{
|
||||
string initialValue;
|
||||
if (isEncryptedPair && automaticDecryption && !failedAutoDecrypt)
|
||||
{
|
||||
// Automatically decrypt the value if encrypted and in auto-decrypt mode
|
||||
initialValue = PlayerPrefsUtility.GetEncryptedString(displayKey);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Otherwise fetch the latest plain value from PlayerPrefs in memory
|
||||
initialValue = PlayerPrefs.GetString(fullKey);
|
||||
}
|
||||
|
||||
// Display the text (string) editor field and get any changes in value
|
||||
string newValue = EditorGUILayout.TextField(initialValue, textFieldStyle);
|
||||
|
||||
// If the value has changed
|
||||
if (newValue != initialValue && !failedAutoDecrypt)
|
||||
{
|
||||
// Store the changed value in player prefs, encrypting if necessary
|
||||
if (isEncryptedPair)
|
||||
{
|
||||
string encryptedValue = PlayerPrefsUtility.VALUE_STRING_PREFIX + SimpleEncryption.EncryptString(newValue);
|
||||
PlayerPrefs.SetString(fullKey, encryptedValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerPrefs.SetString(fullKey, newValue);
|
||||
}
|
||||
// Save PlayerPrefs
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
if (isEncryptedPair && !automaticDecryption && !string.IsNullOrEmpty(initialValue))
|
||||
{
|
||||
// Because encrypted values when not in auto-decrypt mode are stored as string, determine their
|
||||
// encrypted type and display that instead for these encrypted PlayerPrefs
|
||||
PlayerPrefType playerPrefType = (PlayerPrefType)(int)char.GetNumericValue(initialValue[0]);
|
||||
GUILayout.Label(playerPrefType.ToString().ToLower(), GUILayout.Width(37));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Display the PlayerPref type
|
||||
GUILayout.Label("string", GUILayout.Width(37));
|
||||
}
|
||||
}
|
||||
|
||||
// Delete button
|
||||
if (GUILayout.Button("X", GUILayout.Width(25)))
|
||||
{
|
||||
// Delete the key from player prefs
|
||||
PlayerPrefs.DeleteKey(fullKey);
|
||||
// Tell Unity to Save PlayerPrefs
|
||||
PlayerPrefs.Save();
|
||||
// Delete the cached record so the list updates immediately
|
||||
DeleteCachedRecord(fullKey);
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
// Calculate the padding at the bottom of the scroll view (because only visible player pref rows are drawn)
|
||||
float bottomPadding = (entryCount - shownIndexLimit) * rowHeight;
|
||||
|
||||
// If the padding is positive, pad the bottom so that the layout and scroll view size is correct still
|
||||
if (bottomPadding > 0)
|
||||
{
|
||||
GUILayout.Space(bottomPadding);
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
// Display the number of player prefs
|
||||
GUILayout.Label("Entry Count: " + entryCount);
|
||||
}
|
||||
|
||||
private void DrawAddEntry()
|
||||
{
|
||||
// Create a GUIStyle that can be manipulated for the various text fields
|
||||
GUIStyle textFieldStyle = new GUIStyle (GUI.skin.textField);
|
||||
|
||||
// Create a space
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Heading
|
||||
GUILayout.Label("Add Player Pref", EditorStyles.boldLabel);
|
||||
|
||||
// UI for whether the new player pref is encrypted and what type it is
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
newEntryIsEncrypted = GUILayout.Toggle(newEntryIsEncrypted, "Encrypt");
|
||||
newEntryType = (PlayerPrefType)GUILayout.SelectionGrid((int)newEntryType, new string[] { "float", "int", "string" }, 3);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Key and Value headings
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
GUILayout.Label("Key", EditorStyles.boldLabel);
|
||||
GUILayout.Label("Value", EditorStyles.boldLabel);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// If the new value will be encrypted tint the text boxes blue (in line with the display style for existing
|
||||
// encrypted player prefs)
|
||||
if (newEntryIsEncrypted)
|
||||
{
|
||||
if(UsingProSkin)
|
||||
{
|
||||
textFieldStyle.normal.textColor = new Color(0.5f,0.5f,1);
|
||||
textFieldStyle.focused.textColor = new Color(0.5f,0.5f,1);
|
||||
}
|
||||
else
|
||||
{
|
||||
textFieldStyle.normal.textColor = new Color(0,0,1);
|
||||
textFieldStyle.focused.textColor = new Color(0,0,1);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
// Track the next control so we can detect key events in it
|
||||
GUI.SetNextControlName("newEntryKey");
|
||||
// UI for the new key text box
|
||||
newEntryKey = EditorGUILayout.TextField(newEntryKey, textFieldStyle);
|
||||
|
||||
// Track the next control so we can detect key events in it
|
||||
GUI.SetNextControlName("newEntryValue");
|
||||
|
||||
// Display the correct UI field editor based on what type of player pref is being created
|
||||
if (newEntryType == PlayerPrefType.Float)
|
||||
{
|
||||
newEntryValueFloat = EditorGUILayout.FloatField(newEntryValueFloat, textFieldStyle);
|
||||
}
|
||||
else if (newEntryType == PlayerPrefType.Int)
|
||||
{
|
||||
newEntryValueInt = EditorGUILayout.IntField(newEntryValueInt, textFieldStyle);
|
||||
}
|
||||
else
|
||||
{
|
||||
newEntryValueString = EditorGUILayout.TextField(newEntryValueString, textFieldStyle);
|
||||
}
|
||||
|
||||
// If the user hit enter while either the key or value fields were being edited
|
||||
bool keyboardAddPressed = Event.current.isKey && Event.current.keyCode == KeyCode.Return && Event.current.type == EventType.KeyUp && (GUI.GetNameOfFocusedControl() == "newEntryKey" || GUI.GetNameOfFocusedControl() == "newEntryValue");
|
||||
|
||||
// If the user clicks the Add button or hits return (and there is a non-empty key), create the player pref
|
||||
if ((GUILayout.Button("Add", GUILayout.Width(40)) || keyboardAddPressed) && !string.IsNullOrEmpty(newEntryKey))
|
||||
{
|
||||
// If the player pref we're creating is encrypted
|
||||
if (newEntryIsEncrypted)
|
||||
{
|
||||
// Encrypt the key
|
||||
string encryptedKey = PlayerPrefsUtility.KEY_PREFIX + SimpleEncryption.EncryptString(newEntryKey);
|
||||
|
||||
// Note: All encrypted values are stored as string
|
||||
string encryptedValue;
|
||||
|
||||
// Calculate the encrypted value
|
||||
if (newEntryType == PlayerPrefType.Float)
|
||||
{
|
||||
encryptedValue = PlayerPrefsUtility.VALUE_FLOAT_PREFIX + SimpleEncryption.EncryptFloat(newEntryValueFloat);
|
||||
}
|
||||
else if (newEntryType == PlayerPrefType.Int)
|
||||
{
|
||||
encryptedValue = PlayerPrefsUtility.VALUE_INT_PREFIX + SimpleEncryption.EncryptInt(newEntryValueInt);
|
||||
}
|
||||
else
|
||||
{
|
||||
encryptedValue = PlayerPrefsUtility.VALUE_STRING_PREFIX + SimpleEncryption.EncryptString(newEntryValueString);
|
||||
}
|
||||
|
||||
// Record the new player pref in PlayerPrefs
|
||||
PlayerPrefs.SetString(encryptedKey, encryptedValue);
|
||||
|
||||
// Cache the addition
|
||||
CacheRecord(encryptedKey, encryptedValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (newEntryType == PlayerPrefType.Float)
|
||||
{
|
||||
// Record the new player pref in PlayerPrefs
|
||||
PlayerPrefs.SetFloat(newEntryKey, newEntryValueFloat);
|
||||
// Cache the addition
|
||||
CacheRecord(newEntryKey, newEntryValueFloat);
|
||||
}
|
||||
else if (newEntryType == PlayerPrefType.Int)
|
||||
{
|
||||
// Record the new player pref in PlayerPrefs
|
||||
PlayerPrefs.SetInt(newEntryKey, newEntryValueInt);
|
||||
// Cache the addition
|
||||
CacheRecord(newEntryKey, newEntryValueInt);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Record the new player pref in PlayerPrefs
|
||||
PlayerPrefs.SetString(newEntryKey, newEntryValueString);
|
||||
// Cache the addition
|
||||
CacheRecord(newEntryKey, newEntryValueString);
|
||||
}
|
||||
}
|
||||
|
||||
// Tell Unity to save the PlayerPrefs
|
||||
PlayerPrefs.Save();
|
||||
|
||||
// Force a repaint since hitting the return key won't invalidate layout on its own
|
||||
Repaint();
|
||||
|
||||
// Reset the values
|
||||
newEntryKey = "";
|
||||
newEntryValueFloat = 0;
|
||||
newEntryValueInt = 0;
|
||||
newEntryValueString = "";
|
||||
|
||||
// Deselect
|
||||
GUI.FocusControl("");
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void DrawBottomMenu()
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
// Allow the user to import player prefs from another project (helpful when renaming product name)
|
||||
GUILayout.Label("Import", EditorStyles.boldLabel);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
GUIStyle textFieldStyle = new GUIStyle(GUI.skin.textField);
|
||||
|
||||
if (newEntryIsEncrypted)
|
||||
{
|
||||
if (UsingProSkin)
|
||||
{
|
||||
textFieldStyle.normal.textColor = new Color(0.5f, 0.5f, 1);
|
||||
textFieldStyle.focused.textColor = new Color(0.5f, 0.5f, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
textFieldStyle.normal.textColor = new Color(0, 0, 1);
|
||||
textFieldStyle.focused.textColor = new Color(0, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
importCompanyName = EditorGUILayout.TextField(importCompanyName, textFieldStyle);
|
||||
importProductName = EditorGUILayout.TextField(importProductName, textFieldStyle);
|
||||
if(GUILayout.Button("Import"))
|
||||
{
|
||||
// Walk through all the imported player prefs and apply them to the current player prefs
|
||||
PlayerPrefPair[] importedPairs = RetrieveSavedPrefs(importCompanyName, importProductName);
|
||||
for (int i = 0; i < importedPairs.Length; i++)
|
||||
{
|
||||
Type type = importedPairs[i].Value.GetType();
|
||||
if (type == typeof(float))
|
||||
PlayerPrefs.SetFloat(importedPairs[i].Key, (float)importedPairs[i].Value);
|
||||
else if (type == typeof(int))
|
||||
PlayerPrefs.SetInt(importedPairs[i].Key, (int)importedPairs[i].Value);
|
||||
else if (type == typeof(string))
|
||||
PlayerPrefs.SetString(importedPairs[i].Key, (string)importedPairs[i].Value);
|
||||
|
||||
// Cache any new records until they are reimported from disk
|
||||
CacheRecord(importedPairs[i].Key, importedPairs[i].Value);
|
||||
}
|
||||
|
||||
// Force a save
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// UI for toggling automatic decryption on and off
|
||||
automaticDecryption = EditorGUILayout.Toggle("Auto-Decryption", automaticDecryption);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
// Delete all player prefs
|
||||
if (GUILayout.Button("Delete All Preferences"))
|
||||
{
|
||||
PlayerPrefs.DeleteAll();
|
||||
PlayerPrefs.Save();
|
||||
|
||||
// Clear the cache too, for an instant visibility update for OSX
|
||||
deserializedPlayerPrefs.Clear();
|
||||
}
|
||||
GUILayout.Space(15);
|
||||
|
||||
// Mainly needed for OSX, this will encourage PlayerPrefs to save to file (but still may take a few seconds)
|
||||
if (GUILayout.Button("Force Save"))
|
||||
{
|
||||
PlayerPrefs.Save();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if(Application.platform == RuntimePlatform.OSXEditor)
|
||||
{
|
||||
// Construct the plist filename from the project's settings
|
||||
string plistFilename = string.Format("unity.{0}.{1}.plist", PlayerSettings.companyName, PlayerSettings.productName);
|
||||
// Now construct the fully qualified path
|
||||
string playerPrefsPath = Path.Combine(Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.Personal), "Library/Preferences"), plistFilename);
|
||||
|
||||
// Determine when the plist was last written to
|
||||
DateTime lastWriteTime = File.GetLastWriteTimeUtc(playerPrefsPath);
|
||||
|
||||
// If we haven't deserialized the player prefs already, or the written file has changed then deserialize
|
||||
// the latest version
|
||||
if(!lastDeserialization.HasValue || lastDeserialization.Value != lastWriteTime)
|
||||
{
|
||||
// Deserialize the actual player prefs from file into a cache
|
||||
deserializedPlayerPrefs = new List<PlayerPrefPair>(RetrieveSavedPrefs(PlayerSettings.companyName, PlayerSettings.productName));
|
||||
|
||||
// Record the version of the file we just read, so we know if it changes in the future
|
||||
lastDeserialization = lastWriteTime;
|
||||
}
|
||||
|
||||
if(lastWriteTime != MISSING_DATETIME)
|
||||
{
|
||||
GUILayout.Label("PList Last Written: " + lastWriteTime.ToString());
|
||||
}
|
||||
else
|
||||
{
|
||||
GUILayout.Label("PList Does Not Exist");
|
||||
}
|
||||
}
|
||||
else if(Application.platform == RuntimePlatform.WindowsEditor)
|
||||
{
|
||||
// Windows works a bit differently to OSX, we just regularly query the registry. So don't query too often
|
||||
if (!lastDeserialization.HasValue || DateTime.UtcNow - lastDeserialization.Value > TimeSpan.FromMilliseconds(500))
|
||||
{
|
||||
// Deserialize the actual player prefs from registry into a cache
|
||||
deserializedPlayerPrefs = new List<PlayerPrefPair>(RetrieveSavedPrefs(PlayerSettings.companyName, PlayerSettings.productName));
|
||||
|
||||
// Record the latest time, so we don't fetch again too quickly
|
||||
lastDeserialization = DateTime.UtcNow;
|
||||
}
|
||||
}
|
||||
|
||||
DrawSearchBar();
|
||||
|
||||
DrawMainList();
|
||||
|
||||
DrawAddEntry();
|
||||
|
||||
DrawBottomMenu();
|
||||
|
||||
// If the user has scrolled, deselect - this is because control IDs within carousel will change when scrolled
|
||||
// so we'd end up with the wrong box selected.
|
||||
if (scrollPosition != lastScrollPosition)
|
||||
{
|
||||
// Deselect
|
||||
GUI.FocusControl("");
|
||||
}
|
||||
}
|
||||
|
||||
private void CacheRecord(string key, object value)
|
||||
{
|
||||
// First of all check if this key already exists, if so replace it's value with the new value
|
||||
bool replaced = false;
|
||||
|
||||
int entryCount = deserializedPlayerPrefs.Count;
|
||||
for (int i = 0; i < entryCount; i++)
|
||||
{
|
||||
// Found the key - it exists already
|
||||
if (deserializedPlayerPrefs[i].Key == key)
|
||||
{
|
||||
// Update the cached pref with the new value
|
||||
deserializedPlayerPrefs[i] = new PlayerPrefPair() { Key = key, Value = value };
|
||||
// Mark the replacement so we no longer need to add it
|
||||
replaced = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Player pref doesn't already exist (and wasn't replaced) so add it as new
|
||||
if(!replaced)
|
||||
{
|
||||
// Cache a player pref the user just created so it can be instantly display (mainly for OSX)
|
||||
deserializedPlayerPrefs.Add(new PlayerPrefPair() { Key = key, Value = value });
|
||||
}
|
||||
|
||||
// Update the search if it's active
|
||||
UpdateSearch();
|
||||
}
|
||||
|
||||
private void DeleteCachedRecord(string fullKey)
|
||||
{
|
||||
keyQueuedForDeletion = fullKey;
|
||||
}
|
||||
|
||||
// OnInspectorUpdate() is called by Unity at 10 times a second
|
||||
private void OnInspectorUpdate()
|
||||
{
|
||||
// If a player pref has been specified for deletion
|
||||
if(!string.IsNullOrEmpty(keyQueuedForDeletion))
|
||||
{
|
||||
// If the user just deleted a player pref, find the ID and defer it for deletion by OnInspectorUpdate()
|
||||
if (deserializedPlayerPrefs != null)
|
||||
{
|
||||
int entryCount = deserializedPlayerPrefs.Count;
|
||||
for (int i = 0; i < entryCount; i++)
|
||||
{
|
||||
if (deserializedPlayerPrefs[i].Key == keyQueuedForDeletion)
|
||||
{
|
||||
deserializedPlayerPrefs.RemoveAt(i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Remove the queued key since we've just deleted it
|
||||
keyQueuedForDeletion = null;
|
||||
|
||||
// Update the search results and repaint the window
|
||||
UpdateSearch();
|
||||
Repaint();
|
||||
}
|
||||
else if (inspectorUpdateFrame % 10 == 0) // Once a second (every 10th frame)
|
||||
{
|
||||
// Force the window to repaint
|
||||
Repaint();
|
||||
}
|
||||
|
||||
// Track what frame we're on, so we can call code less often
|
||||
inspectorUpdateFrame++;
|
||||
}
|
||||
|
||||
bool UsingProSkin
|
||||
{
|
||||
get
|
||||
{
|
||||
#if UNITY_3_4
|
||||
if(EditorPrefs.GetInt("UserSkin") == 1)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
#else
|
||||
return EditorGUIUtility.isProSkin;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/PlayerPrefsEditor/Editor/PlayerPrefsEditor.cs.meta
Normal file
11
Assets/PlayerPrefsEditor/Editor/PlayerPrefsEditor.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 861677afe8cab4d3299ebf446fd71db0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user