Files
badeend-go/Assets/PlayerPrefsEditor/Editor/PlayerPrefsEditor.cs

955 lines
36 KiB
C#

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
}
}
}