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