campfire/Assets/SteamVR/Editor/SteamVR_AutoEnableVR.cs

231 lines
10 KiB
C#

//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Prompt developers to use settings most compatible with SteamVR.
//
//=============================================================================
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using System.Linq;
namespace Valve.VR
{
[InitializeOnLoad]
public class SteamVR_AutoEnableVR
{
static SteamVR_AutoEnableVR()
{
EditorApplication.update += Update;
}
protected const string openVRString = "OpenVR";
protected const string openVRPackageString = "com.unity.xr.openvr.standalone";
#if UNITY_2018_2_OR_NEWER
private enum PackageStates
{
None,
WaitingForList,
WaitingForAdd,
WaitingForAddConfirm,
Installed,
Failed,
}
private static UnityEditor.PackageManager.Requests.ListRequest listRequest;
private static UnityEditor.PackageManager.Requests.AddRequest addRequest;
private static PackageStates packageState = PackageStates.None;
private static System.Diagnostics.Stopwatch addingPackageTime = new System.Diagnostics.Stopwatch();
private static System.Diagnostics.Stopwatch addingPackageTimeTotal = new System.Diagnostics.Stopwatch();
private static float estimatedTimeToInstall = 80;
private static int addTryCount = 0;
#endif
public static void Update()
{
if (SteamVR_Settings.instance.autoEnableVR)
{
bool enabledVR = false;
if (UnityEditor.PlayerSettings.virtualRealitySupported == false)
{
UnityEditor.PlayerSettings.virtualRealitySupported = true;
enabledVR = true;
Debug.Log("<b>[SteamVR Setup]</b> Enabled virtual reality support in Player Settings. (you can disable this by unchecking Assets/SteamVR/SteamVR_Settings.autoEnableVR)");
}
UnityEditor.BuildTargetGroup currentTarget = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup;
#if (UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(currentTarget);
#else
string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(currentTarget);
#endif
bool hasOpenVR = devices.Any(device => string.Equals(device, openVRString, System.StringComparison.CurrentCultureIgnoreCase));
if (hasOpenVR == false || enabledVR)
{
string[] newDevices;
if (enabledVR && hasOpenVR == false)
{
newDevices = new string[] { openVRString }; //only list openvr if we enabled it
}
else
{
List<string> devicesList = new List<string>(devices); //list openvr as the first option if it wasn't in the list.
if (hasOpenVR)
devicesList.Remove(openVRString);
devicesList.Insert(0, openVRString);
newDevices = devicesList.ToArray();
}
#if (UNITY_5_6 || UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0)
UnityEditorInternal.VR.VREditor.SetVREnabledDevices(currentTarget, newDevices);
#else
UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(currentTarget, newDevices);
#endif
Debug.Log("<b>[SteamVR Setup]</b> Added OpenVR to supported VR SDKs list.");
}
#if UNITY_2018_2_OR_NEWER
//2018+ requires us to manually add the OpenVR package
switch (packageState)
{
case PackageStates.None:
//see if we have the package
listRequest = UnityEditor.PackageManager.Client.List(true);
packageState = PackageStates.WaitingForList;
break;
case PackageStates.WaitingForList:
if (listRequest.IsCompleted)
{
if (listRequest.Error != null || listRequest.Status == UnityEditor.PackageManager.StatusCode.Failure)
{
packageState = PackageStates.Failed;
break;
}
bool hasPackage = listRequest.Result.Any(package => package.name == openVRPackageString);
if (hasPackage == false)
{
//if we don't have the package - then install it
addRequest = UnityEditor.PackageManager.Client.Add(openVRPackageString);
packageState = PackageStates.WaitingForAdd;
addTryCount++;
Debug.Log("<b>[SteamVR Setup]</b> Installing OpenVR package...");
addingPackageTime.Start();
addingPackageTimeTotal.Start();
}
else
{
//if we do have the package do nothing
packageState = PackageStates.Installed; //already installed
}
}
break;
case PackageStates.WaitingForAdd:
if (addRequest.IsCompleted)
{
if (addRequest.Error != null || addRequest.Status == UnityEditor.PackageManager.StatusCode.Failure)
{
packageState = PackageStates.Failed;
break;
}
else
{
//if the package manager says we added it then confirm that with the list
listRequest = UnityEditor.PackageManager.Client.List(true);
packageState = PackageStates.WaitingForAddConfirm;
}
}
else
{
if (addingPackageTimeTotal.Elapsed.TotalSeconds > estimatedTimeToInstall)
estimatedTimeToInstall *= 2; // :)
string dialogText;
if (addTryCount == 1)
dialogText = "Installing OpenVR from Unity Package Manager...";
else
dialogText = "Retrying OpenVR install from Unity Package Manager...";
bool cancel = UnityEditor.EditorUtility.DisplayCancelableProgressBar("SteamVR", dialogText, (float)addingPackageTimeTotal.Elapsed.TotalSeconds / estimatedTimeToInstall);
if (cancel)
packageState = PackageStates.Failed;
if (addingPackageTime.Elapsed.TotalSeconds > 10)
{
Debug.Log("<b>[SteamVR Setup]</b> Waiting for package manager to install OpenVR package...");
addingPackageTime.Stop();
addingPackageTime.Reset();
addingPackageTime.Start();
}
}
break;
case PackageStates.WaitingForAddConfirm:
if (listRequest.IsCompleted)
{
if (listRequest.Error != null)
{
packageState = PackageStates.Failed;
break;
}
bool hasPackage = listRequest.Result.Any(package => package.name == openVRPackageString);
if (hasPackage == false)
{
if (addTryCount == 1)
{
addRequest = UnityEditor.PackageManager.Client.Add(openVRPackageString);
packageState = PackageStates.WaitingForAdd;
addTryCount++;
Debug.Log("<b>[SteamVR Setup]</b> Retrying OpenVR package install...");
}
else
{
packageState = PackageStates.Failed;
}
}
else
{
packageState = PackageStates.Installed; //installed successfully
Debug.Log("<b>[SteamVR Setup]</b> Successfully installed OpenVR package.");
}
}
break;
}
if (packageState == PackageStates.Failed || packageState == PackageStates.Installed)
{
addingPackageTime.Stop();
addingPackageTimeTotal.Stop();
UnityEditor.EditorUtility.ClearProgressBar();
UnityEditor.EditorApplication.update -= Update; //we're done trying to auto-enable vr
if (packageState == PackageStates.Failed)
{
string failtext = "The Unity Package Manager failed to automatically install the OpenVR package. Please open the Package Manager Window and try to install it manually.";
UnityEditor.EditorUtility.DisplayDialog("SteamVR", failtext, "Ok");
Debug.Log("<b>[SteamVR Setup]</b> " + failtext);
}
}
#else
UnityEditor.EditorApplication.update -= Update;
#endif
}
}
}
}