├── Library ├── BuildPlayer.prefs ├── AssetImportState ├── ScriptAssemblies │ ├── BuiltinAssemblies.stamp │ ├── Assembly-CSharp.dll │ ├── Assembly-CSharp.dll.mdb │ ├── Assembly-CSharp-Editor.dll │ └── Assembly-CSharp-Editor.dll.mdb ├── ScriptMapper ├── expandedItems ├── ShaderCache.db ├── assetDatabase3 ├── AnnotationManager ├── AssetServerCacheV3 ├── AssetVersioning.db ├── CurrentLayout.dwlt ├── MonoManager.asset ├── BuildSettings.asset ├── LibraryFormatVersion.txt ├── CurrentMaximizeLayout.dwlt ├── EditorUserSettings.asset ├── InspectorExpandedItems.asset ├── shadercompiler-UnityShaderCompiler0.log ├── EditorUserBuildSettings.asset ├── LastSceneManagerSetup.txt ├── metadata │ ├── 11 │ │ ├── 111b40cf377b246cf9489e6367121149 │ │ └── 111b40cf377b246cf9489e6367121149.info │ ├── 14 │ │ ├── 14fb273302f014e39a8843a4d00ff0f6 │ │ └── 14fb273302f014e39a8843a4d00ff0f6.info │ ├── 18 │ │ ├── 187159f82e10c4f88810435cd9bfe5e7 │ │ └── 187159f82e10c4f88810435cd9bfe5e7.info │ ├── 47 │ │ ├── 47b6573edc17b4b19b6f06515ff01748 │ │ └── 47b6573edc17b4b19b6f06515ff01748.info │ ├── 71 │ │ ├── 71c063eed51c9453394e602a53459204 │ │ └── 71c063eed51c9453394e602a53459204.info │ ├── 73 │ │ ├── 739bbd9f364b4268874f9fd86ab3beef │ │ └── 739bbd9f364b4268874f9fd86ab3beef.info │ ├── 80 │ │ ├── 80a3616ca19596e4da0f10f14d241e9f │ │ └── 80a3616ca19596e4da0f10f14d241e9f.info │ ├── 85 │ │ ├── 852e56802eb941638acbb491814497b0 │ │ └── 852e56802eb941638acbb491814497b0.info │ ├── 86 │ │ ├── 86ed441b0512144a1aa987249d413e12 │ │ └── 86ed441b0512144a1aa987249d413e12.info │ ├── 87 │ │ ├── 870353891bb340e2b2a9c8707e7419ba │ │ └── 870353891bb340e2b2a9c8707e7419ba.info │ ├── 88 │ │ ├── 88c8b5be0cf4446dab382d758e57e052 │ │ └── 88c8b5be0cf4446dab382d758e57e052.info │ ├── 95 │ │ ├── 9519be3d5789b4c5ca14e07b375d6884 │ │ └── 9519be3d5789b4c5ca14e07b375d6884.info │ ├── 97 │ │ ├── 97decbdab0634cdd991f8d23ddf0dead │ │ └── 97decbdab0634cdd991f8d23ddf0dead.info │ ├── 00 │ │ ├── 00000000000000001000000000000000 │ │ ├── 00000000000000002000000000000000 │ │ ├── 00000000000000003000000000000000 │ │ ├── 00000000000000004000000000000000 │ │ ├── 00000000000000004100000000000000 │ │ ├── 00000000000000005000000000000000 │ │ ├── 00000000000000005100000000000000 │ │ ├── 00000000000000006000000000000000 │ │ ├── 00000000000000006100000000000000 │ │ ├── 00000000000000007000000000000000 │ │ ├── 00000000000000007100000000000000 │ │ ├── 00000000000000008000000000000000 │ │ ├── 00000000000000008100000000000000 │ │ ├── 00000000000000009000000000000000 │ │ ├── 0000000000000000a000000000000000 │ │ ├── 0000000000000000a100000000000000 │ │ ├── 0000000000000000b000000000000000 │ │ ├── 0000000000000000c000000000000000 │ │ ├── 00000000000000005000000000000000.info │ │ ├── 00000000000000002000000000000000.info │ │ ├── 00000000000000003000000000000000.info │ │ ├── 00000000000000004100000000000000.info │ │ ├── 00000000000000006000000000000000.info │ │ ├── 00000000000000007000000000000000.info │ │ ├── 00000000000000001000000000000000.info │ │ ├── 00000000000000004000000000000000.info │ │ ├── 00000000000000005100000000000000.info │ │ ├── 00000000000000006100000000000000.info │ │ ├── 00000000000000008000000000000000.info │ │ ├── 00000000000000008100000000000000.info │ │ ├── 00000000000000009000000000000000.info │ │ ├── 0000000000000000a000000000000000.info │ │ ├── 0000000000000000c000000000000000.info │ │ ├── 00000000000000007100000000000000.info │ │ ├── 0000000000000000b000000000000000.info │ │ └── 0000000000000000a100000000000000.info │ ├── 04 │ │ ├── 04361411cf0d74248a493ca129265beb │ │ └── 04361411cf0d74248a493ca129265beb.info │ ├── 0d │ │ ├── 0d0aa2ea87e4246f3b7fd58b757ff82c │ │ └── 0d0aa2ea87e4246f3b7fd58b757ff82c.info │ ├── 3c │ │ ├── 3c0ad459c1534645b5d603b7cc258f97 │ │ └── 3c0ad459c1534645b5d603b7cc258f97.info │ ├── 5a │ │ ├── 5a47489a858c74f3ea182d15dec0dd72 │ │ └── 5a47489a858c74f3ea182d15dec0dd72.info │ ├── 5f │ │ ├── 5f32cd94baa94578a686d4b9d6b660f7 │ │ └── 5f32cd94baa94578a686d4b9d6b660f7.info │ ├── 6f │ │ ├── 6fea2ef68cf164a689d92965d043c7a5 │ │ └── 6fea2ef68cf164a689d92965d043c7a5.info │ ├── 7c │ │ ├── 7cbab2be89b54486bbd23a6fe637d30e │ │ └── 7cbab2be89b54486bbd23a6fe637d30e.info │ ├── 8e │ │ ├── 8e0cd8ed44d4412cbe0642067abc9e44 │ │ └── 8e0cd8ed44d4412cbe0642067abc9e44.info │ ├── ad │ │ ├── adebbd281f1a4ef3a30be7f21937e02f │ │ └── adebbd281f1a4ef3a30be7f21937e02f.info │ ├── c3 │ │ ├── c34beeaf0d4cf44c49f1039006a08591 │ │ └── c34beeaf0d4cf44c49f1039006a08591.info │ ├── e9 │ │ ├── e9ea5e52aea4442fe8b5083222a64786 │ │ └── e9ea5e52aea4442fe8b5083222a64786.info │ ├── ed │ │ ├── edc517f07ba5e4cf9984f8753de7388f │ │ └── edc517f07ba5e4cf9984f8753de7388f.info │ └── f5 │ │ ├── f5f67c52d1564df4a8936ccd202a3bd8 │ │ └── f5f67c52d1564df4a8936ccd202a3bd8.info ├── ShaderCache │ ├── 0 │ │ └── 0895828a0cfbac763e3d51e4c3ca57aa.bin │ ├── 1 │ │ └── 1f669a9aedf46abe20f48277e408f257.bin │ ├── 2 │ │ └── 2eb4e646e37e7ff8b2c4e30f91fc548f.bin │ ├── 4 │ │ └── 486a7961093adee5781a297d4381ed0c.bin │ ├── 5 │ │ └── 522925e12a84c562e42ce737d26b2950.bin │ ├── 7 │ │ └── 7dfdde1fbbd819ec981f0cf4fd906fcc.bin │ ├── a │ │ └── ae04b9902d0abf2e0c46bb7800547d97.bin │ ├── b │ │ └── bd355b09be4afeb819788fcdef3330f5.bin │ ├── c │ │ └── cb879f4270dc5352bbc921be41c0d4db.bin │ └── e │ │ └── e5ee9af439661be8841f14e5ffa801d2.bin └── ProjectSettings.asset ├── Assets ├── VSCode │ ├── HOWTO.pdf │ ├── HOWTO.pdf.meta │ ├── LICENSE.meta │ ├── README.md.meta │ ├── Plugins.meta │ ├── Plugins │ │ ├── Editor.meta │ │ └── Editor │ │ │ ├── VSCode.cs.meta │ │ │ └── VSCode.cs │ ├── LICENSE │ └── README.md ├── Scenes │ ├── level_01.unity.meta │ └── level_01.unity ├── Prefabs │ ├── Obstacle.prefab.meta │ └── Obstacle.prefab ├── Prefabs.meta ├── Scenes.meta ├── Scripts.meta ├── VSCode.meta └── Scripts │ ├── PlayerController.cs.meta │ ├── ObstacleController.cs.meta │ ├── ObstacleSpawnerController.cs.meta │ ├── ObstacleController.cs │ ├── PlayerController.cs │ └── ObstacleSpawnerController.cs ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset ├── UnityConnectSettings.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── obj └── Debug │ ├── Assembly-CSharp.dll │ ├── Assembly-CSharp.dll.mdb │ └── Assembly-CSharp.csproj.FilesWrittenAbsolute.txt ├── .vscode └── launch.json ├── 1HGJ-0001.sln ├── Assembly-CSharp.csproj └── Assembly-CSharp-Editor.csproj /Library/BuildPlayer.prefs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Library/AssetImportState: -------------------------------------------------------------------------------- 1 | 4;0;-1 -------------------------------------------------------------------------------- /Library/ScriptAssemblies/BuiltinAssemblies.stamp: -------------------------------------------------------------------------------- 1 | 0000.56654e85.0000 2 | 0000.56654ea5.0000 -------------------------------------------------------------------------------- /Library/ScriptMapper: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CoR/1hgj-001/master/Library/ScriptMapper -------------------------------------------------------------------------------- /Library/expandedItems: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CoR/1hgj-001/master/Library/expandedItems -------------------------------------------------------------------------------- /Assets/VSCode/HOWTO.pdf: 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| assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ObstacleController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 86ed441b0512144a1aa987249d413e12 3 | timeCreated: 1456002011 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/VSCode/Plugins/Editor/VSCode.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c34beeaf0d4cf44c49f1039006a08591 3 | timeCreated: 1444653497 4 | licenseType: Store 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ObstacleSpawnerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 14fb273302f014e39a8843a4d00ff0f6 3 | timeCreated: 1456000247 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | UnityPurchasingSettings: 7 | m_Enabled: 0 8 | m_TestMode: 0 9 | UnityAnalyticsSettings: 10 | m_Enabled: 0 11 | m_InitializeOnStartup: 1 12 | m_TestMode: 0 13 | m_TestEventUrl: 14 | m_TestConfigUrl: 15 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_DisableAudio: 0 16 | -------------------------------------------------------------------------------- /Assets/Scripts/ObstacleController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ObstacleController : MonoBehaviour { 5 | 6 | // Use this for initialization 7 | void Start () { 8 | 9 | } 10 | 11 | // Update is called once per frame 12 | void Update () { 13 | 14 | } 15 | 16 | void OnCollisionEnter(Collision collision) { 17 | Destroy(collision.gameObject); 18 | } 19 | } 20 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_WebSecurityEmulationEnabled: 0 10 | m_WebSecurityEmulationHostUrl: http://www.mydomain.com/mygame.unity3d 11 | m_DefaultBehaviorMode: 0 12 | m_SpritePackerMode: 2 13 | m_SpritePackerPaddingPower: 1 14 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd 15 | m_ProjectGenerationRootNamespace: 16 | 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class ObstacleSpawnerController : MonoBehaviour { 5 | 6 | public GameObject obstacle; 7 | public float spawnRange = 40f; 8 | public float despawnDelay = 20f; 9 | public int spawnsPerUpdate = 10; 10 | 11 | // Use this for initialization 12 | void Start () { 13 | 14 | } 15 | 16 | // Update is called once per frame 17 | void Update () { 18 | for (int i = 0; i < spawnsPerUpdate; i++) 19 | { 20 | float randomX = Random.Range(-spawnRange, spawnRange); 21 | float randomZ = Random.Range(-spawnRange, spawnRange); 22 | 23 | Vector3 obstaclePosition = new Vector3(transform.position.x + randomX, transform.position.y, transform.position.z + randomZ); 24 | GameObject spawnedObstacle = (GameObject)Instantiate(obstacle, obstaclePosition, transform.rotation); 25 | Destroy(spawnedObstacle, despawnDelay); 26 | } 27 | 28 | 29 | 30 | 31 | } 32 | } 33 | -------------------------------------------------------------------------------- /Assets/VSCode/LICENSE: -------------------------------------------------------------------------------- 1 | The MIT License (MIT) 2 | 3 | Copyright (c) 2016 dotBunny Inc. 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | 23 | -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshAreas: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | -------------------------------------------------------------------------------- /obj/Debug/Assembly-CSharp.csproj.FilesWrittenAbsolute.txt: -------------------------------------------------------------------------------- 1 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Assembly-CSharp.dll.mdb 2 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Assembly-CSharp.dll 3 | /Users/cor/Development/Unity/1HGJ-0001/obj/Debug/Assembly-CSharp.dll 4 | /Users/cor/Development/Unity/1HGJ-0001/obj/Debug/Assembly-CSharp.dll.mdb 5 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/UnityEngine.dll 6 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/UnityEditor.dll 7 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/UnityEngine.UI.dll 8 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/UnityEngine.Networking.dll 9 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Mono.Cecil.dll 10 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Unity.SerializationLogic.dll 11 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Unity.DataContract.dll 12 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/ICSharpCode.NRefactory.dll 13 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Unity.UNetWeaver.dll 14 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Unity.UNetWeaver.dll.mdb 15 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Unity.CecilTools.dll 16 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Mono.Cecil.Pdb.dll 17 | /Users/cor/Development/Unity/1HGJ-0001/Temp/bin/Debug/Mono.Cecil.Mdb.dll 18 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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I've checked with the latest 4.5.0f6 release. 7 | 8 | #####Visual Studio Code 0.10.1+ 9 | Get the [latest version](https://code.visualstudio.com), or have a look at the past releases of the VSCode [plugin](https://github.com/dotBunny/VSCode/releases/tag/1.6.5) for support for your version. 10 | 11 | ######Mono 12 | A good number of people have needed to install Mono in order for many of the issues with OmniSharp to be resolved. 13 | I would suggest installing the latest package available at the [Mono Project](http://www.mono-project.com/download/). Don't worry it will not mess with Unity. 14 | 15 | ### Installation 16 | It is important to make sure that the `VSCode.cs` file is placed under an `Editor` folder in the project. An example of this arrangement would be placing the file in `/Assets/Plugins/Editor/VSCode.cs`. By default it has its own folder structure which does this for you. 17 | 18 | ### Unity Asset Store Package 19 | A UAS packaged version of the plugin is [available](http://u3d.as/jmM) for your consumption. 20 | 21 | ### Usage 22 | Once the VSCode file is in place, simply navigate your way to the `Unity Preferences` and select `VSCode` and check the `Enable Integration` option. 23 | 24 | That's it! Your ready to go! 25 | 26 | OK, so maybe some people need a little video explaining some of the finer details of how to use the plugin. So I shot a [quick video](https://vimeo.com/dotbunny/vscode) that highlights the ups and the downs (like Unity hanging after debugging sometimes) for people to watch. Please note this video is from a previous version of the plugin where things are in the menu, this has changed since then. 27 | 28 | ### Platform Support 29 | I use the plugin every day on a Mac (so it's battle tested there), and occasionally test it on a Windows VM. As for the recently announced Linux support, it should work just like the Mac version. I'll get around to installing the Linux editor sometime in the near future. 30 | 31 | The Windows version of Visual Studio Code currently does not support debugging Mono, and will just throw a warning if you try to do it. The "Code" team is aware of this limitation, and we'll leave it at that. 32 | 33 | ### Automatic Update 34 | With version 2.0 of the plugin, I've introduced a feature where it will auto-update itself if allowed. This should make things a lot easier in the future. 35 | 36 | ### Support 37 | Please provide feedback through the GitHub [Issue](https://github.com/dotBunny/VSCode/issues) system. 38 | -------------------------------------------------------------------------------- /Assets/Prefabs/Obstacle.prefab: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1 &143796 4 | GameObject: 5 | m_ObjectHideFlags: 0 6 | m_PrefabParentObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 100100000} 8 | serializedVersion: 4 9 | m_Component: 10 | - 4: {fileID: 441782} 11 | - 33: {fileID: 3307148} 12 | - 65: {fileID: 6521426} 13 | - 23: {fileID: 2372232} 14 | - 114: {fileID: 11418620} 15 | m_Layer: 0 16 | m_Name: Obstacle 17 | m_TagString: Untagged 18 | m_Icon: {fileID: 0} 19 | m_NavMeshLayer: 0 20 | m_StaticEditorFlags: 0 21 | m_IsActive: 1 22 | --- !u!4 &441782 23 | Transform: 24 | m_ObjectHideFlags: 1 25 | 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blackberryDevicePassword: 352 | blackberryTokenPath: 353 | blackberryTokenExires: 354 | blackberryTokenAuthor: 355 | blackberryTokenAuthorId: 356 | blackberryCskPassword: 357 | blackberrySaveLogPath: 358 | blackberrySharedPermissions: 0 359 | blackberryCameraPermissions: 0 360 | blackberryGPSPermissions: 0 361 | blackberryDeviceIDPermissions: 0 362 | blackberryMicrophonePermissions: 0 363 | blackberryGamepadSupport: 0 364 | blackberryBuildId: 0 365 | blackberryLandscapeSplashScreen: {fileID: 0} 366 | blackberryPortraitSplashScreen: {fileID: 0} 367 | blackberrySquareSplashScreen: {fileID: 0} 368 | tizenProductDescription: 369 | tizenProductURL: 370 | tizenSigningProfileName: 371 | tizenGPSPermissions: 0 372 | tizenMicrophonePermissions: 0 373 | n3dsUseExtSaveData: 0 374 | n3dsCompressStaticMem: 1 375 | n3dsExtSaveDataNumber: 0x12345 376 | n3dsStackSize: 131072 377 | n3dsTargetPlatform: 2 378 | n3dsRegion: 7 379 | n3dsMediaSize: 0 380 | n3dsLogoStyle: 3 381 | n3dsTitle: GameName 382 | n3dsProductCode: 383 | n3dsApplicationId: 0xFF3FF 384 | stvDeviceAddress: 385 | stvProductDescription: 386 | stvProductAuthor: 387 | stvProductAuthorEmail: 388 | stvProductLink: 389 | stvProductCategory: 0 390 | XboxOneProductId: 391 | XboxOneUpdateKey: 392 | XboxOneSandboxId: 393 | XboxOneContentId: 394 | XboxOneTitleId: 395 | XboxOneSCId: 396 | XboxOneGameOsOverridePath: 397 | XboxOnePackagingOverridePath: 398 | XboxOneAppManifestOverridePath: 399 | XboxOnePackageEncryption: 0 400 | XboxOnePackageUpdateGranularity: 2 401 | XboxOneDescription: 402 | XboxOneIsContentPackage: 0 403 | XboxOneEnableGPUVariability: 0 404 | XboxOneSockets: {} 405 | XboxOneSplashScreen: {fileID: 0} 406 | XboxOneAllowedProductIds: [] 407 | XboxOnePersistentLocalStorageSize: 0 408 | intPropertyNames: 409 | - Standalone::ScriptingBackend 410 | - WebPlayer::ScriptingBackend 411 | Standalone::ScriptingBackend: 0 412 | WebPlayer::ScriptingBackend: 0 413 | boolPropertyNames: 414 | - XboxOne::enus 415 | XboxOne::enus: 1 416 | stringPropertyNames: [] 417 | cloudProjectId: 418 | projectName: 419 | organizationId: 420 | cloudEnabled: 0 421 | -------------------------------------------------------------------------------- /Assets/VSCode/Plugins/Editor/VSCode.cs: -------------------------------------------------------------------------------- 1 | /* 2 | * Unity VSCode Support 3 | * 4 | * Seamless support for Microsoft Visual Studio Code in Unity 5 | * 6 | * Version: 7 | * 2.45 8 | * 9 | * Authors: 10 | * Matthew Davey 11 | */ 12 | // REQUIRES: VSCode 0.8.0 - Settings directory moved to .vscode 13 | // TODO: Currently VSCode will not debug mono on Windows -- need a solution. 14 | namespace dotBunny.Unity 15 | { 16 | using System; 17 | using System.IO; 18 | using System.Text.RegularExpressions; 19 | using UnityEditor; 20 | using UnityEngine; 21 | 22 | [InitializeOnLoad] 23 | public static class VSCode 24 | { 25 | /// 26 | /// Current Version Number 27 | /// 28 | public const float Version = 2.45f; 29 | 30 | /// 31 | /// Current Version Code 32 | /// 33 | public const string VersionCode = "-RELEASE"; 34 | 35 | /// 36 | /// Download URL for Unity Debbuger 37 | /// 38 | public const string UnityDebuggerURL = "https://unity.gallery.vsassets.io/_apis/public/gallery/publisher/Unity/extension/unity-debug/1.0.1/assetbyname/Microsoft.VisualStudio.Services.VSIXPackage"; 39 | 40 | #region Properties 41 | 42 | /// 43 | /// Should debug information be displayed in the Unity terminal? 44 | /// 45 | public static bool Debug 46 | { 47 | get 48 | { 49 | return EditorPrefs.GetBool("VSCode_Debug", false); 50 | } 51 | set 52 | { 53 | EditorPrefs.SetBool("VSCode_Debug", value); 54 | } 55 | } 56 | 57 | /// 58 | /// Is the Visual Studio Code Integration Enabled? 59 | /// 60 | /// 61 | /// We do not want to automatically turn it on, for in larger projects not everyone is using VSCode 62 | /// 63 | public static bool Enabled 64 | { 65 | get 66 | { 67 | return EditorPrefs.GetBool("VSCode_Enabled", false); 68 | } 69 | set 70 | { 71 | // When turning the plugin on, we should remove all the previous project files 72 | if (!Enabled && value) 73 | { 74 | ClearProjectFiles(); 75 | } 76 | EditorPrefs.SetBool("VSCode_Enabled", value); 77 | } 78 | } 79 | public static bool UseUnityDebugger 80 | { 81 | get 82 | { 83 | return EditorPrefs.GetBool("VSCode_UseUnityDebugger", false); 84 | } 85 | set 86 | { 87 | if ( value != UseUnityDebugger ) { 88 | 89 | // Set value 90 | EditorPrefs.SetBool("VSCode_UseUnityDebugger", value); 91 | 92 | // Do not write the launch JSON file because the debugger uses its own 93 | if ( value ) { 94 | WriteLaunchFile = false; 95 | } 96 | 97 | // Update launch file 98 | UpdateLaunchFile(); 99 | } 100 | } 101 | } 102 | 103 | /// 104 | /// Should the launch.json file be written? 105 | /// 106 | /// 107 | /// Useful to disable if someone has their own custom one rigged up 108 | /// 109 | public static bool WriteLaunchFile 110 | { 111 | get 112 | { 113 | return EditorPrefs.GetBool("VSCode_WriteLaunchFile", true); 114 | } 115 | set 116 | { 117 | EditorPrefs.SetBool("VSCode_WriteLaunchFile", value); 118 | } 119 | } 120 | 121 | /// 122 | /// Should the plugin automatically update itself. 123 | /// 124 | static bool AutomaticUpdates 125 | { 126 | get 127 | { 128 | return EditorPrefs.GetBool("VSCode_AutomaticUpdates", false); 129 | } 130 | set 131 | { 132 | EditorPrefs.SetBool("VSCode_AutomaticUpdates", value); 133 | } 134 | } 135 | 136 | static float GitHubVersion 137 | { 138 | get 139 | { 140 | return EditorPrefs.GetFloat("VSCode_GitHubVersion", Version); 141 | } 142 | set 143 | { 144 | EditorPrefs.SetFloat("VSCode_GitHubVersion", value); 145 | } 146 | } 147 | 148 | /// 149 | /// When was the last time that the plugin was updated? 150 | /// 151 | static DateTime LastUpdate 152 | { 153 | get 154 | { 155 | // Feature creation date. 156 | DateTime lastTime = new DateTime(2015, 10, 8); 157 | 158 | if (EditorPrefs.HasKey("VSCode_LastUpdate")) 159 | { 160 | DateTime.TryParse(EditorPrefs.GetString("VSCode_LastUpdate"), out lastTime); 161 | } 162 | return lastTime; 163 | } 164 | set 165 | { 166 | EditorPrefs.SetString("VSCode_LastUpdate", value.ToString()); 167 | } 168 | } 169 | 170 | /// 171 | /// Quick reference to the VSCode launch settings file 172 | /// 173 | static string LaunchPath 174 | { 175 | get 176 | { 177 | return SettingsFolder + System.IO.Path.DirectorySeparatorChar + "launch.json"; 178 | } 179 | } 180 | 181 | /// 182 | /// The full path to the project 183 | /// 184 | static string ProjectPath 185 | { 186 | get 187 | { 188 | return System.IO.Path.GetDirectoryName(UnityEngine.Application.dataPath); 189 | } 190 | } 191 | 192 | /// 193 | /// Should the script editor be reverted when quiting Unity. 194 | /// 195 | /// 196 | /// Useful for environments where you do not use VSCode for everything. 197 | /// 198 | static bool RevertExternalScriptEditorOnExit 199 | { 200 | get 201 | { 202 | return EditorPrefs.GetBool("VSCode_RevertScriptEditorOnExit", true); 203 | } 204 | set 205 | { 206 | EditorPrefs.SetBool("VSCode_RevertScriptEditorOnExit", value); 207 | } 208 | } 209 | 210 | /// 211 | /// Quick reference to the VSCode settings folder 212 | /// 213 | static string SettingsFolder 214 | { 215 | get 216 | { 217 | return ProjectPath + System.IO.Path.DirectorySeparatorChar + ".vscode"; 218 | } 219 | } 220 | 221 | static string SettingsPath 222 | { 223 | 224 | get 225 | { 226 | return SettingsFolder + System.IO.Path.DirectorySeparatorChar + "settings.json"; 227 | } 228 | } 229 | 230 | static int UpdateTime 231 | { 232 | get 233 | { 234 | return EditorPrefs.GetInt("VSCode_UpdateTime", 7); 235 | } 236 | set 237 | { 238 | EditorPrefs.SetInt("VSCode_UpdateTime", value); 239 | } 240 | } 241 | 242 | #endregion 243 | 244 | /// 245 | /// Integration Constructor 246 | /// 247 | static VSCode() 248 | { 249 | if (Enabled) 250 | { 251 | UpdateUnityPreferences(true); 252 | UpdateLaunchFile(); 253 | 254 | // Add Update Check 255 | DateTime targetDate = LastUpdate.AddDays(UpdateTime); 256 | if (DateTime.Now >= targetDate) 257 | { 258 | CheckForUpdate(); 259 | } 260 | } 261 | 262 | // Event for when script is reloaded 263 | System.AppDomain.CurrentDomain.DomainUnload += System_AppDomain_CurrentDomain_DomainUnload; 264 | } 265 | static void System_AppDomain_CurrentDomain_DomainUnload(object sender, System.EventArgs e) 266 | { 267 | if (Enabled && RevertExternalScriptEditorOnExit) 268 | { 269 | UpdateUnityPreferences(false); 270 | } 271 | } 272 | 273 | 274 | #region Public Members 275 | 276 | /// 277 | /// Force Unity To Write Project File 278 | /// 279 | /// 280 | /// Reflection! 281 | /// 282 | public static void SyncSolution() 283 | { 284 | System.Type T = System.Type.GetType("UnityEditor.SyncVS,UnityEditor"); 285 | System.Reflection.MethodInfo SyncSolution = T.GetMethod("SyncSolution", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); 286 | SyncSolution.Invoke(null, null); 287 | 288 | } 289 | 290 | /// 291 | /// Update the solution files so that they work with VS Code 292 | /// 293 | public static void UpdateSolution() 294 | { 295 | // No need to process if we are not enabled 296 | if (!VSCode.Enabled) 297 | { 298 | return; 299 | } 300 | 301 | if (VSCode.Debug) 302 | { 303 | UnityEngine.Debug.Log("[VSCode] Updating Solution & Project Files"); 304 | } 305 | 306 | var currentDirectory = Directory.GetCurrentDirectory(); 307 | var solutionFiles = Directory.GetFiles(currentDirectory, "*.sln"); 308 | var projectFiles = Directory.GetFiles(currentDirectory, "*.csproj"); 309 | 310 | foreach (var filePath in solutionFiles) 311 | { 312 | string content = File.ReadAllText(filePath); 313 | content = ScrubSolutionContent(content); 314 | 315 | File.WriteAllText(filePath, content); 316 | 317 | ScrubFile(filePath); 318 | } 319 | 320 | foreach (var filePath in projectFiles) 321 | { 322 | string content = File.ReadAllText(filePath); 323 | content = ScrubProjectContent(content); 324 | 325 | File.WriteAllText(filePath, content); 326 | 327 | ScrubFile(filePath); 328 | } 329 | 330 | } 331 | 332 | #endregion 333 | 334 | #region Private Members 335 | 336 | /// 337 | /// Call VSCode with arguements 338 | /// 339 | static void CallVSCode(string args) 340 | { 341 | System.Diagnostics.Process proc = new System.Diagnostics.Process(); 342 | 343 | #if UNITY_EDITOR_OSX 344 | proc.StartInfo.FileName = "open"; 345 | proc.StartInfo.Arguments = " -n -b \"com.microsoft.VSCode\" --args " + args; 346 | proc.StartInfo.UseShellExecute = false; 347 | #elif UNITY_EDITOR_WIN 348 | proc.StartInfo.FileName = "code"; 349 | proc.StartInfo.Arguments = args; 350 | proc.StartInfo.UseShellExecute = false; 351 | #else 352 | //TODO: Allow for manual path to code? 353 | proc.StartInfo.FileName = "code"; 354 | proc.StartInfo.Arguments = args; 355 | proc.StartInfo.UseShellExecute = false; 356 | #endif 357 | proc.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden; 358 | proc.StartInfo.CreateNoWindow = true; 359 | proc.StartInfo.RedirectStandardOutput = true; 360 | proc.Start(); 361 | } 362 | 363 | /// 364 | /// Check for Updates with GitHub 365 | /// 366 | static void CheckForUpdate() 367 | { 368 | var fileContent = string.Empty; 369 | 370 | EditorUtility.DisplayProgressBar("VSCode", "Checking for updates ...", 0.5f); 371 | 372 | // Because were not a runtime framework, lets just use the simplest way of doing this 373 | try 374 | { 375 | using (var webClient = new System.Net.WebClient()) 376 | { 377 | fileContent = webClient.DownloadString("https://raw.githubusercontent.com/dotBunny/VSCode/master/Plugins/Editor/VSCode.cs"); 378 | } 379 | } 380 | catch (Exception e) 381 | { 382 | if (Debug) 383 | { 384 | UnityEngine.Debug.Log("[VSCode] " + e.Message); 385 | 386 | } 387 | 388 | // Don't go any further if there is an error 389 | return; 390 | } 391 | finally 392 | { 393 | EditorUtility.ClearProgressBar(); 394 | } 395 | 396 | // Set the last update time 397 | LastUpdate = DateTime.Now; 398 | 399 | // Fix for oddity in downlo 400 | if (fileContent.Substring(0, 2) != "/*") 401 | { 402 | int startPosition = fileContent.IndexOf("/*", StringComparison.CurrentCultureIgnoreCase); 403 | 404 | // Jump over junk characters 405 | fileContent = fileContent.Substring(startPosition); 406 | } 407 | 408 | string[] fileExploded = fileContent.Split('\n'); 409 | if (fileExploded.Length > 7) 410 | { 411 | float github = Version; 412 | if (float.TryParse(fileExploded[6].Replace("*", "").Trim(), out github)) 413 | { 414 | GitHubVersion = github; 415 | } 416 | 417 | 418 | if (github > Version) 419 | { 420 | var GUIDs = AssetDatabase.FindAssets("t:Script VSCode"); 421 | var path = Application.dataPath.Substring(0, Application.dataPath.Length - "/Assets".Length) + System.IO.Path.DirectorySeparatorChar + 422 | AssetDatabase.GUIDToAssetPath(GUIDs[0]).Replace('/', System.IO.Path.DirectorySeparatorChar); 423 | 424 | if (EditorUtility.DisplayDialog("VSCode Update", "A newer version of the VSCode plugin is available, would you like to update your version?", "Yes", "No")) 425 | { 426 | // Always make sure the file is writable 427 | System.IO.FileInfo fileInfo = new System.IO.FileInfo(path); 428 | fileInfo.IsReadOnly = false; 429 | 430 | // Write update file 431 | File.WriteAllText(path, fileContent); 432 | 433 | // Force update on text file 434 | AssetDatabase.ImportAsset(AssetDatabase.GUIDToAssetPath(GUIDs[0]), ImportAssetOptions.ForceUpdate); 435 | } 436 | 437 | } 438 | } 439 | } 440 | 441 | /// 442 | /// Clear out any existing project files and lingering stuff that might cause problems 443 | /// 444 | static void ClearProjectFiles() 445 | { 446 | var currentDirectory = Directory.GetCurrentDirectory(); 447 | var solutionFiles = Directory.GetFiles(currentDirectory, "*.sln"); 448 | var projectFiles = Directory.GetFiles(currentDirectory, "*.csproj"); 449 | var unityProjectFiles = Directory.GetFiles(currentDirectory, "*.unityproj"); 450 | 451 | foreach (string solutionFile in solutionFiles) 452 | { 453 | File.Delete(solutionFile); 454 | } 455 | foreach (string projectFile in projectFiles) 456 | { 457 | File.Delete(projectFile); 458 | } 459 | foreach (string unityProjectFile in unityProjectFiles) 460 | { 461 | File.Delete(unityProjectFile); 462 | } 463 | 464 | // Replace with our clean files (only in Unity 5) 465 | #if !UNITY_4_0 && !UNITY_4_1 && !UNITY_4_2 && !UNITY_4_3 && !UNITY_4_5 && !UNITY_4_6 && !UNITY_4_7 466 | SyncSolution(); 467 | #endif 468 | } 469 | 470 | /// 471 | /// Force Unity Preferences Window To Read From Settings 472 | /// 473 | static void FixUnityPreferences() 474 | { 475 | // I want that window, please and thank you 476 | System.Type T = System.Type.GetType("UnityEditor.PreferencesWindow,UnityEditor"); 477 | 478 | if (EditorWindow.focusedWindow == null) 479 | return; 480 | 481 | // Only run this when the editor window is visible (cause its what screwed us up) 482 | if (EditorWindow.focusedWindow.GetType() == T) 483 | { 484 | var window = EditorWindow.GetWindow(T, true, "Unity Preferences"); 485 | 486 | 487 | if (window == null) 488 | { 489 | if (Debug) 490 | { 491 | UnityEngine.Debug.Log("[VSCode] No Preferences Window Found (really?)"); 492 | } 493 | return; 494 | } 495 | 496 | var invokerType = window.GetType(); 497 | var invokerMethod = invokerType.GetMethod("ReadPreferences", 498 | System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance); 499 | 500 | if (invokerMethod != null) 501 | { 502 | invokerMethod.Invoke(window, null); 503 | } 504 | else if (Debug) 505 | { 506 | UnityEngine.Debug.Log("[VSCode] No Reflection Method Found For Preferences"); 507 | } 508 | } 509 | 510 | // // Get internal integration class 511 | // System.Type iT = System.Type.GetType("UnityEditor.VisualStudioIntegration.UnityVSSupport,UnityEditor.VisualStudioIntegration"); 512 | // var iinvokerMethod = iT.GetMethod("ScriptEditorChanged", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static); 513 | // var temp = EditorPrefs.GetString("kScriptsDefaultApp"); 514 | // iinvokerMethod.Invoke(null,new object[] { temp } ); 515 | 516 | } 517 | 518 | /// 519 | /// Determine what port Unity is listening for on Windows 520 | /// 521 | static int GetDebugPort() 522 | { 523 | #if UNITY_EDITOR_WIN 524 | System.Diagnostics.Process process = new System.Diagnostics.Process(); 525 | process.StartInfo.FileName = "netstat"; 526 | process.StartInfo.Arguments = "-a -n -o -p TCP"; 527 | process.StartInfo.UseShellExecute = false; 528 | process.StartInfo.RedirectStandardOutput = true; 529 | process.Start(); 530 | 531 | string output = process.StandardOutput.ReadToEnd(); 532 | string[] lines = output.Split('\n'); 533 | 534 | process.WaitForExit(); 535 | 536 | foreach (string line in lines) 537 | { 538 | string[] tokens = Regex.Split(line, "\\s+"); 539 | if (tokens.Length > 4) 540 | { 541 | int test = -1; 542 | int.TryParse(tokens[5], out test); 543 | 544 | if (test > 1023) 545 | { 546 | try 547 | { 548 | var p = System.Diagnostics.Process.GetProcessById(test); 549 | if (p.ProcessName == "Unity") 550 | { 551 | return test; 552 | } 553 | } 554 | catch 555 | { 556 | 557 | } 558 | } 559 | } 560 | } 561 | #else 562 | System.Diagnostics.Process process = new System.Diagnostics.Process(); 563 | process.StartInfo.FileName = "lsof"; 564 | process.StartInfo.Arguments = "-c /^Unity$/ -i 4tcp -a"; 565 | process.StartInfo.UseShellExecute = false; 566 | process.StartInfo.RedirectStandardOutput = true; 567 | process.Start(); 568 | 569 | // Not thread safe (yet!) 570 | string output = process.StandardOutput.ReadToEnd(); 571 | string[] lines = output.Split('\n'); 572 | 573 | process.WaitForExit(); 574 | 575 | foreach (string line in lines) 576 | { 577 | int port = -1; 578 | if (line.StartsWith("Unity")) 579 | { 580 | string[] portions = line.Split(new string[] { "TCP *:" }, System.StringSplitOptions.None); 581 | if (portions.Length >= 2) 582 | { 583 | Regex digitsOnly = new Regex(@"[^\d]"); 584 | string cleanPort = digitsOnly.Replace(portions[1], ""); 585 | if (int.TryParse(cleanPort, out port)) 586 | { 587 | if (port > -1) 588 | { 589 | return port; 590 | } 591 | } 592 | } 593 | } 594 | } 595 | #endif 596 | return -1; 597 | } 598 | 599 | 600 | static void InstallUnityDebugger() 601 | { 602 | EditorUtility.DisplayProgressBar("VSCode", "Downloading Unity Debugger ...", 0.1f); 603 | byte[] fileContent; 604 | 605 | try 606 | { 607 | using (var webClient = new System.Net.WebClient()) 608 | { 609 | fileContent = webClient.DownloadData(UnityDebuggerURL); 610 | } 611 | } 612 | catch (Exception e) 613 | { 614 | if (Debug) 615 | { 616 | UnityEngine.Debug.Log("[VSCode] " + e.Message); 617 | 618 | } 619 | 620 | // Don't go any further if there is an error 621 | return; 622 | } 623 | finally 624 | { 625 | EditorUtility.ClearProgressBar(); 626 | } 627 | 628 | // Do we have a file to install? 629 | if ( fileContent != null ) { 630 | string fileName = System.IO.Path.GetTempPath() + Guid.NewGuid().ToString() + ".vsix"; 631 | File.WriteAllBytes(fileName, fileContent); 632 | 633 | CallVSCode(fileName); 634 | } 635 | 636 | } 637 | 638 | // HACK: This is in until Unity can figure out why MD keeps opening even though a different program is selected. 639 | [MenuItem("Assets/Open C# Project In Code", false, 1000)] 640 | static void MenuOpenProject() 641 | { 642 | // Force the project files to be sync 643 | SyncSolution(); 644 | 645 | // Load Project 646 | CallVSCode("\"" + ProjectPath + "\" -r"); 647 | } 648 | 649 | [MenuItem("Assets/Open C# Project In Code", true, 1000)] 650 | static bool ValidateMenuOpenProject() 651 | { 652 | return Enabled; 653 | } 654 | 655 | /// 656 | /// VS Code Integration Preferences Item 657 | /// 658 | /// 659 | /// Contains all 3 toggles: Enable/Disable; Debug On/Off; Writing Launch File On/Off 660 | /// 661 | [PreferenceItem("VSCode")] 662 | static void VSCodePreferencesItem() 663 | { 664 | if (EditorApplication.isCompiling) 665 | { 666 | EditorGUILayout.HelpBox("Please wait for Unity to finish compiling. \nIf the window doesn't refresh, simply click on the window or move it around to cause a repaint to happen.", MessageType.Warning); 667 | return; 668 | } 669 | EditorGUILayout.BeginVertical(); 670 | 671 | EditorGUILayout.HelpBox("Support development of this plugin, follow @reapazor and @dotbunny on Twitter.", MessageType.Info); 672 | 673 | EditorGUI.BeginChangeCheck(); 674 | 675 | Enabled = EditorGUILayout.Toggle(new GUIContent("Enable Integration", "Should the integration work its magic for you?"), Enabled); 676 | UseUnityDebugger = EditorGUILayout.Toggle(new GUIContent("Use Unity Debugger", "Should the integration integrate with Unity's VSCode Extension (must be installed)."), UseUnityDebugger); 677 | 678 | EditorGUILayout.Space(); 679 | RevertExternalScriptEditorOnExit = EditorGUILayout.Toggle(new GUIContent("Revert Script Editor On Unload", "Should the external script editor setting be reverted to its previous setting on project unload? This is useful if you do not use Code with all your projects."),RevertExternalScriptEditorOnExit); 680 | 681 | Debug = EditorGUILayout.Toggle(new GUIContent("Output Messages To Console", "Should informational messages be sent to Unity's Console?"), Debug); 682 | 683 | WriteLaunchFile = EditorGUILayout.Toggle(new GUIContent("Always Write Launch File", "Always write the launch.json settings when entering play mode?"), WriteLaunchFile); 684 | 685 | EditorGUILayout.Space(); 686 | 687 | AutomaticUpdates = EditorGUILayout.Toggle(new GUIContent("Automatic Updates", "Should the plugin automatically update itself?"), AutomaticUpdates); 688 | 689 | UpdateTime = EditorGUILayout.IntSlider(new GUIContent("Update Timer (Days)", "After how many days should updates be checked for?"), UpdateTime, 1, 31); 690 | 691 | EditorGUILayout.Space(); 692 | EditorGUILayout.Space(); 693 | 694 | if (EditorGUI.EndChangeCheck()) 695 | { 696 | UpdateUnityPreferences(Enabled); 697 | 698 | //UnityEditor.PreferencesWindow.Read 699 | 700 | // TODO: Force Unity To Reload Preferences 701 | // This seems to be a hick up / issue 702 | 703 | if (VSCode.Debug) 704 | { 705 | if (Enabled) 706 | { 707 | UnityEngine.Debug.Log("[VSCode] Integration Enabled"); 708 | } 709 | else 710 | { 711 | UnityEngine.Debug.Log("[VSCode] Integration Disabled"); 712 | } 713 | } 714 | } 715 | 716 | if (GUILayout.Button(new GUIContent("Force Update", "Check for updates to the plugin, right NOW!"))) 717 | { 718 | CheckForUpdate(); 719 | EditorGUILayout.EndVertical(); 720 | return; 721 | } 722 | if (GUILayout.Button(new GUIContent("Write Workspace Settings", "Output a default set of workspace settings for VSCode to use, ignoring many different types of files."))) 723 | { 724 | WriteWorkspaceSettings(); 725 | EditorGUILayout.EndVertical(); 726 | return; 727 | } 728 | EditorGUILayout.Space(); 729 | EditorGUILayout.Space(); 730 | 731 | 732 | if (UseUnityDebugger) 733 | { 734 | EditorGUILayout.HelpBox("In order for the \"Use Unity Debuggger\" option to function above, you need to have installed the Unity Debugger Extension for Visual Studio Code. You can do this by simply clicking the button below and it will take care of the rest.", MessageType.Warning); 735 | if (GUILayout.Button(new GUIContent("Install Unity Debugger", "Install the Unity Debugger Extension into Code"))) 736 | { 737 | InstallUnityDebugger(); 738 | EditorGUILayout.EndVertical(); 739 | return; 740 | } 741 | } 742 | 743 | GUILayout.FlexibleSpace(); 744 | EditorGUILayout.BeginHorizontal(); 745 | GUILayout.FlexibleSpace(); 746 | 747 | GUILayout.Label( 748 | new GUIContent( 749 | string.Format("{0:0.00}", Version) + VersionCode, 750 | "GitHub's Version @ " + string.Format("{0:0.00}", GitHubVersion))); 751 | 752 | EditorGUILayout.EndHorizontal(); 753 | 754 | EditorGUILayout.EndVertical(); 755 | 756 | } 757 | 758 | /// 759 | /// Asset Open Callback (from Unity) 760 | /// 761 | /// 762 | /// Called when Unity is about to open an asset. 763 | /// 764 | [UnityEditor.Callbacks.OnOpenAssetAttribute()] 765 | static bool OnOpenedAsset(int instanceID, int line) 766 | { 767 | // bail out if we are not using VSCode 768 | if (!Enabled) 769 | { 770 | return false; 771 | } 772 | 773 | // current path without the asset folder 774 | string appPath = ProjectPath; 775 | 776 | // determine asset that has been double clicked in the project view 777 | UnityEngine.Object selected = EditorUtility.InstanceIDToObject(instanceID); 778 | 779 | if (selected.GetType().ToString() == "UnityEditor.MonoScript") 780 | { 781 | string completeFilepath = appPath + Path.DirectorySeparatorChar + AssetDatabase.GetAssetPath(selected); 782 | 783 | string args = null; 784 | if (line == -1) 785 | { 786 | 787 | args = "\"" + ProjectPath + "\" \"" + completeFilepath + "\" -r"; 788 | } 789 | else 790 | { 791 | args = "\"" + ProjectPath + "\" -g \"" + completeFilepath + ":" + line.ToString() + "\" -r"; 792 | } 793 | // call 'open' 794 | CallVSCode(args); 795 | 796 | return true; 797 | } 798 | 799 | // Didnt find a code file? let Unity figure it out 800 | return false; 801 | 802 | } 803 | 804 | /// 805 | /// Executed when the Editor's playmode changes allowing for capture of required data 806 | /// 807 | static void OnPlaymodeStateChanged() 808 | { 809 | if (UnityEngine.Application.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) 810 | { 811 | UpdateLaunchFile(); 812 | } 813 | } 814 | 815 | /// 816 | /// Detect when scripts are reloaded and relink playmode detection 817 | /// 818 | [UnityEditor.Callbacks.DidReloadScripts()] 819 | static void OnScriptReload() 820 | { 821 | EditorApplication.playmodeStateChanged -= OnPlaymodeStateChanged; 822 | EditorApplication.playmodeStateChanged += OnPlaymodeStateChanged; 823 | } 824 | 825 | /// 826 | /// Remove extra/erroneous lines from a file. 827 | static void ScrubFile(string path) 828 | { 829 | string[] lines = File.ReadAllLines(path); 830 | System.Collections.Generic.List newLines = new System.Collections.Generic.List(); 831 | for (int i = 0; i < lines.Length; i++) 832 | { 833 | // Check Empty 834 | if (string.IsNullOrEmpty(lines[i].Trim()) || lines[i].Trim() == "\t" || lines[i].Trim() == "\t\t") 835 | { 836 | 837 | } 838 | else 839 | { 840 | newLines.Add(lines[i]); 841 | } 842 | } 843 | File.WriteAllLines(path, newLines.ToArray()); 844 | } 845 | 846 | /// 847 | /// Remove extra/erroneous data from project file (content). 848 | /// 849 | static string ScrubProjectContent(string content) 850 | { 851 | if (content.Length == 0) 852 | return ""; 853 | 854 | // Note: it causes OmniSharp faults on Windows, such as "not seeing UnityEngine.UI". 3.5 target works fine 855 | #if !UNITY_EDITOR_WIN 856 | // Make sure our reference framework is 2.0, still the base for Unity 857 | if (content.IndexOf("v3.5") != -1) 858 | { 859 | content = Regex.Replace(content, "v3.5", "v2.0"); 860 | } 861 | #endif 862 | 863 | string targetPath = "";// "Temp" + Path.DirectorySeparatorChar + "bin" + Path.DirectorySeparatorChar + "Debug" + Path.DirectorySeparatorChar + ""; //OutputPath 864 | string langVersion = "default"; 865 | 866 | 867 | bool found = true; 868 | int location = 0; 869 | string addedOptions = ""; 870 | int startLocation = -1; 871 | int endLocation = -1; 872 | int endLength = 0; 873 | 874 | while (found) 875 | { 876 | startLocation = -1; 877 | endLocation = -1; 878 | endLength = 0; 879 | addedOptions = ""; 880 | startLocation = content.IndexOf("", startLocation); 886 | endLength = (endLocation - startLocation); 887 | 888 | 889 | if (endLocation == -1) 890 | { 891 | found = false; 892 | continue; 893 | } 894 | else 895 | { 896 | found = true; 897 | location = endLocation; 898 | } 899 | 900 | if (content.Substring(startLocation, endLength).IndexOf("") == -1) 901 | { 902 | addedOptions += "\n\r\t" + targetPath + "\n\r"; 903 | } 904 | 905 | if (content.Substring(startLocation, endLength).IndexOf("") == -1) 906 | { 907 | addedOptions += "\n\r\t" + langVersion + "\n\r"; 908 | } 909 | 910 | if (!string.IsNullOrEmpty(addedOptions)) 911 | { 912 | content = content.Substring(0, endLocation) + addedOptions + content.Substring(endLocation); 913 | } 914 | } 915 | else 916 | { 917 | found = false; 918 | } 919 | } 920 | 921 | return content; 922 | } 923 | 924 | /// 925 | /// Remove extra/erroneous data from solution file (content). 926 | /// 927 | static string ScrubSolutionContent(string content) 928 | { 929 | // Replace Solution Version 930 | content = content.Replace( 931 | "Microsoft Visual Studio Solution File, Format Version 11.00\r\n# Visual Studio 2008\r\n", 932 | "\r\nMicrosoft Visual Studio Solution File, Format Version 12.00\r\n# Visual Studio 2012"); 933 | 934 | // Remove Solution Properties (Unity Junk) 935 | int startIndex = content.IndexOf("GlobalSection(SolutionProperties) = preSolution"); 936 | if (startIndex != -1) 937 | { 938 | int endIndex = content.IndexOf("EndGlobalSection", startIndex); 939 | content = content.Substring(0, startIndex) + content.Substring(endIndex + 16); 940 | } 941 | 942 | 943 | return content; 944 | } 945 | 946 | 947 | /// 948 | /// Update Visual Studio Code Launch file 949 | /// 950 | static void UpdateLaunchFile() 951 | { 952 | if ( !VSCode.Enabled ) return; 953 | 954 | else if ( VSCode.UseUnityDebugger ) { 955 | if (!Directory.Exists(VSCode.SettingsFolder)) 956 | System.IO.Directory.CreateDirectory(VSCode.SettingsFolder); 957 | 958 | // Write out proper formatted JSON (hence no more SimpleJSON here) 959 | string fileContent = "{\n\t\"version\": \"0.2.0\",\n\t\"configurations\": [\n\t\t{\n\t\t\t\"name\": \"Unity Editor\",\n\t\t\t\"type\": \"unity\",\n\t\t\t\"request\": \"launch\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"Windows Player\",\n\t\t\t\"type\": \"unity\",\n\t\t\t\"request\": \"launch\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"OSX Player\",\n\t\t\t\"type\": \"unity\",\n\t\t\t\"request\": \"launch\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"Linux Player\",\n\t\t\t\"type\": \"unity\",\n\t\t\t\"request\": \"launch\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"iOS Player\",\n\t\t\t\"type\": \"unity\",\n\t\t\t\"request\": \"launch\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"Android Player\",\n\t\t\t\"type\": \"unity\",\n\t\t\t\"request\": \"launch\"\n\n\t\t}\n\t]\n}"; 960 | File.WriteAllText(VSCode.LaunchPath, fileContent); 961 | } 962 | 963 | else if (VSCode.WriteLaunchFile) 964 | { 965 | int port = GetDebugPort(); 966 | if (port > -1) 967 | { 968 | if (!Directory.Exists(VSCode.SettingsFolder)) 969 | System.IO.Directory.CreateDirectory(VSCode.SettingsFolder); 970 | 971 | // Write out proper formatted JSON (hence no more SimpleJSON here) 972 | string fileContent = "{\n\t\"version\":\"0.2.0\",\n\t\"configurations\":[ \n\t\t{\n\t\t\t\"name\":\"Unity\",\n\t\t\t\"type\":\"mono\",\n\t\t\t\"request\":\"attach\",\n\t\t\t\"address\":\"localhost\",\n\t\t\t\"port\":" + port + "\n\t\t}\n\t]\n}"; 973 | File.WriteAllText(VSCode.LaunchPath, fileContent); 974 | 975 | if (VSCode.Debug) 976 | { 977 | UnityEngine.Debug.Log("[VSCode] Debug Port Found (" + port + ")"); 978 | } 979 | } 980 | else 981 | { 982 | if (VSCode.Debug) 983 | { 984 | UnityEngine.Debug.LogWarning("[VSCode] Unable to determine debug port."); 985 | } 986 | } 987 | } 988 | } 989 | 990 | /// 991 | /// Update Unity Editor Preferences 992 | static void UpdateUnityPreferences(bool enabled) 993 | { 994 | if (enabled) 995 | { 996 | #if UNITY_EDITOR_OSX 997 | var newPath = "/Applications/Visual Studio Code.app"; 998 | #elif UNITY_EDITOR_WIN 999 | var newPath = System.Environment.GetFolderPath(System.Environment.SpecialFolder.LocalApplicationData) + Path.DirectorySeparatorChar + "Code" + Path.DirectorySeparatorChar + "bin" + Path.DirectorySeparatorChar + "code.cmd"; 1000 | #else 1001 | var newPath = "/usr/local/bin/code"; 1002 | #endif 1003 | 1004 | // App 1005 | if (EditorPrefs.GetString("kScriptsDefaultApp") != newPath) 1006 | { 1007 | EditorPrefs.SetString("VSCode_PreviousApp", EditorPrefs.GetString("kScriptsDefaultApp")); 1008 | } 1009 | EditorPrefs.SetString("kScriptsDefaultApp", newPath); 1010 | 1011 | // Arguments 1012 | if (EditorPrefs.GetString("kScriptEditorArgs") != "-r -g \"$(File):$(Line)\"") 1013 | { 1014 | EditorPrefs.SetString("VSCode_PreviousArgs", EditorPrefs.GetString("kScriptEditorArgs")); 1015 | } 1016 | 1017 | EditorPrefs.SetString("kScriptEditorArgs", "-r -g \"$(File):$(Line)\""); 1018 | EditorPrefs.SetString("kScriptEditorArgs" + newPath, "-r -g \"$(File):$(Line)\""); 1019 | 1020 | 1021 | // MonoDevelop Solution 1022 | if (EditorPrefs.GetBool("kMonoDevelopSolutionProperties", false)) 1023 | { 1024 | EditorPrefs.SetBool("VSCode_PreviousMD", true); 1025 | } 1026 | EditorPrefs.SetBool("kMonoDevelopSolutionProperties", false); 1027 | 1028 | // Support Unity Proj (JS) 1029 | if (EditorPrefs.GetBool("kExternalEditorSupportsUnityProj", false)) 1030 | { 1031 | EditorPrefs.SetBool("VSCode_PreviousUnityProj", true); 1032 | } 1033 | EditorPrefs.SetBool("kExternalEditorSupportsUnityProj", false); 1034 | 1035 | // Attach to Editor 1036 | if (!EditorPrefs.GetBool("AllowAttachedDebuggingOfEditor", false)) 1037 | { 1038 | EditorPrefs.SetBool("VSCode_PreviousAttach", false); 1039 | } 1040 | EditorPrefs.SetBool("AllowAttachedDebuggingOfEditor", true); 1041 | } 1042 | else 1043 | { 1044 | 1045 | // Restore previous app 1046 | if (!string.IsNullOrEmpty(EditorPrefs.GetString("VSCode_PreviousApp"))) 1047 | { 1048 | EditorPrefs.SetString("kScriptsDefaultApp", EditorPrefs.GetString("VSCode_PreviousApp")); 1049 | } 1050 | 1051 | // Restore previous args 1052 | if (!string.IsNullOrEmpty(EditorPrefs.GetString("VSCode_PreviousArgs"))) 1053 | { 1054 | EditorPrefs.SetString("kScriptEditorArgs", EditorPrefs.GetString("VSCode_PreviousArgs")); 1055 | } 1056 | 1057 | // Restore MD setting 1058 | if (EditorPrefs.GetBool("VSCode_PreviousMD", false)) 1059 | { 1060 | EditorPrefs.SetBool("kMonoDevelopSolutionProperties", true); 1061 | } 1062 | 1063 | // Restore MD setting 1064 | if (EditorPrefs.GetBool("VSCode_PreviousUnityProj", false)) 1065 | { 1066 | EditorPrefs.SetBool("kExternalEditorSupportsUnityProj", true); 1067 | } 1068 | 1069 | 1070 | // Restore previous attach 1071 | if (!EditorPrefs.GetBool("VSCode_PreviousAttach", true)) 1072 | { 1073 | EditorPrefs.SetBool("AllowAttachedDebuggingOfEditor", false); 1074 | } 1075 | } 1076 | 1077 | FixUnityPreferences(); 1078 | } 1079 | 1080 | /// 1081 | /// Write Default Workspace Settings 1082 | /// 1083 | static void WriteWorkspaceSettings() 1084 | { 1085 | if (Debug) 1086 | { 1087 | UnityEngine.Debug.Log("[VSCode] Workspace Settings Written"); 1088 | } 1089 | 1090 | if (!Directory.Exists(VSCode.SettingsFolder)) 1091 | { 1092 | System.IO.Directory.CreateDirectory(VSCode.SettingsFolder); 1093 | } 1094 | 1095 | string exclusions = 1096 | "{\n" + 1097 | "\t\"files.exclude\":\n" + 1098 | "\t{\n" + 1099 | // Hidden Files 1100 | "\t\t\"**/.DS_Store\":true,\n" + 1101 | "\t\t\"**/.git\":true,\n" + 1102 | "\t\t\"**/.gitignore\":true,\n" + 1103 | "\t\t\"**/.gitattributes\":true,\n" + 1104 | "\t\t\"**/.gitmodules\":true,\n" + 1105 | "\t\t\"**/.svn\":true,\n" + 1106 | 1107 | 1108 | // Project Files 1109 | "\t\t\"**/*.booproj\":true,\n" + 1110 | "\t\t\"**/*.pidb\":true,\n" + 1111 | "\t\t\"**/*.suo\":true,\n" + 1112 | "\t\t\"**/*.user\":true,\n" + 1113 | "\t\t\"**/*.userprefs\":true,\n" + 1114 | "\t\t\"**/*.unityproj\":true,\n" + 1115 | "\t\t\"**/*.dll\":true,\n" + 1116 | "\t\t\"**/*.exe\":true,\n" + 1117 | 1118 | // Media Files 1119 | "\t\t\"**/*.pdf\":true,\n" + 1120 | 1121 | // Audio 1122 | "\t\t\"**/*.mid\":true,\n" + 1123 | "\t\t\"**/*.midi\":true,\n" + 1124 | "\t\t\"**/*.wav\":true,\n" + 1125 | 1126 | // Textures 1127 | "\t\t\"**/*.gif\":true,\n" + 1128 | "\t\t\"**/*.ico\":true,\n" + 1129 | "\t\t\"**/*.jpg\":true,\n" + 1130 | "\t\t\"**/*.jpeg\":true,\n" + 1131 | "\t\t\"**/*.png\":true,\n" + 1132 | "\t\t\"**/*.psd\":true,\n" + 1133 | "\t\t\"**/*.tga\":true,\n" + 1134 | "\t\t\"**/*.tif\":true,\n" + 1135 | "\t\t\"**/*.tiff\":true,\n" + 1136 | 1137 | // Models 1138 | "\t\t\"**/*.3ds\":true,\n" + 1139 | "\t\t\"**/*.3DS\":true,\n" + 1140 | "\t\t\"**/*.fbx\":true,\n" + 1141 | "\t\t\"**/*.FBX\":true,\n" + 1142 | "\t\t\"**/*.lxo\":true,\n" + 1143 | "\t\t\"**/*.LXO\":true,\n" + 1144 | "\t\t\"**/*.ma\":true,\n" + 1145 | "\t\t\"**/*.MA\":true,\n" + 1146 | "\t\t\"**/*.obj\":true,\n" + 1147 | "\t\t\"**/*.OBJ\":true,\n" + 1148 | 1149 | // Unity File Types 1150 | "\t\t\"**/*.asset\":true,\n" + 1151 | "\t\t\"**/*.cubemap\":true,\n" + 1152 | "\t\t\"**/*.flare\":true,\n" + 1153 | "\t\t\"**/*.mat\":true,\n" + 1154 | "\t\t\"**/*.meta\":true,\n" + 1155 | "\t\t\"**/*.prefab\":true,\n" + 1156 | "\t\t\"**/*.unity\":true,\n" + 1157 | 1158 | // Folders 1159 | "\t\t\"build/\":true,\n" + 1160 | "\t\t\"Build/\":true,\n" + 1161 | "\t\t\"Library/\":true,\n" + 1162 | "\t\t\"library/\":true,\n" + 1163 | "\t\t\"obj/\":true,\n" + 1164 | "\t\t\"Obj/\":true,\n" + 1165 | "\t\t\"ProjectSettings/\":true,\r" + 1166 | "\t\t\"temp/\":true,\n" + 1167 | "\t\t\"Temp/\":true\n" + 1168 | "\t}\n" + 1169 | "}"; 1170 | 1171 | // Dont like the replace but it fixes the issue with the JSON 1172 | File.WriteAllText(VSCode.SettingsPath, exclusions); 1173 | } 1174 | 1175 | #endregion 1176 | } 1177 | 1178 | 1179 | 1180 | /// 1181 | /// VSCode Asset AssetPostprocessor 1182 | /// This will ensure any time that the project files are generated the VSCode versions will be made 1183 | /// 1184 | /// Undocumented Event 1185 | public class VSCodeAssetPostprocessor : AssetPostprocessor 1186 | { 1187 | /// 1188 | /// On documented, project generation event callback 1189 | /// 1190 | private static void OnGeneratedCSProjectFiles() 1191 | { 1192 | // Force execution of VSCode update 1193 | VSCode.UpdateSolution(); 1194 | } 1195 | } 1196 | } --------------------------------------------------------------------------------