using System;
using UnityEngine;
namespace Darkmatter.Fonepay
{
///
/// Static accessor. Returns ready-to-use with credentials injected.
/// Editor: secrets supplied via hook (set by FonepaySecretsStore on editor load).
/// Builds: secrets read from resource (written by build preprocessor, removed after build).
///
public static class FonepayConfig
{
private const string ResourcePath = "FonepayConfig";
private const string BakedSecretsResource = "FonepayBakedSecrets";
public static Func<(string password, string secretKey)> EditorSecretsProvider;
private static FonepayConfigSO _cached;
public static FonepayConfigSO Load()
{
if (_cached != null) return _cached;
var so = Resources.Load(ResourcePath);
if (so == null)
throw new FonepayError(0,
"FonepayConfig asset missing. Open Tools > Fonepay > Settings to create it.",
"FonepayConfig.Load");
string password = null;
string secretKey = null;
if (Application.isEditor && EditorSecretsProvider != null)
{
var creds = EditorSecretsProvider();
password = creds.password;
secretKey = creds.secretKey;
}
else
{
var baked = Resources.Load(BakedSecretsResource);
if (baked != null)
{
password = baked.password;
secretKey = baked.secretKey;
}
}
if (string.IsNullOrEmpty(password) || string.IsNullOrEmpty(secretKey))
throw new FonepayError(0,
"Fonepay credentials missing. Open Tools > Fonepay > Settings.",
"FonepayConfig.Load");
so.SetCredentials(password, secretKey);
_cached = so;
return so;
}
public static void Invalidate() => _cached = null;
}
}