diff --git a/Assets/Editor.meta b/Assets/Editor.meta
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index 97ac0c0..0000000
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diff --git a/Assets/Editor/DisableBitcode.cs b/Assets/Editor/DisableBitcode.cs
deleted file mode 100644
index 96750fa..0000000
--- a/Assets/Editor/DisableBitcode.cs
+++ /dev/null
@@ -1,62 +0,0 @@
-/**
- * Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
- *
- * You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
- * copy, modify, and distribute this software in source code or binary form for use
- * in connection with the web services and APIs provided by Facebook.
- *
- * As with any software that integrates with the Facebook platform, your use of
- * this software is subject to the Facebook Developer Principles and Policies
- * [http://developers.facebook.com/policy/]. This copyright notice shall be
- * included in all copies or substantial portions of the software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-using System.IO;
-using UnityEngine;
-using UnityEditor;
-#if UNITY_IOS
-using UnityEditor.Build.Reporting;
-using UnityEditor.iOS.Xcode;
-#endif
-using UnityEditor.Callbacks;
-
-
-namespace Facebook.Unity.PostProcess
-{
- ///
- /// Automatically disables Bitcode on iOS builds
- ///
- public static class DisableBitcode
- {
- [PostProcessBuildAttribute(999)]
- public static void OnPostProcessBuild(BuildTarget buildTarget, string pathToBuildProject)
- {
-#if UNITY_IOS
- if (buildTarget != BuildTarget.iOS) return;
- string projectPath = pathToBuildProject + "/Unity-iPhone.xcodeproj/project.pbxproj";
- PBXProject pbxProject = new PBXProject();
- pbxProject.ReadFromFile(projectPath);
-
- //Disabling Bitcode on all targets
- //Main
- string target = pbxProject.GetUnityMainTargetGuid();
- pbxProject.SetBuildProperty(target, "ENABLE_BITCODE", "NO");
- //Unity Tests
- target = pbxProject.TargetGuidByName(PBXProject.GetUnityTestTargetName());
- pbxProject.SetBuildProperty(target, "ENABLE_BITCODE", "NO");
- //Unity Framework
- target = pbxProject.GetUnityFrameworkTargetGuid();
- pbxProject.SetBuildProperty(target, "ENABLE_BITCODE", "NO");
-
- pbxProject.WriteToFile(projectPath);
-#endif
- }
- }
-}
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index 54acb77..0000000
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index bc346c4..0000000
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index d6033d4..0000000
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diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md
deleted file mode 100644
index 5bb4a58..0000000
--- a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md
+++ /dev/null
@@ -1,1317 +0,0 @@
-# Version 1.2.166 - Jun 30, 2021
-* All - Fixed #440 and fixed #447 by specifying the parameter type while calling
- `GetApplicationIdentifier()` Unity API using reflection, due to a new
- overloaded method introduced in Unity 2021.2.
-* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the
- version strings end '+'.
-
-# Version 1.2.165 - Apr 28, 2021
-## Bug Fixes
-* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()`
- which causes NullReferenceException in certain version of Unity.
-* Android Resolver - Check that androidSdkRootPath directory exists before using
- as sdkPath.
-* Android Resolver - Fixed Android Resolver integration tests with Unity
- 2019.3+.
-
-# Version 1.2.164 - Feb 4, 2021
-## New Features
-* Android Resolver - Added support for Android packages with classifier in their
- namespaces.
-* iOS Resolver - Added new settings in iOS Resolver to configure generated
- Podfile.
-* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml.
-
-## Bug Fixes
-* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in
- Dependencies.xml.
-
-# Version 1.2.163 - Dec 15, 2020
-## Bug Fixes
-* Version Handler - Fixed measurement reporting
-
-# Version 1.2.162 - Nov 19, 2020
-## Bug Fixes
-* Version Handler - Improved #413 by preventing Version Handler from running
- from static constructor when it is disabled.
-* Package Manager Resolver - Remove GPR
-
-# Version 1.2.161 - Oct 12, 2020
-## Bug Fixes
-* Android Resolver - Fixed the issue that Android Resolver does not resolve
- again before build in Unity 2020 if it failed to resolve previously.
-
-# Version 1.2.160 - Sep 30, 2020
-## Bug Fixes
-* Android Resolver - Fixed a regression that gradleResolver can be null until
- Initialize() is called.
-* Android Resolver - Fixed a regression that Android Resolver failed in Unity
- 2019.3+ due to `gradleTemplate.properties` not enabled when
- `mainTemplate.gradle` is not enabled at all.
-
-# Version 1.2.159 - Sep 11, 2020
-## Bug Fixes
-* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK
- setting between Unity restarts if `>28` is selected in 2019. This is due to
- Unity AndroidSdkVersions enum does not contain values above 28.
-* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+
- may fail due to Jetifier and AndroidX not enabled properly in generated
- Gradle project. This fix requires the user to enable
- `Custom Gradle Properties Template` found under
- `Player Settings > Settings for Android > Publishing Settings`.
-
-# Version 1.2.158 - Sep 3, 2020
-## Bug Fixes
-* Version Handler: Fixed editor freeze when `-executeMethod` is used in
- non-batch mode.
-* Android Resolver: Normalized file paths when generating local Maven repo
- since the path may contains a mix of forward and backward slash on Windows.
-* Export Unity Package: Fixed generation of .unitypackage with tarfile on
- Windows.
-
-# Version 1.2.157 - Aug 6, 2020
-## Bug Fixes
-* Android Resolver: Delay initialization until active build target is Android
- and the editor is not in play mode.
-* iOS Resolver: Delay initialization until active build target is iOS
- and the editor is not in play mode.
-* Export Unity Package: Workaround directory creation racy if multiple export
- operations are spawned at the same time.
-
-# Version 1.2.156 - June 10, 2020
-## Bug Fixes
-* Android Resolver: Fixed that the generated local repo assets contains
- redundent labels which are causing Version Handler to failed while
- uninstalling packages.
-* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle
- is incorrect when Unity is configured to export gradle project.
-* Android Resolver: Limited to only create local Maven repo when the source
- repo contains ".srcaar" file.
-
-## Changes
-* All: Described EDM4U analytics data usage in readme.
-
-# Version 1.2.155 - May 14, 2020
-## Bug Fixes
-* All: Fixed compiler error when build with Unity 5.4 or below due to the
- usage of Rect.zero.
-* All: Ignore cases when checking command line arguments.
-
-# Version 1.2.154 - May 14, 2020
-## Bug Fixes
-* All: Make each MultiSelectWindow for different purposes to have its own
- unique window.
-
-## Changes
-* All: Replace all dialog with DialogWindow which is implemented from
- EditorWindow.
-* Package Manager Resolver: Clarify how manifest.json will be changed in Package
- Manager Resolver window.
-
-# Version 1.2.153 - Apr 24, 2020
-## Bug Fixes
-* Android Resolver: Fixed an exception when repainting the Android resolution
- window in Unity 2019.3.x.
-
-# Version 1.2.152 - Apr 17, 2020
-## Bug Fixes
-* Version Handler: Fixed exception when waiting for enabled editor DLLs to
- load.
-* Android Resolver: Fixed regression when using a Custom Gradle Template
- on Windows.
-
-# Version 1.2.151 - Apr 16, 2020
-## Bug Fixes
-* Version Handler: When waiting for newly enabled editor DLLs to load, ignore
- all DLLs that do not have a file-system location.
-* Android Resolver: Fixed resolution when using a Custom Gradle Template with
- libraries stored in a local maven repository distributed with a plugin
- installed with the Unity Package Manager.
-
-# Version 1.2.150 - Apr 9, 2020
-## Bug Fixes
-* All: The new packaging script when run on MacOS was generating a
- .unitypackage archive that could not be read by Unity on Windows.
- This release simply repackages the plugin with tar/gzip to fix the problem.
-
-# Version 1.2.149 - Apr 8, 2020
-## Bug Fixes
-* Package Manager Resolver: Fixed spurious error message when resuming
- migration after installing a UPM package.
-
-# Version 1.2.148 - Apr 8, 2020
-## Bug Fixes
-* Package Manager Resolver: Fixed an exception when resuming migration
- after installing a UPM package.
-
-# Version 1.2.147 - Apr 8, 2020
-## Bug Fixes
-* Version Handler: Fixed alias traversal bug which caused problems when
- migrating from installed .unitypackage files to UPM packages.
-
-# Version 1.2.146 - Apr 8, 2020
-## Bug Fixes
-* Version Handler: Fixed exception in manifest parsing when a manifest is
- detected with no aliases.
-
-# Version 1.2.145 - Apr 2, 2020
-## New Features
-* Package Manager Resolver: Added a method to migrate Version Handler
- managed packages installed via `.unitypackage` to Unity Package Manager
- packages. This is initially used to migrate the External Dependency Manager
- to UPM.
-
-## Changes
-* All: Verbose logging is now no longer automatically enabled in batch mode
- across all components. Instead logging can be configured using each
- component's verbose logging setting or by using the `-gvh_log_debug` command
- line flag when starting Unity.
-* Version Handler: Sped up version handler updates when the app domain isn't
- reloaded.
-
-## Bug Fixes
-* Version Handler: Fixed the display of the obsolete files clean up dialog
- when the asset database refreshes.
-* Version Handler: Improved reliability of callback from
- the VersionHandler.UpdateCompleteMethods event when an asset database
- refresh occurs.
-* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the
- root of paths assigned to files.
-* Version Handler: Handle empty lines in manifest files.
-
-# Version 1.2.144 - Mar 23, 2020
-## Changed
-* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod
- is added to.
-
-## Bug Fixes
-* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as
- it caused a regression (exception thrown during post-build step) in some
- versions of Unity.
-
-# Version 1.2.143 - Mar 20, 2020
-## Bug Fixes
-* Android Resolver: Fixed caching of resolution state which was causing
- the resolver to always run when no dependencies had changed.
-
-# Version 1.2.142 - Mar 19, 2020
-## Changes
-* Package Manager Resolver: Enabled auto-add by default.
-
-# Version 1.2.141 - Mar 19, 2020
-## Bug Fixes
-* Fixed a bug when retrieving project settings. If a plugin was configured
- to fetch project settings, if a setting was fetched (e.g "foo") and this
- setting existed in the system settings but not the project settings the
- system value would override the default value leading to unexpected
- behavior.
-* Fixed a warning when caching web request classes in Unity 5.6.
-
-# Version 1.2.140 - Mar 19, 2020
-## Bug Fixes
-* Fixed measurement reporting in Unity 5.x.
-* Version Handler: Fixed NullReferenceException when an asset doesn't have
- an AssetImporter.
-
-# Version 1.2.139 - Mar 18, 2020
-## Changed
-* Added documentation to the built plugin.
-
-# Version 1.2.138 - Mar 17, 2020
-## New Features
-* Package Manager Resolver: Added the Package Manager Resolver
- component that allows developers to easily boostrap Unity Package Manager
- (UPM) registry addition using unitypackage plugins.
-* Version Handler: Added a window that allows plugins to managed by the
- Version Handler to be uninstalled.
-* Version Handler: Added support for displaying installed plugins.
-* Version Handler: Added support for moving files in plugins to their install
- locations (if the plugin has been configured to support this).
-* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is
- added to.
-
-## Bug Fixes
-* Fixed upgrade from version 1.2.137 and below after the plugin rename to
- EDM4U broke the upgrade process.
-* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion
- returning empty names for some values in 2019.x.
-* Version Handler: Fixed the display of the obsolete files clean up window.
-* Version Handler: Fixed managed file check when assets are modified in the
- project after plugin import.
-
-# Version 1.2.137 - Mar 6, 2020
-## Changed
-* Renamed package to External Package Manager for Unity (EDM4U).
- We changed this to reflect what this plugin is doing today which is far more
- than the original scope which just consisted of importing jar files from the
- Android SDK maven repository.
- Scripts that used to pull `play-services-resolver*.unitypackage` will now have
- to request `external-dependency-manager*.unitypackage` instead.
- We'll still be shipping a `play-services-resolver*_manifest.txt` file to
- handle upgrading from older versions of the plugin.
-
-## New Features
-* All Components: Added reporting of usage so that we can remotely detect
- errors and target improvements.
-* Android Resolver: Added support for *Dependencies.xml files in Unity Package
- Manager packages.
-* iOS Resolver: Added support for *Dependencies.xml files in Unity Package
- Manager packages.
-
-## Bug Fixes
-* Version Handler: Disabled attempts to disable asset metadata modification
- when assets are in a Unity Package Manager managed package.
-
-# Version 1.2.136 - Feb 19, 2019
-## Bug Fixes
-* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1.
-
-# Version 1.2.135 - Dec 5, 2019
-## Bug Fixes
-* All Components: Fixed stack overflow when loading project settings.
-
-# Version 1.2.134 - Dec 4, 2019
-## Bug Fixes
-* All Components: Fixed an issue which caused project settings to be cleared
- when running in batch mode.
-
-# Version 1.2.133 - Nov 18, 2019
-## Bug Fixes
-* All Components: Failure to save project settings will now report an error
- to the log rather than throwing an exception.
-
-# Version 1.2.132 - Nov 11, 2019
-## Bug Fixes
-* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows
- breaking Gradle builds when used as part of a file URI.
-* Android Resolver: mainTemplate.gradle is only written if it needs to be
- modified.
-
-# Version 1.2.131 - Oct 29, 2019
-## Bug Fixes
-* Version Handler: Improved execution of events on the main thread in batch
- mode.
-* Version Handler: Improved log level configuration at startup.
-* Version Handler: Improved performance of class lookup in deferred method
- calls.
-* Version Handler: Fixed rename to enable / disable for editor assets.
-* iOS Resolver: Improved log level configuration at startup.
-* Android Resolver: Improved local maven repo path reference in
- mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity
- to point to the local filesystem path of the Unity project when Unity
- generates the Gradle project.
-
-# Version 1.2.130 - Oct 23, 2019
-## New Features
-* iOS Resolver: Added support for modifying the Podfile before `pod install`
- is executed.
-
-## Bug Fixes
-* Version Handler: Fixed invalid classname error when calling
- `VersionHandler.UpdateVersionedAssets()`.
-
-# Version 1.2.129 - Oct 2, 2019
-## Bug Fixes
-* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to
- only add Pods to the UnityFramework target.
-
-# Version 1.2.128 - Oct 1, 2019
-## Bug Fixes
-* iOS Resolver: Fixed Cocoapod project integration mode with Unity
- 2019.3+.
-
-# Version 1.2.127 - Sep 30, 2019
-## Changes
-* Android Resolver: All Android Resolver settings File paths are now
- serialized with POSIX directory separators.
-
-# Version 1.2.126 - Sep 27, 2019
-## Changes
-* Android Resolver: File paths are now serialized with POSIX directory
- separators.
-## Bug Fixes
-* Android Resolver: Fixed resolution when the parent directory of a Unity
- project contains a Gradle project (i.e `settings.gradle` file).
-
-# Version 1.2.125 - Sep 23, 2019
-## Bug Fixes
-* All components: Silenced a warning about not being able to set the console
- encoding to UTF8.
-* Android Resolver: Worked around broken AndroidSDKTools class in some
- versions of Unity.
-* iOS Resolver: Fixed iOS target SDK version check
-* Version Handler: Changed clean up obsolete files window so that it doesn't
- exceed the screen size.
-
-# Version 1.2.124 - Jul 28, 2019
-## Bug Fixes
-* All components: Fixed regression with source control integration when using
- Unity 2019.1+.
-
-# Version 1.2.123 - Jul 23, 2019
-## New Features
-* All components: Source control integration for project settings.
-## Changes
-* Android Resolver: Removed AAR cache as it now makes little difference to
- incremental resolution performance.
-* Android Resolver: Improved embedded resource management so that embedded
- resources should upgrade when the plugin is updated without restarting
- the Unity editor.
-## Bug Fixes
-* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling
- methods that have interface typed arguments.
-
-# Version 1.2.122 - Jul 2, 2019
-## Bug Fixes
-* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it
- referenced the Xcode extension in a public interface. The iOS Resolver
- DLL still references the Xcode extension internally and just handles
- missing type exceptions dynamically.
-
-# Version 1.2.121 - Jun 27, 2019
-## Bug Fixes
-* Android Resolver: Fixed warning about missing Packages folder when loading
- XML dependencies files in versions of Unity without the package manager.
-* Android Resolver: Fixed resolution window progress bar exceeding 100%.
-* Android Resolver: If AndroidX is detected in the set of resolved libraries,
- the user will be prompted to enable the Jetifier.
-* Android Resolver: Improved text splitting in text area windows.
-* iOS Resolver: Added support for Unity's breaking changes to the Xcode API
- in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and
- UnityFramework in Unity 2019.3+.
-
-# Version 1.2.120 - Jun 26, 2019
-## New Features
-* Android Resolver: Added support for loading *Dependencies.xml files from
- Unity Package Manager packages.
-* Android Resolver: Resolution window is now closed if resolution runs as
- a pre-build step.
-* iOS Resolver: Added support for loading *Dependencies.xml files from
- Unity Package Manager packages.
-## Bug Fixes
-* Android Resolver: Fixed generation of relative repo paths when using
- mainTemplate.gradle resolver.
-* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a
- project when a project path has characters (e.g whitespace) that are escaped
- during conversion to URIs.
-* Android Resolver: Fixed auto-resolution always running if the Android SDK
- is managed by Unity Hub.
-
-# Version 1.2.119 - Jun 19, 2019
-## Bug Fixes
-* Android Resolver: Fixed error reported when using Jetifier integration
- in Unity 2018+ if the target SDK is set to "highest installed".
-
-# Version 1.2.118 - Jun 18, 2019
-## New Features
-* Android Resolver: Added initial
- [Jetifier](https://developer.android.com/studio/command-line/jetifier)
- integration which simplifies
- [migration](ttps://developer.android.com/jetpack/androidx/migrate)
- to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx))
- libraries in cases where all dependencies are managed by the Android
- Resolver.
- This can be enabled via the `Use Jetifier` option in the
- `Assets > Play Services Resolver > Android Resolver > Settings` menu.
- Caveats:
- - If your project contains legacy Android Support Library .jar and .aar
- files, these files will need to be removed and replaced with references to
- artifacts on Maven via `*Dependencies.xml` files so that the Jetifier
- can map them to Jetpack (AndroidX) libraries.
- For example, remove the file `support-v4-27.0.2.jar` and replace it with
- `` in a
- `*Dependencies.xml` file.
- - If your project contains .jar or .aar files that use the legacy Android
- Support Libraries, these will need to be moved into a local Maven repo
- [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html)
- and then these files should be removed from your Unity project and instead
- referenced via `*Dependencies.xml` files so that the Jetifier can
- patch them to reference the Jetpack lirbaries.
-
-## Bug Fixes
-* Android Resolver: Disabled version locking of com.android.support:multidex
- does not use the same versioning scheme as other legacy Android support
- libraries.
-* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across
- releases. This faciliates error-free import into projects where
- Google.VersionHandler.dll is moved from the default install location.
-
-# Version 1.2.117 - Jun 12, 2019
-## Bug Fixes
-* Android Resolver: Fix copying of .srcaar to .aar files for
- mainTemplate.gradle resolution. PluginImporter configuration was previously
- not being applied to .aar files unless the Unity project was saved.
-
-# Version 1.2.116 - Jun 7, 2019
-## Bug Fixes
-* Android Resolver: Fixed resolution of Android dependencies without version
- specifiers.
-* Android Resolver: Fixed Maven repo not found warning in Android Resolver.
-* Android Resolver: Fixed Android Player directory not found exception in
- Unity 2019.x when the Android Player isn't installed.
-
-# Version 1.2.115 - May 28, 2019
-## Bug Fixes
-* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing
- x86 from the set of supported ABIs.
-
-# Version 1.2.114 - May 27, 2019
-## New Features
-* Android Resolver: Added support for ABI stripping when using
- mainTemplate.gradle. This only works with AARs stored in repos
- on the local filesystem.
-
-# Version 1.2.113 - May 24, 2019
-## New Features
-* Android Resolver: If local repos are moved, the plugin will search the
- project for matching directories in an attempt to correct the error.
-* Version Handler: Files can be now targeted to multiple build targets
- using multiple "gvh_" asset labels.
-## Bug Fixes
-* Android Resolver: "implementation" or "compile" are now added correctly
- to mainTemplate.gradle in Unity versions prior to 2019.
-
-# Version 1.2.112 - May 22, 2019
-## New Features
-* Android Resolver: Added option to disable addition of dependencies to
- mainTemplate.gradle.
- See `Assets > Play Services Resolver > Android Resolver > Settings`.
-* Android Resolver: Made paths to local maven repositories in
- mainTemplate.gradle relative to the Unity project when a project is not
- being exported.
-## Bug Fixes
-* Android Resolver: Fixed builds with mainTemplate.gradle integration in
- Unity 2019.
-* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to
- use "implementation" or "compile" depending upon the version of Gradle
- included with Unity.
-* Android Resolver: Gracefully handled exceptions if the console encoding
- can't be modified.
-* Android Resolver: Now gracefully fails if the AndroidPlayer directory
- can't be found.
-
-# Version 1.2.111 - May 9, 2019
-## Bug Fixes
-* Version Handler: Fixed invocation of methods with named arguments.
-* Version Handler: Fixed occasional hang when the editor is compiling
- while activating plugins.
-
-# Version 1.2.110 - May 7, 2019
-## Bug Fixes
-* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with
- Gradle builds when using mainTemplate.gradle.
-
-# Version 1.2.109 - May 6, 2019
-## New Features:
-* Added links to documentation from menu.
-* Android Resolver: Added option to auto-resolve Android libraries on build.
-* Android Resolver: Added support for packaging specs of Android libraries.
-* Android Resolver: Pop up a window when displaying Android dependencies.
-
-## Bug Fixes
-* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations
-* Android Resolver: e-enable AAR explosion if internal builds are enabled.
-* Android Resolver: Gracefully handle exceptions on file deletion.
-* Android Resolver: Fixed Android Resolver log spam on load.
-* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution
- setting.
-* Android Resolver: Fixed AAR processing failure when an AAR without
- classes.jar is found.
-* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which
- was occasionally left displayed when resolution had completed.
-* Version Handler: Fixed asset rename to disable when a disabled file exists.
-
-# Version 1.2.108 - May 3, 2019
-## Bug Fixes:
-* Version Handler: Fixed occasional hang on startup.
-
-# Version 1.2.107 - May 3, 2019
-## New Features:
-* Version Handler: Added support for enabling / disabling assets that do not
- support the PluginImporter, based upon build target selection.
-* Android Resolver: Added support for the global specification of maven repos.
-* iOS Resolver: Added support for the global specification of Cocoapod sources.
-
-# Version 1.2.106 - May 1, 2019
-## New Features
-* iOS Resolver: Added support for development pods in Xcode project integration
- mode.
-* iOS Resolver: Added support for source pods with resources in Xcode project
- integration mode.
-
-# Version 1.2.105 - Apr 30, 2019
-## Bug fixes
-* Android Resolver: Fixed reference to Java tool path in logs.
-* Android and iOS Resolvers: Changed command line execution to emit a warning
- rather than throwing an exception and failing, when it is not possible to
- change the console input and output encoding to UTF-8.
-* Android Resolver: Added menu option and API to delete resolved libraries.
-* Android Resolver: Added menu option and API to log the repos and libraries
- currently included in the project.
-* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and
- Gradle is selected as the build type, resolution will simply patch the file
- with Android dependencies specified by plugins in the project.
-
-# Version 1.2.104 - Apr 10, 2019
-## Bug Fixes
-* Android Resolver: Changed Android ABI selection method from using whitelisted
- Unity versions to type availability. This fixes an exception on resolution
- in some versions of Unity 2017.4.
-
-# Version 1.2.103 - Apr 2, 2019
-## Bug Fixes
-* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support.
-* Android Resolver: Fixed Java version check to work with Java SE 12 and above.
-
-# Version 1.2.102 - Feb 13, 2019
-## Bug Fixes
-* Android Resolver: Fixed the text overflow on the Android Resolver
- prompt before initial run to fit inside the buttons for
- smaller screens.
-
-# Version 1.2.101 - Feb 12, 2019
-## New Features
-* Android Resolver: Prompt the user before the resolver runs for the
- first time and allow the user to elect to disable from the prompt.
-* Android Resolver: Change popup warning when resolver is disabled
- to be a console warning.
-
-# Version 1.2.100 - Jan 25, 2019
-## Bug Fixes
-* Android Resolver: Fixed AAR processing sometimes failing on Windows
- due to file permissions.
-
-# Version 1.2.99 - Jan 23, 2019
-## Bug Fixes
-* Android Resolver: Improved performance of project property polling.
-* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods
- when the update process is complete.
-
-# Version 1.2.98 - Jan 9, 2019
-## New Features
-* iOS Resolver: Pod declaration properties can now be set via XML pod
- references. For example, this can enable pods for a subset of build
- configurations.
-## Bug Fixes
-* iOS Resolver: Fixed incremental builds after local pods support caused
- regression in 1.2.96.
-
-# Version 1.2.97 - Dec 17, 2018
-## Bug Fixes
-* Android Resolver: Reduced memory allocation for logic that monitors build
- settings when auto-resolution is enabled. If auto-resolution is disabled,
- almost all build settings are no longer polled for changes.
-
-# Version 1.2.96 - Dec 17, 2018
-## Bug Fixes
-* Android Resolver: Fixed repacking of AARs to exclude .meta files.
-* Android Resolver: Only perform auto-resolution on the first scene while
- building.
-* Android Resolver: Fixed parsing of version ranges that include whitespace.
-* iOS Resolver: Added support for local development pods.
-* Version Handler: Fixed Version Handler failing to rename some files.
-
-# Version 1.2.95 - Oct 23, 2018
-## Bug Fixes:
-* Android Resolver: Fixed auto-resolution running in a loop in some scenarios.
-
-# Version 1.2.94 - Oct 22, 2018
-## Bug Fixes
-* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods.
-
-# Version 1.2.93 - Oct 22, 2018
-## Bug Fixes
-* Android Resolver: Fixed removal of Android libraries on auto-resolution when
- `*Dependencies.xml` files are deleted.
-
-# Version 1.2.92 - Oct 2, 2018
-## Bug Fixes
-* Android Resolver: Worked around auto-resolution hang on Windows if
- resolution starts before compilation is finished.
-
-# Version 1.2.91 - Sep 27, 2018
-## Bug Fixes
-* Android Resolver: Fixed Android Resolution when the selected build target
- isn't Android.
-* Added C# assembly symbols the plugin to simplify debugging bug reports.
-
-# Version 1.2.90 - Sep 21, 2018
-## Bug Fixes
-* Android Resolver: Fixed transitive dependency selection of version locked
- packages.
-
-# Version 1.2.89 - Aug 31, 2018
-## Bug Fixes
-* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly
- can't be loaded.
-
-# Version 1.2.88 - Aug 29, 2018
-## Changed
-* Improved reporting of resolution attempts and conflicts found in the Android
- Resolver.
-## Bug Fixes
-* iOS Resolver now correctly handles sample code in CocoaPods. Previously it
- would add all sample code to the project when using project level
- integration.
-* Android Resolver now correctly handles Gradle conflict resolution when the
- resolution results in a package that is compatible with all requested
- dependencies.
-
-# Version 1.2.87 - Aug 23, 2018
-## Bug Fixes
-* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6.
-
-# Version 1.2.86 - Aug 22, 2018
-## Bug Fixes
-* Fixed Android Resolver exception in OnPostProcessScene() when the Android
- platform isn't selected.
-
-# Version 1.2.85 - Aug 17, 2018
-## Changes
-* Added support for synchronous resolution in the Android Resolver.
- PlayServicesResolver.ResolveSync() now performs resolution synchronously.
-* Auto-resolution in the Android Resolver now results in synchronous resolution
- of Android dependencies before the Android application build starts via
- UnityEditor.Callbacks.PostProcessSceneAttribute.
-
-# Version 1.2.84 - Aug 16, 2018
-## Bug Fixes
-* Fixed Android Resolver crash when the AndroidResolverDependencies.xml
- file can't be written.
-* Reduced log spam when a conflicting Android library is pinned to a
- specific version.
-
-# Version 1.2.83 - Aug 15, 2018
-## Bug Fixes
-* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode
- cache file. If the cache can't be read / written the resolver now continues
- with reduced performance following recompilation / DLL reloads.
-* Fixed incorrect version number in plugin manifest on install.
- This was a minor issue since the version handler rewrote the metadata
- after installation.
-
-# Version 1.2.82 - Aug 14, 2018
-## Changed
-* Added support for alphanumeric versions in the Android Resolver.
-
-## Bug Fixes
-* Fixed Android Resolver selection of latest duplicated library.
-* Fixed Android Resolver conflict resolution when version locked and non-version
- locked dependencies are specified.
-* Fixed Android Resolver conflict resolution when non-existent artifacts are
- referenced.
-
-# Version 1.2.81 - Aug 9, 2018
-## Bug Fixes
-* Fixed editor error that would occur when when
- `PlayerSettings.Android.targetArchitectures` was set to
- `AndroidArchitecture.All`.
-
-# Version 1.2.80 - Jul 24, 2018
-## Bug Fixes
-* Fixed project level settings incorrectly falling back to system wide settings
- when default property values were set.
-
-# Version 1.2.79 - Jul 23, 2018
-## Bug Fixes
-* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x.
-
-# Version 1.2.78 - Jul 19, 2018
-## Changed
-* Added support for overriding conflicting dependencies.
-
-# Version 1.2.77 - Jul 19, 2018
-## Changed
-* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a).
-* Reduced Android Resolver build option polling frequency.
-* Disabled Android Resolver auto-resolution in batch mode. Users now need
- to explicitly kick off resolution through the API.
-* All Android Resolver and Version Handler dialogs are now disabled in batch
- mode.
-* Verbose logging for all plugins is now enabled by default in batch mode.
-* Version Handler bootstrapper has been improved to no longer call
- UpdateComplete multiple times. However, since Unity can still reload the
- app domain after plugins have been enabled, users still need to store their
- plugin state to persistent storage to handle reloads.
-
-## Bug Fixes
-* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs.
-* Android Resolver auto-resolution jobs are now unscheduled when an explicit
- resolve job is started.
-
-# Version 1.2.76 - Jul 16, 2018
-## Bug Fixes
-* Fixed variable replacement in AndroidManifest.xml files in the Android
- Resolver.
- Version 1.2.75 introduced a regression which caused all variable replacement
- to replace the *entire* property value rather than the component of the
- property that referenced a variable. For example,
- given "applicationId = com.my.app", "${applicationId}.foo" would be
- incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This
- resulted in numerous issues for Android builds where content provider
- initialization would fail and services may not start.
-
-## Changed
-* Gradle prebuild experimental feature has been removed from the Android
- Resolver. The feature has been broken for some time and added around 8MB
- to the plugin size.
-* Added better support for execution of plugin components in batch mode.
- In batch mode UnityEditor.update is sometimes never called - like when a
- single method is executed - so the new job scheduler will execute all jobs
- synchronously from the main thread.
-
-# Version 1.2.75 - Jun 20, 2018
-## New Features
-* Android Resolver now monitors the Android SDK path when
- auto-resolution is enabled and triggers resolution when the path is
- modified.
-
-## Changed
-* Android auto-resolution is now delayed by 3 seconds when the following build
- settings are changed:
- - Target ABI.
- - Gradle build vs. internal build.
- - Project export.
-* Added a progress bar display when AARs are being processed during Android
- resolution.
-
-## Bug Fixes
-* Fixed incorrect Android package version selection when a mix of
- version-locked and non-version-locked packages are specified.
-* Fixed non-deterministic Android package version selection to select
- the highest version of a specified package rather than the last
- package specification passed to the Gradle resolution script.
-
-# Version 1.2.74 - Jun 19, 2018
-## New Features
-* Added workaround for broken AndroidManifest.xml variable replacement in
- Unity 2018.x. By default ${applicationId} variables will be replaced by
- the bundle ID in the Plugins/Android/AndroidManifest.xml file. The
- behavior can be disabled via the Android Resolver settings menu.
-
-# Version 1.2.73 - May 30, 2018
-## Bug Fixes
-* Fixed spurious warning message about missing Android plugins directory on
- Windows.
-
-# Version 1.2.72 - May 23, 2018
-## Bug Fixes
-* Fixed spurious warning message about missing Android plugins directory.
-
-# Version 1.2.71 - May 10, 2018
-## Bug Fixes
-* Fixed resolution of Android dependencies when the `Assets/Plugins/Android`
- directory is named in a different case e.g `Assets/plugins/Android`.
-
-# Version 1.2.70 - May 7, 2018
-## Bug Fixes
-* Fixed bitcode flag being ignored for iOS pods.
-
-# Version 1.2.69 - May 7, 2018
-## Bug Fixes
-* Fixed escaping of local repository paths in Android Resolver.
-
-# Version 1.2.68 - May 3, 2018
-## Changes
-* Added support for granular builds of Google Play Services.
-
-# Version 1.2.67 - May 1, 2018
-## Changes
-* Improved support for iOS source-only pods in Unity 5.5 and below.
-
-# Version 1.2.66 - April 27, 2018
-## Bug Fixes
-* Fixed Version Handler renaming of Linux libraries with hyphens in filenames.
- Previously, libraries named Foo-1.2.3.so were not being renamed to
- libFoo-1.2.3.so on Linux which could break native library loading on some
- versions of Unity.
-
-# Version 1.2.65 - April 26, 2018
-## Bug Fixes
-* Fix CocoaPods casing in logs and comments.
-
-# Version 1.2.64 - Mar 16, 2018
-## Bug Fixes
-* Fixed bug in download_artifacts.gradle (used by Android Resolver) which
- reported a failure if required artifacts already exist.
-
-# Version 1.2.63 - Mar 15, 2018
-## Bug Fixes
-* Fixed iOS Resolver include search paths taking precedence over system headers
- when using project level resolution.
-* Fixed iOS Resolver includes relative to library root, when using project level
- resolution.
-
-# Version 1.2.62 - Mar 12, 2018
-## Changes
-* Improved error reporting when a file can't be moved to trash by the
- Version Handler.
-## Bug Fixes
-* Fixed Android Resolver throwing NullReferenceException when the Android SDK
- path isn't set.
-* Fixed Version Handler renaming files with underscores if the
- "Rename to Canonical Filenames" setting is enabled.
-
-# Version 1.2.61 - Jan 22, 2018
-## Bug Fixes
-* Fixed Android Resolver reporting non-existent conflicting dependencies when
- Gradle build system is enabled.
-
-# Version 1.2.60 - Jan 12, 2018
-## Changes
-* Added support for Maven / Ivy version specifications for Android packages.
-* Added support for Android SNAPSHOT packages.
-
-## Bug Fixes
-* Fixed Openjdk version check.
-* Fixed non-deterministic Android package resolution when two packages contain
- an artifact with the same name.
-
-# Version 1.2.59 - Oct 19, 2017
-## Bug Fixes
-* Fixed execution of Android Gradle resolution script when it's located
- in a path with whitespace.
-
-# Version 1.2.58 - Oct 19, 2017
-## Changes
-* Removed legacy resolution method from Android Resolver.
- It is now only possible to use the Gradle or Gradle prebuild resolution
- methods.
-
-# Version 1.2.57 - Oct 18, 2017
-## Bug Fixes
-* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the
- latest Openjdk.
-* Android Gradle resolution now also uses gradle.properties to pass
- parameters to Gradle in an attempt to workaround problems with
- command line argument parsing on Windows 10.
-
-# Version 1.2.56 - Oct 12, 2017
-## Bug Fixes
-* Fixed Gradle artifact download with non-version locked artifacts.
-* Changed iOS resolver to only load dependencies at build time.
-
-# Version 1.2.55 - Oct 4, 2017
-## Bug Fixes
-* Force Android Resolution when the "Install Android Packages" setting changes.
-
-# Version 1.2.54 - Oct 4, 2017
-## Bug Fixes
-* Fixed execution of command line tools on Windows when the path to the tool
- contains a single quote (apostrophe). In this case we fallback to executing
- the tool via the system shell.
-
-# Version 1.2.53 - Oct 2, 2017
-## New Features
-* Changed Android Resolver "resolution complete" dialog so that it now displays
- failures.
-* Android Resolver now detects conflicting libraries that it does not manage
- warning the user if they're newer than the managed libraries and prompting
- the user to clean them up if they're older or at the same version.
-
-## Bug Fixes
-* Improved Android Resolver auto-resolution speed.
-* Fixed bug in the Gradle Android Resolver which would result in resolution
- succeeding when some dependencies are not found.
-
-# Version 1.2.52 - Sep 25, 2017
-## New Features
-* Changed Android Resolver's Gradle resolution to resolve conflicting
- dependencies across Google Play services and Android Support library packages.
-
-# Version 1.2.51 - Sep 20, 2017
-## Changes
-* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell
- by default. Some developers customize their shell environment to use
- custom ssh certs to access internal git repositories that host pods so
- executing "pod" via the shell will work for these scenarios.
- The drawback of executing "pod" via the shell could potentially cause
- users problems if they break their shell environment. Though users who
- customize their shell environments will be able to resolve these issues.
-
-# Version 1.2.50 - Sep 18, 2017
-## New Features
-* Added option to disable the Gradle daemon in the Android Resolver.
- This daemon is now disabled by default as some users are getting into a state
- where multiple daemon instances are being spawned when changing dependencies
- which eventually results in Android resolution failing until all daemon
- processes are manually killed.
-
-## Bug Fixes
-* Android resolution is now always executed if the user declines the update
- of their Android SDK. This ensure users can continue to use out of date
- Android SDK packages if they desire.
-
-# Version 1.2.49 - Sep 18, 2017
-## Bug Fixes
-* Removed modulemap parsing in iOS Resolver.
- The framework *.modulemap did not need to be parsed by the iOS Resolver
- when injecting Cocoapods into a Xcode project. Simply adding a modular
- framework to a Xcode project results in Xcode's Clang parsing the associated
- modulemap and injecting any compile and link flags into the build process.
-
-# Version 1.2.48 - Sep 12, 2017
-## New Features
-* Changed settings to be per-project by default.
-
-## Bug Fixes
-* Added Google maven repository to fix GradlePrebuild resolution with Google
- components.
-* Fixed Android Resolution failure with spaces in paths.
-
-# Version 1.2.47 - Aug 29, 2017
-## New Features
-* Android and iOS dependencies can now be specified using *Dependencies.xml
- files. This is now the preferred method for registering dependencies,
- we may remove the API for dependency addition in future.
-* Added "Reset to Defaults" button to each settings dialog to restore default
- settings.
-* Android Resolver now validates the configured JDK is new enough to build
- recently released Android libraries.
-## Bug Fixes
-* Fixed a bug that caused dependencies with the "LATEST" version specification
- to be ignored when using the Gradle mode of the Android Resolver.
-* Fixed a race condition when running Android Resolution.
-* Fixed Android Resolver logging if a PlayServicesSupport instance is created
- with no logging enabled before the Android Resolver is initialized.
-* Fixed iOS resolver dialog in Unity 4.
-* Fixed iOS Cocoapod Xcode project integration in Unity 4.
-
-# Version 1.2.46 - Aug 22, 2017
-## Bug Fixes
-* GradlePrebuild Android resolver on Windows now correctly locates dependent
- data files.
-
-# Version 1.2.45 - Aug 22, 2017
-## Bug Fixes
-* Improved Android package auto-resolution and fixed clean up of stale
- dependencies when using Gradle dependency resolution.
-
-# Version 1.2.44 - Aug 21, 2017
-## Bug Fixes
-* Enabled autoresolution for Gradle Prebuild.
-* Made the command line dialog windows have selectable text.
-* Fixed incorrect "Android Settings" dialog disabled groups.
-* Updated PlayServicesResolver android platform detection to use the package
- manager instead of the 'android' tool.
-* UnityCompat reflection methods 'GetAndroidPlatform' and
- 'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the
- obsolete 'android' build tool.
-
-# Version 1.2.43 - Aug 18, 2017
-## Bug Fixes
-* Fixed Gradle resolution in the Android Resolver when running
- PlayServicesResolver.Resolve() in parallel or spawning multiple
- resolutions before the previous resolve completed.
-
-# Version 1.2.42 - Aug 17, 2017
-## Bug Fixes
-* Fixed Xcode project level settings not being applied by IOS Resolver when
- Xcode project pod integration is enabled.
-
-# Version 1.2.41 - Aug 15, 2017
-## Bug Fixes
-* IOS Resolver's Xcode workspace pod integration is now disabled when Unity
- Cloud Build is detected. Unity Cloud Build does not follow the same build
- process as the Unity editor and fails to open the generated xcworkspace at
- this time.
-
-# Version 1.2.40 - Aug 15, 2017
-## Bug Fixes
-* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll.
- They are now extracted from the DLL when required.
-* AARs / JARs are now cleaned up when switching the Android resolution
- strategy.
-
-# Version 1.2.39 - Aug 10, 2017
-## New Features
-* Android Resolver now supports resolution with Gradle. This enables support
- for non-local artifacts.
-## Bug Fixes
-* Android Resolver's Gradle Prebuild now uses Android build tools to determine
- the Android platform tools version rather than relying upon internal Unity
- APIs.
-* Android Resolver's Gradle Prebuild now correctly strips binaries that are
- not required for the target ABI.
-
-# Version 1.2.38 - Aug 7, 2017
-## Bug Fixes
-* Fixed an issue in VersionHandler where disabled targets are ignored if
- the "Any Platform" flag is set on a plugin DLL.
-
-# Version 1.2.37 - Aug 3, 2017
-## New Features
-* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's
- possible for a script to be notified when AAR / Jar resolution is complete.
- This makes it easier to setup a project to build from the command line.
-
-# Version 1.2.36 - Aug 3, 2017
-## New Features
-* VersionHandler.UpdateCompleteMethods allows a user to provide a list of
- methods to be called when VersionHandlerImpl has completed an update.
- This makes it easier to import a plugin and wait for VersionHandler to
- execute prior executing a build.
-
-# Version 1.2.35 - Jul 28, 2017
-## New Features
-* VersionHandler will now rename Linux libraries so they can target Unity
- versions that require different file naming. Libraries need to be labelled
- gvh_linuxlibname-${basename} in order to be considered for renaming.
- e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and
- libMyLib.so in Unity 5.6 and above.
-
-# Version 1.2.34 - Jul 28, 2017
-## Bug Fixes
-* Made VersionHandler bootstrap module more robust when calling static
- methods before the implementation DLL is loaded.
-
-# Version 1.2.33 - Jul 27, 2017
-## New Features
-* Added a bootstrap module for VersionHandler so the implementation
- of the VersionHandler module can be versioned without resulting in
- a compile error when imported at different versions across multiple
- plugins.
-
-# Version 1.2.32 - Jul 20, 2017
-## New Features
-* Added support for build target selection based upon .NET framework
- version in the VersionHandler.
- When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to
- assets, the VersionHandler will only enable the asset for the
- specified set of build targets when the matching .NET framework version
- is selected in Unity 2017's project settings. This allows assets
- to be provided in a plugin that need to differ based upon .NET version.
-
-# Version 1.2.31 - Jul 5, 2017
-## Bug Fixes
-* Force expansion of AARs with native components when using Unity 2017
- with the internal build system. In contrast to Unity 5.x, Unity 2017's
- internal build system does not include native libraries included in AARs.
- Forcing expansion of AARs with native components generates an
- Ant / Eclipse project for each AAR which is correctly included by Unity
- 2017's internal build system.
-
-# Version 1.2.30 - Jul 5, 2017
-## Bug Fixes
-* Fixed Cocoapods being installed when the build target isn't iOS.
-* Added support for malformed AARs with missing classes.jar.
-
-# Version 1.2.29 - Jun 16, 2017
-## New Features
-* Added support for the Android sdkmanager tool.
-
-# Version 1.2.28 - Jun 8, 2017
-## Bug Fixes
-* Fixed non-shell command line execution (regression from
- Cocoapod installation patch).
-
-# Version 1.2.27 - Jun 7, 2017
-## Bug Fixes
-* Added support for stdout / stderr redirection when executing
- commands in shell mode.
- This fixes CocoaPod tool installation when shell mode is
- enabled.
-* Fixed incremental builds when additional sources are specified
- in the Podfile.
-
-# Version 1.2.26 - Jun 7, 2017
-## Bug Fixes
-* Fixed a crash when importing Version Handler into Unity 4.7.x.
-
-# Version 1.2.25 - Jun 7, 2017
-## Bug Fixes
-* Fixed an issue in the Jar Resolver which incorrectly notified
- event handlers of bundle ID changes when the currently selected
- (not active) build target changed in Unity 5.6 and above.
-
-# Version 1.2.24 - Jun 6, 2017
-## New Features
-* Added option to control file renaming in Version Handler settings.
- Disabling file renaming (default option) significantly increases
- the speed of file version management operations with the downside
- that any files that are referenced directly by canonical filename
- rather than asset ID will no longer be valid.
-* Improved logging in the Version Handler.
-## Bug Fixes
-* Fixed an issue in the Version Handler which caused it to not
- re-enable plugins when re-importing a custom package with disabled
- version managed files.
-
-# Version 1.2.23 - May 26, 2017
-## Bug Fixes
-* Fixed a bug with gradle prebuild resolver on windows.
-
-# Version 1.2.22 - May 19, 2017
-## Bug Fixes
-* Fixed a bug in the iOS resolver with incremental builds.
-* Fixed misdetection of Cocoapods support with Unity beta 5.6.
-
-# Version 1.2.21 - May 8, 2017
-## Bug Fixes
-* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48
- Android dependency version number parsing when "-alpha" (etc.) are
- included in dependency (AAR / JAR) versions.
-
-# Version 1.2.20 - May 8, 2017
-## Bug Fixes
-* Attempted to fix
- https://github.com/googlesamples/unity-jar-resolver/issues/48
- where a NullReferenceException could occur if a target file does not
- have a valid version string.
-
-# Version 1.2.19 - May 4, 2017
-## Bug Fixes
-* Fixed Jar Resolver exploding and deleting AAR files it isn't managing.
-
-# Version 1.2.18 - May 4, 2017
-## New Features
-* Added support for preserving Unity pods such as when GVR is enabled.
-
-# Version 1.2.17 - Apr 20, 2017
-## Bug Fixes
-* Fixed auto-resolution when an Android application ID is modified.
-
-# Version 1.2.16 - Apr 17, 2017
-## Bug Fixes
-* Fixed Unity version number parsing on machines with a locale that uses
- "," for decimal points.
-* Fixed null reference exception if JDK path isn't set.
-
-# Version 1.2.15 - Mar 17, 2017
-## New Features
-* Added warning when the Jar Resolver's background resolution is disabled.
-## Bug Fixes
-* Fixed support of AARs with native libraries when using Gradle.
-* Fixed extra repository paths when resolving dependencies.
-
-# Version 1.2.14 - Mar 7, 2017
-## New Features
-* Added experimental Android resolution using Gradle.
- This alternative resolver supports proguard stripping with Unity's
- internal build system.
-* Added Android support for single ABI builds when using AARs include
- native libraries.
-* Disabled Android resolution on changes to all .cs and .js files.
- File patterns that are monitored for auto-resolution can be added
- using PlayServicesResolver.AddAutoResolutionFilePatterns().
-* Added tracking of resolved AARs and JARs so they can be cleaned up
- if they're no longer referenced by a project.
-* Added persistence of AAR / JAR version replacement for each Unity
- session.
-* Added settings dialog to the iOS resolver.
-* Integrated Cocoapod tool installation in the iOS resolver.
-* Added option to run pod tool via the shell.
-## Bug Fixes
-* Fixed build of some source Cocoapods (e.g Protobuf).
-* VersionHandler no longer prompts to delete obsolete manifests.
-* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2.
-* Added workaround for package version selection when including
- Google Play Services on Android.
-* Fixed support for pods that reference static libraries.
-* Fixed support for resource-only pods.
-
-# Version 1.2.12 - Feb 14, 2017
-## Bug Fixes
-* Fixed re-explosion of AARs when the bundle ID is modified.
-
-# Version 1.2.11 - Jan 30, 2017
-## New Features
-* Added support for Android Studio builds.
-* Added support for native (C/C++) shared libraries in AARs.
-
-# Version 1.2.10 - Jan 11, 2017
-## Bug Fixes
-* Fixed SDK manager path retrieval.
-* Also, report stderr when it's not possible to run the "pod" tool.
-* Handle exceptions thrown by Unity.Cecil on asset rename
-* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString
-
-# Version 1.2.9 - Dec 7, 2016
-## Bug Fixes
-* Improved error reporting when "pod repo update" fails.
-* Added detection of xml format xcode projects generated by old Cocoapods
- installations.
-
-# Version 1.2.8 - Dec 6, 2016
-## Bug Fixes
-* Increased speed of JarResolver resolution.
-* Fixed JarResolver caches getting out of sync with requested dependencies
- by removing the caches.
-* Fixed JarResolver explode cache always being rewritten even when no
- dependencies change.
-
-# Version 1.2.7 - Dec 2, 2016
-## Bug Fixes
-* Fixed VersionHandler build errors with Unity 5.5, due to the constantly
- changing BuildTarget enum.
-* Added support for Unity configured JDK Path rather than requiring
- JAVA_HOME to be set in the Jar Resolver.
-
-# Version 1.2.6 - Nov 15, 2016
-## Bug Fixes
-* Fixed IOSResolver errors when iOS support is not installed.
-* Added fallback to "pod" executable search which queries the Ruby Gems
- package manager for the binary install location.
-
-# Version 1.2.5 - Nov 3, 2016
-## Bug Fixes
-* Added crude support for source only Cocoapods to the IOSResolver.
-
-# Version 1.2.4 - Oct 27, 2016
-## Bug Fixes
-* Automated resolution of out of date pod repositories.
-
-# Version 1.2.3 - Oct 25, 2016
-## Bug Fixes
-* Fixed exception when reporting conflicting dependencies.
-
-# Version 1.2.2 - Oct 17, 2016
-## Bug Fixes
-* Fixed issue working with Unity 5.5
-* Fixed issue with PlayServicesResolver corrupting other iOS dependencies.
-* Updated build script to use Unity distributed tools for building.
-
-# Version 1.2.1 - Jul 25, 2016
-## Bug Fixes
-* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand.
-* Improved error reporting when the "jar" executable can't be found.
-* Removed the need to set JAVA_HOME if "jar" is in the user's path.
-* Fixed spurious copying of partially matching AARs.
-* Changed resolver to only copy / expand when source AARs change.
-* Auto-resolution of dependencies is now performed when the Android
- build target is selected.
-
-## New Features
-* Expand AARs that contain manifests with variable expansion like
- ${applicationId}.
-* Added optional logging in the JarResolverLib module.
-* Integration with the Android SDK manager for dependencies that
- declare required Android SDK packages.
-
-# Version 1.2.0 - May 11 2016
-## Bug Fixes
-* Handles resolving dependencies when the artifacts are split across 2 repos.
-* #4 Misdetecting version for versions like 1.2-alpha. These are now string
- compared if alphanumeric
-* Removed resolver creation via reflection since it did not work all the time.
- Now a resolver needs to be loaded externally (which is existing behavior).
-
-## New Features
-* Expose PlayServicesResolver properties to allow for script access.
-* Explodes firebase-common and firebase-measurement aar files to support
- ${applicationId} substitution.
-
-# Version 1.1.1 - 25 Feb 2016
-## Bug Fixes
-* #1 Spaces in project path not handled when exploding Aar file.
-* #2 Script compilation error: TypeLoadException.
-
-# Version 1.1.0 - 5 Feb 2016
-## New Features
-* Adds friendly alert when JAVA_HOME is not set on Windows platforms.
-* Adds flag for disabling background resolution.
-* Expands play-services-measurement and replaces ${applicationId} with the
- bundle Id.
-
- ## Bug Fixes
-* Fixes infinite loop of resolution triggered by resolution.
diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta
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diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE b/Assets/ExternalDependencyManager/Editor/LICENSE
deleted file mode 100644
index 6258cc4..0000000
--- a/Assets/ExternalDependencyManager/Editor/LICENSE
+++ /dev/null
@@ -1,245 +0,0 @@
-Copyright (C) 2014 Google Inc.
-
- Licensed under the Apache License, Version 2.0 (the "License");
- you may not use this file except in compliance with the License.
- You may obtain a copy of the License at
-
- http://www.apache.org/licenses/LICENSE-2.0
-
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
-
- Apache License
- Version 2.0, January 2004
- http://www.apache.org/licenses/
-
- TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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- "License" shall mean the terms and conditions for use, reproduction,
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- http://www.apache.org/licenses/LICENSE-2.0
-
- Unless required by applicable law or agreed to in writing, software
- distributed under the License is distributed on an "AS IS" BASIS,
- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- See the License for the specific language governing permissions and
- limitations under the License.
-
-====================================================================================================
-This package uses MiniJSON
-
-Copyright (c) 2013 Calvin Rien
-
-Based on the JSON parser by Patrick van Bergen
-http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
-
-Simplified it so that it doesn't throw exceptions
-and can be used in Unity iPhone with maximum code stripping.
-
-Permission is hereby granted, free of charge, to any person obtaining
-a copy of this software and associated documentation files (the
-"Software"), to deal in the Software without restriction, including
-without limitation the rights to use, copy, modify, merge, publish,
-distribute, sublicense, and/or sell copies of the Software, and to
-permit persons to whom the Software is furnished to do so, subject to
-the following conditions:
-
-The above copyright notice and this permission notice shall be
-included in all copies or substantial portions of the Software.
-
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
-CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
-TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
-SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE.meta b/Assets/ExternalDependencyManager/Editor/LICENSE.meta
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--- a/Assets/ExternalDependencyManager/Editor/LICENSE.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 35a6726adf03479eb04b8c082346d551
-labels:
-- gvh
-- gvh_version-1.2.166
-- gvhp_exportpath-ExternalDependencyManager/Editor/LICENSE
-timeCreated: 1584567712
-licenseType: Pro
-TextScriptImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Assets/ExternalDependencyManager/Editor/README.md b/Assets/ExternalDependencyManager/Editor/README.md
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index cbc98e1..0000000
--- a/Assets/ExternalDependencyManager/Editor/README.md
+++ /dev/null
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-External Dependency Manager for Unity
-========
-
-# Overview
-
-The External Dependency Manager for Unity (EDM4U)
-(formerly Play Services Resolver / Jar Resolver) is intended to be used by any
-Unity plugin that requires:
-
- * Android specific libraries (e.g
- [AARs](https://developer.android.com/studio/projects/android-library.html)).
- * iOS [CocoaPods](https://cocoapods.org/).
- * Version management of transitive dependencies.
- * Management of Package Manager (PM) Registries.
-
-Updated releases are available on
-[GitHub](https://github.com/googlesamples/unity-jar-resolver)
-
-# Background
-
-Many Unity plugins have dependencies upon Android specific libraries, iOS
-CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
-This causes the following problems:
-
- * Integrating platform specific (e.g Android and iOS) libraries within a
- Unity project can be complex and a burden on a Unity plugin maintainer.
- * The process of resolving conflicting dependencies on platform specific
- libraries is pushed to the developer attempting to use a Unity plugin.
- The developer trying to use you plugin is very likely to give up when
- faced with Android or iOS specific build errors.
- * The process of resolving conflicting Unity plugins (due to shared Unity
- plugin components) is pushed to the developer attempting to use your Unity
- plugin. In an effort to resolve conflicts, the developer will very likely
- attempt to resolve problems by deleting random files in your plugin,
- report bugs when that doesn't work and finally give up.
-
-EDM provides solutions for each of these problems.
-
-## Android Dependency Management
-
-The *Android Resolver* component of this plugin will download and integrate
-Android library dependencies and handle any conflicts between plugins that share
-the same dependencies.
-
-Without the Android Resolver, typically Unity plugins bundle their AAR and
-JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google
-Play Games Android library would redistribute the library and its transitive
-dependencies in the folder `SomePlugin/Android/`. When a user imports
-`SomeOtherPlugin` that includes the same libraries (potentially at different
-versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
-`SomeOtherPlugin` will see an error when building for Android that can be hard
-to interpret.
-
-Using the Android Resolver to manage Android library dependencies:
-
- * Solves Android library conflicts between plugins.
- * Handles all of the various processing steps required to use Android
- libraries (AARs, JARs) in Unity 4.x and above projects. Almost all
- versions of Unity have - at best - partial support for AARs.
- * (Experimental) Supports minification of included Java components without
- exporting a project.
-
-## iOS Dependency Management
-
-The *iOS Resolver* component of this plugin integrates with
-[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries
-and frameworks into the Xcode project Unity generates when building for iOS.
-Using CocoaPods allows multiple plugins to utilize shared components without
-forcing developers to fix either duplicate or incompatible versions of
-libraries included through multiple Unity plugins in their project.
-
-## Package Manager Registry Setup
-
-The [Package Manager](https://docs.unity3d.com/Manual/Packages.html)
-(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package
-hosting and provides ways to discover, install, upgrade and uninstall packages.
-This makes it easier for developers to manage plugins within their projects.
-
-However, installing additional package registries requires a few manual steps
-that can potentially be error prone. The *Package Manager Resolver*
-component of this plugin integrates with
-[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to
-auto-install PM package registries when a `.unitypackage` is installed which
-allows plugin maintainers to ship a `.unitypackage` that can provide access
-to their own PM registry server to make it easier for developers to
-manage their plugins.
-
-## Unity Plugin Version Management
-
-Finally, the *Version Handler* component of this plugin simplifies the process
-of managing transitive dependencies of Unity plugins and each plugin's upgrade
-process.
-
-For example, without the Version Handler plugin, if:
-
- * Unity plugin `SomePlugin` includes `EDM4U` plugin at
- version 1.1.
- * Unity plugin `SomeOtherPlugin` includes `EDM4U`
- plugin at version 1.2.
-
-The version of `EDM4U` included in the developer's project depends upon the
-order the developer imports `SomePlugin` or `SomeOtherPlugin`.
-
-This results in:
-
- * `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
- is imported.
- * `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then
- `SomePlugin` is imported.
-
-The Version Handler solves the problem of managing transitive dependencies by:
-
- * Specifying a set of packaging requirements that enable a plugin at
- different versions to be imported into a Unity project.
- * Providing activation logic that selects the latest version of a plugin
- within a project.
-
-When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
-`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
-version activated in a developer's Unity project.
-
-Plugin creators are encouraged to adopt this library to ease integration for
-their customers. For more information about integrating EDM4U
-into your own plugin, see the [Plugin Redistribution](#plugin-redistribution)
-section of this document.
-
-# Analytics
-
-The External Dependency Manager for Unity plugin by default logs usage to Google
-Analytics. The purpose of the logging is to quantitatively measure the usage of
-functionality, to gather reports on integration failures and to inform future
-improvements to the developer experience of the External Dependency Manager
-plugin. Note that the analytics collected are limited to the scope of the EDM4U
-plugin’s usage.
-
-For details of what is logged, please refer to the usage of
-`EditorMeasurement.Report()` in the source code.
-
-# Requirements
-
-The *Android Resolver* and *iOS Resolver* components of the plugin only work
-with Unity version 4.6.8 or higher.
-
-The *Version Handler* component only works with Unity 5.x or higher as it
-depends upon the `PluginImporter` UnityEditor API.
-
-The *Package Manager Resolver* component only works with
-Unity 2018.4 or above, when
-[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html)
-support was added to the Package Manager.
-
-# Getting Started
-
-Before you import EDM4U into your plugin project, you first
-need to consider whether you intend to *redistribute* `EDM4U`
-along with your own plugin.
-
-## Plugin Redistribution
-
-If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin
-will ease the integration process for your users, by resolving dependency
-conflicts between your plugin and other plugins in a user's project.
-
-If you wish to redistribute `EDM4U` inside your plugin,
-you **must** follow these steps when importing the
-`external-dependency-manager-*.unitypackage`, and when exporting your own plugin
-package:
-
- 1. Import the `external-dependency-manager-*.unitypackage` into your plugin
- project by
- [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
- you add the `-gvh_disable` option.
- 1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that
- you:
- - Include the contents of the `Assets/PlayServicesResolver` and
- `Assets/ExternalDependencyManager` directory.
- - Add the `-gvh_disable` option.
-
-You **must** specify the `-gvh_disable` option in order for the Version
-Handler to work correctly!
-
-For example, the following command will import the
-`external-dependency-manager-1.2.46.0.unitypackage` into the project
-`MyPluginProject` and export the entire Assets folder to
-`MyPlugin.unitypackage`:
-
-```
-Unity -gvh_disable \
- -batchmode \
- -importPackage external-dependency-manager-1.2.46.0.unitypackage \
- -projectPath MyPluginProject \
- -exportPackage Assets MyPlugin.unitypackage \
- -quit
-```
-
-### Background
-
-The *Version Handler* component relies upon deferring the load of editor DLLs
-so that it can run first and determine the latest version of a plugin component
-to activate. The build of `EDM4U` plugin has Unity asset metadata that is
-configured so that the editor components are not initially enabled when it's
-imported into a Unity project. To maintain this configuration when importing
-the `external-dependency-manager.unitypackage` into a Unity plugin project, you
-*must* specify the command line option `-gvh_disable` which will prevent the
-Version Handler component from running and changing the Unity asset metadata.
-
-# Android Resolver Usage
-
-The Android Resolver copies specified dependencies from local or remote Maven
-repositories into the Unity project when a user selects Android as the build
-target in the Unity editor.
-
- 1. Add the `external-dependency-manager-*.unitypackage` to your plugin
- project (assuming you are developing a plugin). If you are redistributing
- EDM4U with your plugin, you **must** follow the
- import steps in the [Getting Started](#getting-started) section!
-
- 2. Copy and rename the
- [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
- file into your plugin and add the dependencies your plugin requires.
-
- The XML file just needs to be under an `Editor` directory and match the
- name `*Dependencies.xml`. For example,
- `MyPlugin/Editor/MyPluginDependencies.xml`.
-
- 3. Follow the steps in the [Getting Started](#getting-started)
- section when you are exporting your plugin package.
-
-For example, to add the Google Play Games library
-(`com.google.android.gms:play-services-games` package) at version `9.8.0` to
-the set of a plugin's Android dependencies:
-
-```
-
-
-
-
- extra-google-m2repository
-
-
-
-
-```
-
-The version specification (last component) supports:
-
- * Specific versions e.g `9.8.0`
- * Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most
- recent version.
- * Latest version using `LATEST` or `+`. We do *not* recommend using this
- unless you're 100% sure the library you depend upon will not break your
- Unity plugin in future.
-
-The above example specifies the dependency as a component of the Android SDK
-manager such that the Android SDK manager will be executed to install the
-package if it's not found. If your Android dependency is located on Maven
-central it's possible to specify the package simply using the `androidPackage`
-element:
-
-```
-
-
-
-
-
-```
-
-## Auto-resolution
-
-By default the Android Resolver automatically monitors the dependencies you have
-specified and the `Plugins/Android` folder of your Unity project. The
-resolution process runs when the specified dependencies are not present in your
-project.
-
-The *auto-resolution* process can be disabled via the
-`Assets > External Dependency Manager > Android Resolver > Settings` menu.
-
-Manual resolution can be performed using the following menu options:
-
- * `Assets > External Dependency Manager > Android Resolver > Resolve`
- * `Assets > External Dependency Manager > Android Resolver > Force Resolve`
-
-## Deleting libraries
-
-Resolved packages are tracked via asset labels by the Android Resolver.
-They can easily be deleted using the
-`Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries`
-menu item.
-
-## Android Manifest Variable Processing
-
-Some AAR files (for example play-services-measurement) contain variables that
-are processed by the Android Gradle plugin. Unfortunately, Unity does not
-perform the same processing when using Unity's Internal Build System, so the
-Android Resolver plugin handles known cases of this variable substitution
-by exploding the AAR into a folder and replacing `${applicationId}` with the
-`bundleID`.
-
-Disabling AAR explosion and therefore Android manifest processing can be done
-via the `Assets > External Dependency Manager > Android Resolver > Settings`
-menu. You may want to disable explosion of AARs if you're exporting a project
-to be built with Gradle / Android Studio.
-
-## ABI Stripping
-
-Some AAR files contain native libraries (.so files) for each ABI supported
-by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does
-not strip native libraries for unused ABIs. To strip unused ABIs, the Android
-Resolver plugin explodes an AAR into a folder and removes unused ABIs to
-reduce the built APK size. Furthermore, if native libraries are not stripped
-from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a
-libraries) Android may attempt to load the wrong library for the current
-runtime ABI completely breaking your plugin when targeting some architectures.
-
-AAR explosion and therefore ABI stripping can be disabled via the
-`Assets > External Dependency Manager > Android Resolver > Settings` menu.
-You may want to disable explosion of AARs if you're exporting a project to be
-built with Gradle / Android Studio.
-
-## Resolution Strategies
-
-By default the Android Resolver will use Gradle to download dependencies prior
-to integrating them into a Unity project. This works with Unity's internal
-build system and Gradle / Android Studio project export.
-
-It's possible to change the resolution strategy via the
-`Assets > External Dependency Manager > Android Resolver > Settings` menu.
-
-### Download Artifacts with Gradle
-
-Using the default resolution strategy, the Android resolver executes the
-following operations:
-
- - Remove the result of previous Android resolutions.
- e.g Delete all files and directories labeled with "gpsr" under
- `Plugins/Android` from the project.
- - Collect the set of Android dependencies (libraries) specified by a
- project's `*Dependencies.xml` files.
- - Run `download_artifacts.gradle` with Gradle to resolve conflicts and,
- if successful, download the set of resolved Android libraries (AARs, JARs).
- - Process each AAR / JAR so that it can be used with the currently selected
- Unity build system (e.g Internal vs. Gradle, Export vs. No Export).
- This involves patching each reference to `applicationId` in the
- AndroidManifest.xml with the project's bundle ID. This means resolution
- must be run if the bundle ID is changed again.
- - Move the processed AARs to `Plugins/Android` so they will be included when
- Unity invokes the Android build.
-
-### Integrate into mainTemplate.gradle
-
-Unity 5.6 introduced support for customizing the `build.gradle` used to build
-Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is
-enabled, rather than downloading artifacts before the build, Android resolution
-results in the execution of the following operations:
-
- - Remove the result of previous Android resolutions.
- e.g Delete all files and directories labeled with "gpsr" under
- `Plugins/Android` from the project and remove sections delimited with
- `// Android Resolver * Start` and `// Android Resolver * End` lines.
- - Collect the set of Android dependencies (libraries) specified by a
- project's `*Dependencies.xml` files.
- - Rename any `.srcaar` files in the build to `.aar` and exclude them from
- being included directly by Unity in the Android build as
- `mainTemplate.gradle` will be patched to include them instead from their
- local maven repositories.
- - Inject the required Gradle repositories into `mainTemplate.gradle` at the
- line matching the pattern
- `.*apply plugin: 'com\.android\.(application|library)'.*` or the section
- starting at the line `// Android Resolver Repos Start`.
- If you want to control the injection point in the file, the section
- delimited by the lines `// Android Resolver Repos Start` and
- `// Android Resolver Repos End` should be placed in the global scope
- before the `dependencies` section.
- - Inject the required Android dependencies (libraries) into
- `mainTemplate.gradle` at the line matching the pattern `***DEPS***` or
- the section starting at the line `// Android Resolver Dependencies Start`.
- If you want to control the injection point in the file, the section
- delimited by the lines `// Android Resolver Dependencies Start` and
- `// Android Resolver Dependencies End` should be placed in the
- `dependencies` section.
- - Inject the packaging options logic, which excludes architecture specific
- libraries based upon the selected build target, into `mainTemplate.gradle`
- at the line matching the pattern `android +{` or the section starting at
- the line `// Android Resolver Exclusions Start`.
- If you want to control the injection point in the file, the section
- delimited by the lines `// Android Resolver Exclusions Start` and
- `// Android Resolver Exclusions End` should be placed in the global
- scope before the `android` section.
-
-## Dependency Tracking
-
-The Android Resolver creates the
-`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set
-of resolved dependencies in a project. This is used by the auto-resolution
-process to only run the expensive resolution process when necessary.
-
-## Displaying Dependencies
-
-It's possible to display the set of dependencies the Android Resolver
-would download and process in your project via the
-`Assets > External Dependency Manager > Android Resolver > Display Libraries`
-menu item.
-
-# iOS Resolver Usage
-
-The iOS resolver component of this plugin manages
-[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and
-the `pod` tool is executed as a post build process step to add dependencies
-to the Xcode project exported by Unity.
-
-Dependencies for iOS are added by referring to CocoaPods.
-
- 1. Add the `external-dependency-manager-*.unitypackage` to your plugin
- project (assuming you are developing a plugin). If you are redistributing
- EDM4U with your plugin, you **must** follow the
- import steps in the [Getting Started](#getting-started) section!
-
- 2. Copy and rename the
- [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml)
- file into your plugin and add the dependencies your plugin requires.
-
- The XML file just needs to be under an `Editor` directory and match the
- name `*Dependencies.xml`. For example,
- `MyPlugin/Editor/MyPluginDependencies.xml`.
-
- 3. Follow the steps in the [Getting Started](#getting-started)
- section when you are exporting your plugin package.
-
-For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled:
-
-```
-
-
-
-
-
-```
-
-## Integration Strategies
-
-The `CocoaPods` are either:
- * Downloaded and injected into the Xcode project file directly, rather than
- creating a separate xcworkspace. We call this `Xcode project` integration.
- * If the Unity version supports opening a xcworkspace file, the `pod` tool
- is used as intended to generate a xcworkspace which references the
- CocoaPods. We call this `Xcode workspace` integration.
-
-The resolution strategy can be changed via the
-`Assets > External Dependency Manager > iOS Resolver > Settings` menu.
-
-### Appending text to generated Podfile
-In order to modify the generated Podfile you can create a script like this:
-```
-using System.IO;
-public class PostProcessIOS : MonoBehaviour {
-[PostProcessBuildAttribute(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50)
-private static void PostProcessBuild_iOS(BuildTarget target, string buildPath)
-{
- if (target == BuildTarget.iOS)
- {
-
- using (StreamWriter sw = File.AppendText(buildPath + "/Podfile"))
- {
- //in this example I'm adding an app extension
- sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend");
- }
- }
-}
-```
-
-# Package Manager Resolver Usage
-
-Adding registries to the
-[Package Manager](https://docs.unity3d.com/Manual/Packages.html)
-(PM) is a manual process. The Package Manager Resolver (PMR) component
-of this plugin makes it easy for plugin maintainers to distribute new PM
-registry servers and easy for plugin users to manage PM registry servers.
-
-## Adding Registries
-
- 1. Add the `external-dependency-manager-*.unitypackage` to your plugin
- project (assuming you are developing a plugin). If you are redistributing
- EDM4U with your plugin, you **must** follow the
- import steps in the [Getting Started](#getting-started) section!
-
- 2. Copy and rename the
- [SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml)
- file into your plugin and add the registries your plugin requires.
-
- The XML file just needs to be under an `Editor` directory and match the
- name `*Registries.xml` or labeled with `gumpr_registries`. For example,
- `MyPlugin/Editor/MyPluginRegistries.xml`.
-
- 3. Follow the steps in the [Getting Started](#getting-started)
- section when you are exporting your plugin package.
-
-For example, to add a registry for plugins in the scope `com.coolstuff`:
-
-```
-
-
-
- com.coolstuff
-
-
-
-```
-
-When PMR is loaded it will prompt the developer to add the registry to their
-project if it isn't already present in the `Packages/manifest.json` file.
-
-For more information, see Unity's documentation on
-[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html).
-
-## Managing Registries
-
-It's possible to add and remove registries that are specified via PMR
-XML configuration files via the following menu options:
-
-* `Assets > External Dependency Manager > Package Manager Resolver >
- Add Registries` will prompt the user with a window which allows them to
- add registries discovered in the project to the Package Manager.
-* `Assets > External Dependency Manager > Package Manager Resolver >
- Remove Registries` will prompt the user with a window which allows them to
- remove registries discovered in the project from the Package Manager.
-* `Assets > External Dependency Manager > Package Manager Resolver >
- Modify Registries` will prompt the user with a window which allows them to
- add or remove registries discovered in the project.
-
-## Migration
-
-PMR can migrate Version Handler packages installed in the `Assets` folder
-to PM packages. This requires the plugins to implement the following:
-
-* `.unitypackage` must include a Version Handler manifests that describes
- the components of the plugin. If the plugin has no dependencies
- the manifest would just include the files in the plugin.
-* The PM package JSON provided by the registry must include a keyword
- (in the `versions.VERSION.keyword` list) that maps the PM package
- to a Version Handler package using the format
- `vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME`
- is the name of the manifest defined in the `.unitypackage`. For
- more information see the description of the `gvhp_manifestname` asset label
- in the *Version Handler Usage* section.
-
-When using the `Assets > External Dependency Manager >
-Package Manager Resolver > Migrate Packages` menu option, PMR then
-will:
-
-* List all Version Handler manager packages in the project.
-* Search all available packages in the PM registries and fetch keywords
- associated with each package parsing the Version Handler manifest names
- for each package.
-* Map each installed Version Handler package to a PM package.
-* Prompt the user to migrate the discovered packages.
-* Perform package migration for all selected packages if the user clicks
- the `Apply` button.
-
-## Configuration
-
-PMR can be configured via the `Assets > External Dependency Manager >
-Package Manager Resolver > Settings` menu option:
-
-* `Add package registries` when enabled, when the plugin loads or registry
- configuration files change, this will prompt the user to add registries
- that are not present in the Package Manager.
-* `Prompt to add package registries` will cause a developer to be prompted
- with a window that will ask for confirmation before adding registries.
- When this is disabled registries are added silently to the project.
-* `Prompt to migrate packages` will cause a developer to be prompted
- with a window that will ask for confirmation before migrating packages
- installed in the `Assets` directory to PM packages.
-* `Enable Analytics Reporting` when enabled, reports the use of the plugin
- to the developers so they can make imrpovements.
-* `Verbose logging` when enabled prints debug information to the console
- which can be useful when filing bug reports.
-
-# Version Handler Usage
-
-The Version Handler component of this plugin manages:
-
-* Shared Unity plugin dependencies.
-* Upgrading Unity plugins by cleaning up old files from previous versions.
-* Uninstallation of plugins that are distributed with manifest files.
-* Restoration of plugin assets to their original install locations if assets
- are tagged with the `exportpath` label.
-
-Since the Version Handler needs to modify Unity asset metadata (`.meta` files),
-to enable / disable components, rename and delete asset files it does not
-work with Package Manager installed packages. It's still possible to
-include EDM4U in Package Manager packages, the Version Handler component
-simply won't do anything to PM plugins in this case.
-
-## Using Version Handler Managed Plugins
-
-If a plugin is imported at multiple different versions into a project, if
-the Version Handler is enabled, it will automatically check all managed
-assets to determine the set of assets that are out of date and assets that
-should be removed. To disable automatic checking managed assets disable
-the `Enable version management` option in the
-`Assets > External Dependency Manager > Version Handler > Settings` menu.
-
-If version management is disabled, it's possible to check managed assets
-manually using the
-`Assets > External Dependency Manager > Version Handler > Update` menu option.
-
-### Listing Managed Plugins
-
-Plugins managed by the Version Handler, those that ship with manifest files,
-can displayed using the `Assets > External Dependency Manager >
-Version Handler > Display Managed Packages` menu option. The list of plugins
-are written to the console window along with the set of files used by each
-plugin.
-
-### Uninstalling Managed Plugins
-
-Plugins managed by the Version Handler, those that ship with manifest files,
-can be removed using the `Assets > External Dependency Manager >
-Version Handler > Uninstall Managed Packages` menu option. This operation
-will display a window that allows a developer to select a set of plugins to
-remove which will remove all files owned by each plugin excluding those that
-are in use by other installed plugins.
-
-Files managed by the Version Handler, those labeled with the `gvh` asset label,
-can be checked to see whether anything needs to be upgraded, disabled or
-removed using the `Assets > External Dependency Manager >
-Version Handler > Update` menu option.
-
-### Restore Install Paths
-
-Some developers move assets around in their project which can make it
-harder for plugin maintainers to debug issues if this breaks Unity's
-[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules.
-If assets are labeled with their original install / export path
-(see `gvhp_exportpath` below), Version Handler can restore assets to their
-original locations when using the `Assets > External Dependency Manager >
-Version Handler > Move Files To Install Locations` menu option.
-
-### Settings
-
-Some behavior of the Version Handler can be configured via the
-`Assets > External Dependency Manager > Version Handler > Settings` menu
-option.
-
-* `Enable version management` controls whether the plugin should automatically
- check asset versions and apply changes. If this is disabled the process
- should be run manually when installing or upgrading managed plugins using
- `Assets > External Dependency Manager > Version Handler > Update`.
-* `Rename to canonical filenames` is a legacy option that will rename files to
- remove version numbers and other labels from filenames.
-* `Prompt for obsolete file deletion` enables the display of a window when
- obsolete files are deleted allowing the developer to select which files to
- delete and those to keep.
-* `Allow disabling files via renaming` controls whether obsolete or disabled
- files should be disabled by renaming them to `myfilename_DISABLED`.
- Renaming to disable files is required in some scenarios where Unity doesn't
- support removing files from the build via the PluginImporter.
-* `Enable Analytics Reporting` enables / disables usage reporting to plugin
- developers to improve the product.
-* `Verbose logging` enables _very_ noisy log output that is useful for
- debugging while filing a bug report or building a new managed plugin.
-* `Use project settings` saves settings for the plugin in the project rather
- than system-wide.
-
-## Redistributing a Managed Plugin
-
-The Version Handler employs a couple of methods for managing version
-selection, upgrade and removal of plugins.
-
-* Each plugin can ship with a manifest file that lists the files it includes.
- This makes it possible for Version Handler to calculate the difference
- in assets between the most recent release of a plugin and the previous
- release installed in a project. If a files are removed the Version Handler
- will prompt the user to clean up obsolete files.
-* Plugins can ship using assets with unique names, unique GUIDs and version
- number labels. Version numbers can be attached to assets using labels or
- added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt).
- This allows the Version Handler to determine which set of files are the
- same file at different versions, select the most recent version and prompt
- the developer to clean up old versions.
-
-Unity plugins can be managed by the Version Handler using the following steps:
-
- 1. Add the `gvh` asset label to each asset (file) you want Version Handler
- to manage.
- 1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the
- version of the plugin you're releasing (e.g 1.2.3).
- 1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the
- export path of the file when the `.unitypackage` is created. This is
- used to track files if they're moved around in a project by developers.
- 1. Optional: Add `gvh_targets-editor` label to each editor DLL in your
- plugin and disable `editor` as a target platform for the DLL.
- The Version Handler will enable the most recent version of this DLL when
- the plugin is imported.
- 1. Optional: If your plugin is included in other Unity plugins, you should
- add the version number to each filename and change the GUID of each asset.
- This allows multiple versions of your plugin to be imported into a Unity
- project, with the Version Handler component activating only the most
- recent version.
- 1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt`
- that lists all the files in your plugin relative to the project root.
- Then add the `gvh_manifest` label to the asset to indicate this file is
- a plugin manifest.
- 1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file
- to provide a human readable name for your package. If this isn't provided
- the name of the manifest file will be used as the package name.
- NAME can match the pattern `[0-9]+[a-zA-Z -]' where a leading integer
- will set the priority of the name where `0` is the highest priority
- and preferably used as the display name. The lowest value (i.e highest
- priority name) will be used as the display name and all other specified
- names will be aliases of the display name. Aliases can refer to previous
- names of the package allowing renaming across published versions.
- 1. Redistribute EDM4U Unity plugin with your plugin.
- See the [Plugin Redistribution](#plugin-redistribution) for the details.
-
-If you follow these steps:
-
- * When users import a newer version of your plugin, files referenced by the
- older version's manifest are cleaned up.
- * The latest version of the plugin will be selected when users import
- multiple packages that include your plugin, assuming the steps in
- [Plugin Redistribution](#plugin-redistribution) are followed.
-
-# Building from Source
-
-To build this plugin from source you need the following tools installed:
- * Unity (with iOS and Android modules installed)
-
-You can build the plugin by running the following from your shell
-(Linux / OSX):
-
-```
-./gradlew build
-```
-
-or Windows:
-
-```
-./gradlew.bat build
-```
-
-# Releasing
-
-Each time a new build of this plugin is checked into the source tree you
-need to do the following:
-
- * Bump the plugin version variable `pluginVersion` in `build.gradle`
- * Update `CHANGELOG.md` with the new version number and changes included in
- the release.
- * Build the release using `./gradlew release` which performs the following:
- * Updates `external-dependency-manager-*.unitypackage`
- * Copies the unpacked plugin to the `exploded` directory.
- * Updates template metadata files in the `plugin` directory.
- The GUIDs of all asset metadata is modified due to the version number
- change. Each file within the plugin is versioned to allow multiple
- versions of the plugin to be imported into a Unity project which allows
- the most recent version to be activated by the Version Handler
- component.
- * Create release commit using `./gradlew gitCreateReleaseCommit` which
- performs `git commit -a -m "description from CHANGELOG.md"`
- * Once the release commit is merge, tag the release using
- `./gradlew gitTagRelease` which performs the following:
- * `git tag -a pluginVersion -m "version RELEASE"` to tag the release.
- * Update tags on remote branch using `git push --tag REMOTE HEAD:master`
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diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/MainScene.unity.meta b/Assets/FacebookSDK/Examples/CloudAndroid/MainScene.unity.meta
deleted file mode 100644
index 5b5f302..0000000
--- a/Assets/FacebookSDK/Examples/CloudAndroid/MainScene.unity.meta
+++ /dev/null
@@ -1,7 +0,0 @@
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diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/Music.meta b/Assets/FacebookSDK/Examples/CloudAndroid/Music.meta
deleted file mode 100644
index 9b63e9c..0000000
--- a/Assets/FacebookSDK/Examples/CloudAndroid/Music.meta
+++ /dev/null
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diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/Music/the-epic-2-by-rafael-krux.mp3 b/Assets/FacebookSDK/Examples/CloudAndroid/Music/the-epic-2-by-rafael-krux.mp3
deleted file mode 100644
index 5f2c511..0000000
Binary files a/Assets/FacebookSDK/Examples/CloudAndroid/Music/the-epic-2-by-rafael-krux.mp3 and /dev/null differ
diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/Music/the-epic-2-by-rafael-krux.mp3.meta b/Assets/FacebookSDK/Examples/CloudAndroid/Music/the-epic-2-by-rafael-krux.mp3.meta
deleted file mode 100644
index 9ab20de..0000000
--- a/Assets/FacebookSDK/Examples/CloudAndroid/Music/the-epic-2-by-rafael-krux.mp3.meta
+++ /dev/null
@@ -1,22 +0,0 @@
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diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs.meta b/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs.meta
deleted file mode 100644
index 4ebb51a..0000000
--- a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/ProductRowPrefab.cs b/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/ProductRowPrefab.cs
deleted file mode 100644
index 2b9c96a..0000000
--- a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/ProductRowPrefab.cs
+++ /dev/null
@@ -1,82 +0,0 @@
-/**
- * Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
- *
- * You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
- * copy, modify, and distribute this software in source code or binary form for use
- * in connection with the web services and APIs provided by Facebook.
- *
- * As with any software that integrates with the Facebook platform, your use of
- * this software is subject to the Facebook Developer Principles and Policies
- * [http://developers.facebook.com/policy/]. This copyright notice shall be
- * included in all copies or substantial portions of the software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.UI;
-using Facebook.Unity;
-
-public class ProductRowPrefab : MonoBehaviour
-{
- [SerializeField]
- private RawImage _thumbImg;
-
- [SerializeField]
- private Text _titleText;
-
- [SerializeField]
- private Text _productIdText;
-
- [SerializeField]
- private GameObject _buyBtn;
-
- private Product _product;
- private LogScroller _logScroller;
- private PurchasePage _parentScript;
-
- private void Awake()
- {
- }
-
- public void OnLogBtnClick()
- {
- _logScroller.Log(_product.ToString());
- }
- public void OnPurchaseBtnClick()
- {
- _parentScript.MakePurchase(_product);
- }
-
- public void Initialize(PurchasePage parentScript, LogScroller logScroller, Product product)
- {
- _parentScript = parentScript;
- _logScroller = logScroller;
- _product = product;
- _titleText.text = product.Title;
- _productIdText.text = product.ProductID;
- _buyBtn.transform.GetChild(0).GetComponent().text = product.Price;
- SetThumb(product.ProductID, product.ImageURI);
- }
-
- private void SetThumb(string productId, string url)
- {
- StartCoroutine(Utility.GetTexture(productId, url, (texture) =>
- {
- _thumbImg.texture = texture;
- }));
- }
-
- private void LogText(string text)
- {
- _logScroller.Log(text);
- }
-
-}
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diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/ProductRowPrefab.prefab.meta b/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/ProductRowPrefab.prefab.meta
deleted file mode 100644
index 2f2b580..0000000
--- a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/ProductRowPrefab.prefab.meta
+++ /dev/null
@@ -1,7 +0,0 @@
-fileFormatVersion: 2
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diff --git a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/PurchaseRowPrefab.cs b/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/PurchaseRowPrefab.cs
deleted file mode 100644
index bd22494..0000000
--- a/Assets/FacebookSDK/Examples/CloudAndroid/Prefabs/PurchaseRowPrefab.cs
+++ /dev/null
@@ -1,78 +0,0 @@
-/**
- * Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
- *
- * You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
- * copy, modify, and distribute this software in source code or binary form for use
- * in connection with the web services and APIs provided by Facebook.
- *
- * As with any software that integrates with the Facebook platform, your use of
- * this software is subject to the Facebook Developer Principles and Policies
- * [http://developers.facebook.com/policy/]. This copyright notice shall be
- * included in all copies or substantial portions of the software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
- * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
- * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
- * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.UI;
-using Facebook.Unity;
-
-public class PurchaseRowPrefab : MonoBehaviour
-{
- [SerializeField]
- private Text _purchaseTokenText;
-
- [SerializeField]
- private Text _productIdText;
-
- [SerializeField]
- private Text _purchaseTimeText;
-
- [SerializeField]
- private GameObject _consumeBtn;
-
- private string DATE_FORMAT = @"M/d/yyyy hh:mm:ss tt";
-
- private Purchase _purchase;
- private LogScroller _logScroller;
- private PurchasePage _parentScript;
-
- public string GetPurchaseToken()
- {
- return _purchase.PurchaseToken;
- }
- public void OnLogBtnClick()
- {
- _logScroller.Log(_purchase.ToString());
- }
- public void OnConsumeBtnClick()
- {
- _parentScript.ConsumePurchase(_purchase, delegate (bool success)
- {
- Destroy(gameObject);
- });
- }
- public void Initialize(PurchasePage parentScript, LogScroller logScroller, Purchase purchase)
- {
- _parentScript = parentScript;
- _logScroller = logScroller;
- _purchase = purchase;
- _purchaseTokenText.text = purchase.PurchaseToken;
- _productIdText.text = purchase.ProductID;
- _purchaseTimeText.text = purchase.PurchaseTime.ToLocalTime().ToString(DATE_FORMAT);
- SetConsumeBtnData(purchase.IsConsumed);
- }
-
- private void SetConsumeBtnData(bool isConsumed)
- {
- _consumeBtn.GetComponent