|
|
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|
||||||
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|
|
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|
|
@ -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
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Automatically disables Bitcode on iOS builds
|
|
||||||
/// </summary>
|
|
||||||
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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second:
|
|
||||||
enabled: 0
|
|
||||||
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|
|
||||||
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|
|
||||||
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|
||||||
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|
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|
||||||
|
|
@ -1,245 +0,0 @@
|
||||||
Copyright (C) 2014 Google Inc.
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|
||||||
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|
||||||
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|
||||||
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|
||||||
You may obtain a copy of the License at
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|
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|
||||||
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|
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|
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|
||||||
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|
|
||||||
|
|
||||||
Apache License
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|
||||||
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|
||||||
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|
||||||
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|
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TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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END OF TERMS AND CONDITIONS
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APPENDIX: How to apply the Apache License to your work.
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||||||
To apply the Apache License to your work, attach the following
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|
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||||||
Unless required by applicable law or agreed to in writing, software
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||||||
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||||||
See the License for the specific language governing permissions and
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|
||||||
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
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|
||||||
without limitation the rights to use, copy, modify, merge, publish,
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|
||||||
distribute, sublicense, and/or sell copies of the Software, and to
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|
||||||
permit persons to whom the Software is furnished to do so, subject to
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|
||||||
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|
||||||
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|
||||||
The above copyright notice and this permission notice shall be
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
||||||
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|
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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|
||||||
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|
||||||
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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|
||||||
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|
|
||||||
|
|
@ -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:
|
|
||||||
|
|
@ -1,768 +0,0 @@
|
||||||
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:
|
|
||||||
|
|
||||||
```
|
|
||||||
<dependencies>
|
|
||||||
<androidPackages>
|
|
||||||
<androidPackage spec="com.google.android.gms:play-services-games:9.8.0">
|
|
||||||
<androidSdkPackageIds>
|
|
||||||
<androidSdkPackageId>extra-google-m2repository</androidSdkPackageId>
|
|
||||||
</androidSdkPackageIds>
|
|
||||||
</androidPackage>
|
|
||||||
</androidPackages>
|
|
||||||
</dependencies>
|
|
||||||
```
|
|
||||||
|
|
||||||
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:
|
|
||||||
|
|
||||||
```
|
|
||||||
<dependencies>
|
|
||||||
<androidPackages>
|
|
||||||
<androidPackage spec="com.google.api-client:google-api-client-android:1.22.0" />
|
|
||||||
</androidPackages>
|
|
||||||
</dependencies>
|
|
||||||
```
|
|
||||||
|
|
||||||
## 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:
|
|
||||||
|
|
||||||
```
|
|
||||||
<dependencies>
|
|
||||||
<iosPods>
|
|
||||||
<iosPod name="Google-Mobile-Ads-SDK" version="~> 7.0" bitcodeEnabled="true"
|
|
||||||
minTargetSdk="6.0" addToAllTargets="false" />
|
|
||||||
</iosPods>
|
|
||||||
</dependencies>
|
|
||||||
```
|
|
||||||
|
|
||||||
## 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`:
|
|
||||||
|
|
||||||
```
|
|
||||||
<registries>
|
|
||||||
<registry name="Cool Stuff"
|
|
||||||
url="https://unityregistry.coolstuff.com"
|
|
||||||
termsOfService="https://coolstuff.com/unityregistry/terms"
|
|
||||||
privacyPolicy="https://coolstuff.com/unityregistry/privacy">
|
|
||||||
<scopes>
|
|
||||||
<scope>com.coolstuff</scope>
|
|
||||||
</scopes>
|
|
||||||
</registry>
|
|
||||||
</registries>
|
|
||||||
```
|
|
||||||
|
|
||||||
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`
|
|
||||||
|
|
@ -1,12 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 11eb52f780284fd69194951ac46cb538
|
|
||||||
labels:
|
|
||||||
- gvh
|
|
||||||
- gvh_version-1.2.166
|
|
||||||
- gvhp_exportpath-ExternalDependencyManager/Editor/README.md
|
|
||||||
timeCreated: 1584567712
|
|
||||||
licenseType: Pro
|
|
||||||
TextScriptImporter:
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,13 +0,0 @@
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.IOSResolver.dll
|
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.IOSResolver.pdb
|
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.JarResolver.dll
|
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.JarResolver.pdb
|
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.PackageManagerResolver.dll
|
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.PackageManagerResolver.pdb
|
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.VersionHandlerImpl.dll
|
|
||||||
Assets/ExternalDependencyManager/Editor/1.2.186/Google.VersionHandlerImpl.pdb
|
|
||||||
Assets/ExternalDependencyManager/Editor/CHANGELOG.md
|
|
||||||
Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll
|
|
||||||
Assets/ExternalDependencyManager/Editor/Google.VersionHandler.pdb
|
|
||||||
Assets/ExternalDependencyManager/Editor/LICENSE
|
|
||||||
Assets/ExternalDependencyManager/Editor/README.md
|
|
||||||
|
|
@ -1,15 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: c9a3138961c74d99b7046b783112fceb
|
|
||||||
labels:
|
|
||||||
- gvh
|
|
||||||
- gvh_manifest
|
|
||||||
- gvh_version-1.2.186
|
|
||||||
- gvhp_exportpath-ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.186_manifest.txt
|
|
||||||
- gvhp_manifestname-0External Dependency Manager
|
|
||||||
- gvhp_manifestname-play-services-resolver
|
|
||||||
timeCreated: 1474401009
|
|
||||||
licenseType: Pro
|
|
||||||
TextScriptImporter:
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,8 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 9826aa7ab7bbb8844a16a2ba8dd40ea8
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
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/**
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* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
|
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*
|
|
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* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
|
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* copy, modify, and distribute this software in source code or binary form for use
|
|
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* in connection with the web services and APIs provided by Facebook.
|
|
||||||
*
|
|
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* As with any software that integrates with the Facebook platform, your use of
|
|
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* this software is subject to the Facebook Developer Principles and Policies
|
|
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* [http://developers.facebook.com/policy/]. This copyright notice shall be
|
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* included in all copies or substantial portions of the software.
|
|
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*
|
|
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
|
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
|
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
|
|
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* 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.
|
|
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*/
|
|
||||||
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using Facebook.Unity;
|
|
||||||
|
|
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public class ProductRowPrefab : MonoBehaviour
|
|
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{
|
|
||||||
[SerializeField]
|
|
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private RawImage _thumbImg;
|
|
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[SerializeField]
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private Text _titleText;
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[SerializeField]
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private Text _productIdText;
|
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|
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[SerializeField]
|
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private GameObject _buyBtn;
|
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|
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private Product _product;
|
|
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private LogScroller _logScroller;
|
|
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private PurchasePage _parentScript;
|
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|
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private void Awake()
|
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{
|
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}
|
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|
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public void OnLogBtnClick()
|
|
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{
|
|
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_logScroller.Log(_product.ToString());
|
|
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}
|
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public void OnPurchaseBtnClick()
|
|
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{
|
|
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_parentScript.MakePurchase(_product);
|
|
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}
|
|
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|
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public void Initialize(PurchasePage parentScript, LogScroller logScroller, Product product)
|
|
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{
|
|
||||||
_parentScript = parentScript;
|
|
||||||
_logScroller = logScroller;
|
|
||||||
_product = product;
|
|
||||||
_titleText.text = product.Title;
|
|
||||||
_productIdText.text = product.ProductID;
|
|
||||||
_buyBtn.transform.GetChild(0).GetComponent<Text>().text = product.Price;
|
|
||||||
SetThumb(product.ProductID, product.ImageURI);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void SetThumb(string productId, string url)
|
|
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{
|
|
||||||
StartCoroutine(Utility.GetTexture(productId, url, (texture) =>
|
|
||||||
{
|
|
||||||
_thumbImg.texture = texture;
|
|
||||||
}));
|
|
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}
|
|
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|
|
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private void LogText(string text)
|
|
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{
|
|
||||||
_logScroller.Log(text);
|
|
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}
|
|
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}
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@ -1,78 +0,0 @@
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||||||
/**
|
|
||||||
* 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
|
|
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* 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.
|
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*/
|
|
||||||
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using Facebook.Unity;
|
|
||||||
|
|
||||||
public class PurchaseRowPrefab : MonoBehaviour
|
|
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{
|
|
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[SerializeField]
|
|
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private Text _purchaseTokenText;
|
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|
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[SerializeField]
|
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private Text _productIdText;
|
|
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|
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{
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/**
|
|
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* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
|
|
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*
|
|
||||||
* 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 Facebook.Unity;
|
|
||||||
|
|
||||||
public class AdsPage : MonoBehaviour
|
|
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{
|
|
||||||
private LogScroller _logScroller;
|
|
||||||
|
|
||||||
// Replace the below INTERSTITIAL_ID and VIDEO_PLACEMENT_ID with your app placement IDs
|
|
||||||
private string INTERSTITIAL_PLACEMENT_ID = "123456";
|
|
||||||
private string VIDEO_PLACEMENT_ID = "123456";
|
|
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|
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private void Awake()
|
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{
|
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_logScroller = transform.root.GetComponent<UIState>().logScroller;
|
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}
|
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|
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public void OnLoadInterstitialBtnClick()
|
|
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{
|
|
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_LogText("Loading Interstitial Ad");
|
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FBGamingServices.LoadInterstitialAd(INTERSTITIAL_PLACEMENT_ID, delegate (IInterstitialAdResult result)
|
|
||||||
{
|
|
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if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
_LogText("Interstitial Ad Loaded");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: Failed to load Interstitial Ad\n" + result.Error.ToString());
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
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public void OnLoadVideoBtnClick()
|
|
||||||
{
|
|
||||||
_LogText("Loading Video Ad");
|
|
||||||
FBGamingServices.LoadRewardedVideo(VIDEO_PLACEMENT_ID, delegate (IRewardedVideoResult result)
|
|
||||||
{
|
|
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if (result.Error == null && result.ResultDictionary != null)
|
|
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{
|
|
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_LogText("Video Ad Loaded");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: Failed to load Video Ad\n" + result.Error.ToString());
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void OnViewInterstitialBtnClick()
|
|
||||||
{
|
|
||||||
_LogText("View Interstitial Ad");
|
|
||||||
FBGamingServices.ShowInterstitialAd(INTERSTITIAL_PLACEMENT_ID, delegate (IInterstitialAdResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
_LogText("Interstitial Ad Viewed");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: Failed to view Interstitial Ad\n" + result.Error.ToString());
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void OnViewVideoBtnClick()
|
|
||||||
{
|
|
||||||
_LogText("View Video Ad");
|
|
||||||
FBGamingServices.ShowRewardedVideo(VIDEO_PLACEMENT_ID, delegate (IRewardedVideoResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
_LogText("Video Ad Viewed");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: Failed to watch Video Ad\n" + result.Error.ToString());
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
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|
|
||||||
// private
|
|
||||||
private void _LogText(string text)
|
|
||||||
{
|
|
||||||
_logScroller.Log(text);
|
|
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}
|
|
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}
|
|
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|
|
@ -1,11 +0,0 @@
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fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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@ -1,65 +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;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class LogScroller : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
private GameObject _content;
|
|
||||||
|
|
||||||
[HideInInspector]
|
|
||||||
public List<String> texts = new List<String>();
|
|
||||||
|
|
||||||
private string DATE_FORMAT = @"M/d/yyyy hh:mm:ss tt";
|
|
||||||
private int index = 0;
|
|
||||||
|
|
||||||
void Start()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
public void ClearLogs()
|
|
||||||
{
|
|
||||||
texts.Clear();
|
|
||||||
foreach (Transform child in _content.transform)
|
|
||||||
{
|
|
||||||
Destroy(child.gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void Log(string text)
|
|
||||||
{
|
|
||||||
GameObject nText = new GameObject("text-" + index++);
|
|
||||||
nText.transform.parent = _content.transform;
|
|
||||||
nText.transform.localPosition = new Vector3(0, 0, 0);
|
|
||||||
nText.transform.localScale = new Vector3(1, 1, 1);
|
|
||||||
nText.transform.SetAsFirstSibling();
|
|
||||||
|
|
||||||
string formattedText = string.Format("{0}\n{1}\n", DateTime.Now.ToString(DATE_FORMAT), text);
|
|
||||||
texts.Insert(0, formattedText);
|
|
||||||
Text textComp = nText.AddComponent<Text>();
|
|
||||||
textComp.text = formattedText;
|
|
||||||
textComp.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
|
|
||||||
textComp.color = new Color(1, 1, 1, 1);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: bd18f8ae8b6af4dc68f7c88319ee024b
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,99 +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 MainPage : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
private Menu _menu;
|
|
||||||
|
|
||||||
private LogScroller _logScroller;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_logScroller = transform.root.GetComponent<UIState>().logScroller;
|
|
||||||
_logScroller.Log(Application.identifier);
|
|
||||||
|
|
||||||
if (!FB.IsInitialized)
|
|
||||||
{
|
|
||||||
_LogText("FB.Init called");
|
|
||||||
FB.Init(_OnInitComplete);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnLogAcessTokenBtnClick()
|
|
||||||
{
|
|
||||||
AccessToken currentToken = AccessToken.CurrentAccessToken;
|
|
||||||
if (currentToken == null)
|
|
||||||
{
|
|
||||||
_LogText("CurrentAccessToken is empty");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("CurrentAccessToken: " + currentToken.ToString());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void OnLogPayloadBtnClick()
|
|
||||||
{
|
|
||||||
_LogText("Getting Payload");
|
|
||||||
FBGamingServices.GetPayload(delegate (IPayloadResult result)
|
|
||||||
{
|
|
||||||
_LogText("payload\n" + JsonUtility.ToJson(result.Payload));
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void OnNavBtnClick(string pageName)
|
|
||||||
{
|
|
||||||
_menu.NavToPage(pageName);
|
|
||||||
}
|
|
||||||
|
|
||||||
// private
|
|
||||||
private void _LogText(string text)
|
|
||||||
{
|
|
||||||
_logScroller.Log(text);
|
|
||||||
}
|
|
||||||
private void _OnInitComplete()
|
|
||||||
{
|
|
||||||
if (FB.IsInitialized)
|
|
||||||
{
|
|
||||||
_LogText("FB.Init Successful; FBGamingServices.InitCloudGame called");
|
|
||||||
FBGamingServices.InitCloudGame(_OnInitCloud);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: FB.Init failed");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
private void _OnInitCloud(IInitCloudGameResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
_LogText("InitCloudGame Successful");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: InitCloudGame failed\n" + result.Error.ToString());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 7d4353ba3d5f24acdbb20ccbd443012a
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,128 +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;
|
|
||||||
|
|
||||||
public class Menu : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
private Button _backBtn;
|
|
||||||
[SerializeField]
|
|
||||||
private Sprite _mutedSprite;
|
|
||||||
[SerializeField]
|
|
||||||
private Sprite _volumeSprite;
|
|
||||||
[SerializeField]
|
|
||||||
private Image _mutedBtnImg;
|
|
||||||
[SerializeField]
|
|
||||||
private AudioSource _bgMusic;
|
|
||||||
[SerializeField]
|
|
||||||
private GameObject _pages;
|
|
||||||
|
|
||||||
private GameObject _currentPage;
|
|
||||||
private LogScroller _logScroller;
|
|
||||||
private bool _muted;
|
|
||||||
private Stack<GameObject> _pagesStack = new Stack<GameObject>();
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_logScroller = transform.root.GetComponent<UIState>().logScroller;
|
|
||||||
|
|
||||||
_muted = PlayerPrefs.GetInt("muted", 0) > 0 ? true : false;
|
|
||||||
_SetMuteBtnIcon();
|
|
||||||
|
|
||||||
// deactivate all pages and set first page as active
|
|
||||||
foreach (Transform child in _pages.transform)
|
|
||||||
{
|
|
||||||
child.gameObject.SetActive(false);
|
|
||||||
}
|
|
||||||
_currentPage = _pages.transform.GetChild(0).gameObject;
|
|
||||||
_currentPage.SetActive(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
public void NavToPage(string pageName)
|
|
||||||
{
|
|
||||||
GameObject target = _FindChild(_pages.transform, pageName);
|
|
||||||
// _LogText(pageName + " " + !!target);
|
|
||||||
if (target != null)
|
|
||||||
{
|
|
||||||
_currentPage.SetActive(false);
|
|
||||||
_pagesStack.Push(_currentPage);
|
|
||||||
_currentPage = target;
|
|
||||||
target.SetActive(true);
|
|
||||||
_backBtn.interactable = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: Missing page '" + pageName + "'");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void OnBackBtnClick()
|
|
||||||
{
|
|
||||||
if (_pagesStack.Count > 0)
|
|
||||||
{
|
|
||||||
_currentPage.SetActive(false);
|
|
||||||
GameObject target = _pagesStack.Pop();
|
|
||||||
_currentPage = target;
|
|
||||||
target.SetActive(true);
|
|
||||||
|
|
||||||
if (_pagesStack.Count == 0)
|
|
||||||
{
|
|
||||||
_backBtn.interactable = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_LogText("ERR: On last page?");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void OnToggleMuteBtnClick()
|
|
||||||
{
|
|
||||||
_muted = !_muted;
|
|
||||||
PlayerPrefs.SetInt("muted", _muted ? 1 : 0);
|
|
||||||
_SetMuteBtnIcon();
|
|
||||||
}
|
|
||||||
|
|
||||||
// private
|
|
||||||
private GameObject _FindChild(Transform target, string name)
|
|
||||||
{
|
|
||||||
foreach (Transform child in target)
|
|
||||||
{
|
|
||||||
if (child.gameObject.name == name)
|
|
||||||
{
|
|
||||||
return child.gameObject;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
private void _LogText(string text)
|
|
||||||
{
|
|
||||||
_logScroller.Log(text);
|
|
||||||
}
|
|
||||||
private void _SetMuteBtnIcon()
|
|
||||||
{
|
|
||||||
Sprite targetSprite = _muted ? _mutedSprite : _volumeSprite;
|
|
||||||
|
|
||||||
_mutedBtnImg.sprite = targetSprite;
|
|
||||||
_bgMusic.mute = _muted;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 1533c3c1ab7624d62b7ed5f9088e86bc
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,188 +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;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.Threading;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
using Facebook.Unity;
|
|
||||||
|
|
||||||
public class PurchasePage : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
private Button _loadProductsBtn;
|
|
||||||
[SerializeField]
|
|
||||||
private Button _loadPurchasesBtn;
|
|
||||||
[SerializeField]
|
|
||||||
private GameObject _productRowPrefab;
|
|
||||||
[SerializeField]
|
|
||||||
private Transform _productScrollTransform;
|
|
||||||
[SerializeField]
|
|
||||||
private GameObject _purchaseRowPrefab;
|
|
||||||
[SerializeField]
|
|
||||||
private Transform _purchaseScrollTransform;
|
|
||||||
|
|
||||||
private LogScroller _logScroller;
|
|
||||||
private IList<Product> _products = new List<Product>();
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
_logScroller = transform.root.GetComponent<UIState>().logScroller;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void CheckReady()
|
|
||||||
{
|
|
||||||
LogText("Checking Ready");
|
|
||||||
|
|
||||||
FBGamingServices.OnIAPReady(delegate (IIAPReadyResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
_loadProductsBtn.interactable = true;
|
|
||||||
_loadPurchasesBtn.interactable = true;
|
|
||||||
LogText("IAP Ready");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
LogText("ERR: IAP not ready" + result.Error.ToString());
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void ConsumePurchase(Purchase purchase, Action<bool> callback)
|
|
||||||
{
|
|
||||||
LogText("Consuming " + purchase.PurchaseToken + " : " + purchase.ProductID);
|
|
||||||
|
|
||||||
callback(true);
|
|
||||||
|
|
||||||
FBGamingServices.ConsumePurchase(purchase.PurchaseToken, delegate (IConsumePurchaseResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
LogText("Consumed purchase " + purchase.PurchaseToken + " : " + purchase.ProductID);
|
|
||||||
callback(true);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
LogText(string.Format("ERR: Failed to consume purchase {0} : {1}\n{2}", purchase.PurchaseToken, purchase.ProductID, result.Error.ToString()));
|
|
||||||
callback(false);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void LoadProducts()
|
|
||||||
{
|
|
||||||
LogText("Loading Products");
|
|
||||||
|
|
||||||
foreach (Transform child in _productScrollTransform)
|
|
||||||
{
|
|
||||||
Destroy(child.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
FBGamingServices.GetCatalog(delegate (ICatalogResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
_products = result.Products; // nullable?
|
|
||||||
LogText(string.Format("Got {0} products", result.Products.Count));
|
|
||||||
|
|
||||||
foreach (Product product in _products)
|
|
||||||
{
|
|
||||||
GameObject productRow = Instantiate(_productRowPrefab, _productScrollTransform);
|
|
||||||
productRow.GetComponent<ProductRowPrefab>().Initialize(this, _logScroller, product);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
LogText(string.Format("ERR: Failed to get products\n{0}", result.Error));
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void LoadPurchases()
|
|
||||||
{
|
|
||||||
LogText("Loading Purchases");
|
|
||||||
|
|
||||||
foreach (Transform child in _purchaseScrollTransform)
|
|
||||||
{
|
|
||||||
Destroy(child.gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
FBGamingServices.GetPurchases(delegate (IPurchasesResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
LogText(string.Format("Got {0} purchases", result.Purchases.Count));
|
|
||||||
foreach (Purchase purchase in result.Purchases)
|
|
||||||
{
|
|
||||||
AddPurchase(purchase, false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
LogText("ERR: Failed to get purchases\n" + result.Error);
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void MakePurchase(Product product)
|
|
||||||
{
|
|
||||||
LogText("Purchasing " + product.ProductID);
|
|
||||||
|
|
||||||
FBGamingServices.Purchase(product.ProductID, delegate (IPurchaseResult result)
|
|
||||||
{
|
|
||||||
if (result.Error == null && result.ResultDictionary != null)
|
|
||||||
{
|
|
||||||
// ConsumePurchase(result.Purchase);
|
|
||||||
LogText(string.Format("Purchased {0} | {1}", result.Purchase.ProductID, result.Purchase.PurchaseToken));
|
|
||||||
AddPurchase(result.Purchase, true);
|
|
||||||
}
|
|
||||||
else if (result.Cancelled)
|
|
||||||
{
|
|
||||||
LogText("Cancelled purchase");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
LogText(string.Format("ERR: Failed to purchase {0}\n{1}", product.ProductID, result.Error.ToString()));
|
|
||||||
}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
public void ToggleShowConsumedClicked(bool show)
|
|
||||||
{
|
|
||||||
foreach (Transform child in _purchaseScrollTransform)
|
|
||||||
{
|
|
||||||
child.gameObject.SetActive(show);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// private
|
|
||||||
private void AddPurchase(Purchase purchase, bool setToTop)
|
|
||||||
{
|
|
||||||
GameObject purchaseRow = Instantiate(_purchaseRowPrefab, _purchaseScrollTransform);
|
|
||||||
purchaseRow.GetComponent<PurchaseRowPrefab>().Initialize(this, _logScroller, purchase);
|
|
||||||
if (setToTop)
|
|
||||||
{
|
|
||||||
purchaseRow.transform.SetSiblingIndex(0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void LogText(string text)
|
|
||||||
{
|
|
||||||
_logScroller.Log(text);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 0e4d701b96c9b4c48967148ca6ed7c50
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,132 +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;
|
|
||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
|
||||||
using System.Threading.Tasks;
|
|
||||||
using UnityEngine;
|
|
||||||
using UnityEngine.UI;
|
|
||||||
|
|
||||||
public class SavePage : MonoBehaviour
|
|
||||||
{
|
|
||||||
[SerializeField]
|
|
||||||
private Button _saveLogBtn;
|
|
||||||
[SerializeField]
|
|
||||||
private InputField _customInputField;
|
|
||||||
[SerializeField]
|
|
||||||
private Button _appendDataBtn;
|
|
||||||
|
|
||||||
private string LOGS_FOLDER_PATH;
|
|
||||||
private string PLAYER_PREFS_PATH;
|
|
||||||
private string SAVE_FILE_PATH;
|
|
||||||
private LogScroller _logScroller;
|
|
||||||
|
|
||||||
private void Awake()
|
|
||||||
{
|
|
||||||
LOGS_FOLDER_PATH = string.Format("{0}/Logs", Application.persistentDataPath);
|
|
||||||
PLAYER_PREFS_PATH = string.Format("/data/data/{0}/shared_prefs/{0}.v2.playerprefs.xml", Application.identifier);
|
|
||||||
|
|
||||||
// Path that you would input under save file paths when uploading binary to Facebook Developer App
|
|
||||||
SAVE_FILE_PATH = Application.persistentDataPath + "/savefile.txt";
|
|
||||||
|
|
||||||
_logScroller = transform.root.GetComponent<UIState>().logScroller;
|
|
||||||
}
|
|
||||||
|
|
||||||
// player prefs
|
|
||||||
public void OnLogPlayerPrefsBtnClick()
|
|
||||||
{
|
|
||||||
int mutedState = PlayerPrefs.GetInt("muted");
|
|
||||||
// Debug.Log(mutedState);
|
|
||||||
_logScroller.Log("muted: " + mutedState);
|
|
||||||
}
|
|
||||||
public void OnSavePlayerPrefsBtnClick()
|
|
||||||
{
|
|
||||||
_logScroller.Log("PlayerPrefs Saved\n" + PLAYER_PREFS_PATH);
|
|
||||||
PlayerPrefs.Save();
|
|
||||||
}
|
|
||||||
|
|
||||||
// log files
|
|
||||||
public void OnDeleteLogFilesBtnClick()
|
|
||||||
{
|
|
||||||
Directory.Delete(LOGS_FOLDER_PATH, true);
|
|
||||||
_logScroller.Log("All Logs Deleted");
|
|
||||||
}
|
|
||||||
public void OnSaveLogsBtnClick()
|
|
||||||
{
|
|
||||||
_logScroller.Log("Saving Logs to Disk");
|
|
||||||
|
|
||||||
if (!Directory.Exists(LOGS_FOLDER_PATH))
|
|
||||||
{
|
|
||||||
Directory.CreateDirectory(LOGS_FOLDER_PATH);
|
|
||||||
}
|
|
||||||
|
|
||||||
string filePath = string.Format("{0}/{1}.txt", LOGS_FOLDER_PATH, DateTimeOffset.Now.ToUnixTimeSeconds());
|
|
||||||
|
|
||||||
try
|
|
||||||
{
|
|
||||||
File.AppendAllLines(filePath, _logScroller.texts);
|
|
||||||
_logScroller.Log("Logs saved to " + filePath);
|
|
||||||
}
|
|
||||||
catch (Exception err)
|
|
||||||
{
|
|
||||||
_logScroller.Log("ERR: Failed to save logs\n" + err.Message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// save file
|
|
||||||
public void OnAppendSaveFileBtnClick()
|
|
||||||
{
|
|
||||||
_logScroller.Log("Appending to Save File");
|
|
||||||
try
|
|
||||||
{
|
|
||||||
File.AppendAllText(SAVE_FILE_PATH, _customInputField.text + "\n");
|
|
||||||
_customInputField.text = "";
|
|
||||||
_logScroller.Log("Appended to\n" + SAVE_FILE_PATH);
|
|
||||||
}
|
|
||||||
catch (Exception err)
|
|
||||||
{
|
|
||||||
_logScroller.Log("ERR: Failed to append to save file\n" + err.Message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void OnDeleteSaveFileBtnClick()
|
|
||||||
{
|
|
||||||
File.Delete(SAVE_FILE_PATH);
|
|
||||||
_logScroller.Log("Save File Deleted");
|
|
||||||
}
|
|
||||||
public void OnLogSaveFileBtnClick()
|
|
||||||
{
|
|
||||||
_logScroller.Log("Loading Save File");
|
|
||||||
try
|
|
||||||
{
|
|
||||||
string[] lines = File.ReadAllLines(SAVE_FILE_PATH);
|
|
||||||
_logScroller.Log(string.Format("Save file has {0} lines:\n\n{1}", lines.Length, String.Join("\n", lines)));
|
|
||||||
}
|
|
||||||
catch (Exception err)
|
|
||||||
{
|
|
||||||
_logScroller.Log("ERR: Failed to load from save file\n" + err.Message);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
public void OnLogSaveFilePathBtnClick()
|
|
||||||
{
|
|
||||||
_logScroller.Log("Save file path\n" + SAVE_FILE_PATH);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: c83c2525a94994989972f826e5a84766
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,33 +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;
|
|
||||||
|
|
||||||
public class SettingsMenu : MonoBehaviour
|
|
||||||
{
|
|
||||||
private bool showSettings = false;
|
|
||||||
public void ToggleActive()
|
|
||||||
{
|
|
||||||
showSettings = !showSettings;
|
|
||||||
gameObject.SetActive(showSettings);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: cc2ee337e0a7e4a92b625f1528063a7c
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,28 +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;
|
|
||||||
|
|
||||||
public class UIState : MonoBehaviour
|
|
||||||
{
|
|
||||||
public LogScroller logScroller;
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: a81f52b5215b240a9b1444969f76d834
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
|
|
@ -1,53 +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.Networking;
|
|
||||||
|
|
||||||
public class Utility
|
|
||||||
{
|
|
||||||
private static Dictionary<string, Texture> _textures = new Dictionary<string, Texture>();
|
|
||||||
|
|
||||||
// TODO check if loading a texture already for an id and wait for that instead of redoing the work
|
|
||||||
public static IEnumerator GetTexture(string id, string url, System.Action<Texture> callback)
|
|
||||||
{
|
|
||||||
if (_textures.ContainsKey(id))
|
|
||||||
{
|
|
||||||
callback(_textures[id]);
|
|
||||||
yield break;
|
|
||||||
}
|
|
||||||
|
|
||||||
UnityWebRequest www = UnityWebRequestTexture.GetTexture(url);
|
|
||||||
yield return www.SendWebRequest();
|
|
||||||
|
|
||||||
if (www.responseCode != 200)
|
|
||||||
{
|
|
||||||
Debug.Log(www.error);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Texture texture = ((DownloadHandlerTexture)www.downloadHandler).texture;
|
|
||||||
Texture texture = DownloadHandlerTexture.GetContent(www);
|
|
||||||
callback(texture);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
@ -1,11 +0,0 @@
|
||||||
fileFormatVersion: 2
|
|
||||||
guid: 741519083c2d049a7a7116fa192892e2
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
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/**
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* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
|
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*
|
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* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
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* copy, modify, and distribute this software in source code or binary form for use
|
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* in connection with the web services and APIs provided by Facebook.
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*
|
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* As with any software that integrates with the Facebook platform, your use of
|
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* this software is subject to the Facebook Developer Principles and Policies
|
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* [http://developers.facebook.com/policy/]. This copyright notice shall be
|
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* included in all copies or substantial portions of the software.
|
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*
|
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using UnityEngine;
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public class InputSystemWarning : MonoBehaviour
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{
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void Awake()
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{
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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Debug.LogWarning("You are using the new Input System, but this example uses Unity Engine OLD input system. Please, set your input configuration to Old or Both.");
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#endif
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