Revert "Sdk iplemented."

This reverts commit f99e6da44c.
This commit is contained in:
EmirHanMamak 2026-01-16 21:42:52 +03:00
parent f99e6da44c
commit 150f629313
1644 changed files with 122 additions and 222658 deletions

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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
* 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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Copyright (C) 2014 Google Inc.
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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
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External Dependency Manager for Unity
========
# Overview
The External Dependency Manager for Unity (EDM4U)
(formerly Play Services Resolver / Jar Resolver) is intended to be used by any
Unity plugin that requires:
* Android specific libraries (e.g
[AARs](https://developer.android.com/studio/projects/android-library.html)).
* iOS [CocoaPods](https://cocoapods.org/).
* Version management of transitive dependencies.
* Management of Package Manager (PM) Registries.
Updated releases are available on
[GitHub](https://github.com/googlesamples/unity-jar-resolver)
# Background
Many Unity plugins have dependencies upon Android specific libraries, iOS
CocoaPods, and sometimes have transitive dependencies upon other Unity plugins.
This causes the following problems:
* Integrating platform specific (e.g Android and iOS) libraries within a
Unity project can be complex and a burden on a Unity plugin maintainer.
* The process of resolving conflicting dependencies on platform specific
libraries is pushed to the developer attempting to use a Unity plugin.
The developer trying to use you plugin is very likely to give up when
faced with Android or iOS specific build errors.
* The process of resolving conflicting Unity plugins (due to shared Unity
plugin components) is pushed to the developer attempting to use your Unity
plugin. In an effort to resolve conflicts, the developer will very likely
attempt to resolve problems by deleting random files in your plugin,
report bugs when that doesn't work and finally give up.
EDM provides solutions for each of these problems.
## Android Dependency Management
The *Android Resolver* component of this plugin will download and integrate
Android library dependencies and handle any conflicts between plugins that share
the same dependencies.
Without the Android Resolver, typically Unity plugins bundle their AAR and
JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google
Play Games Android library would redistribute the library and its transitive
dependencies in the folder `SomePlugin/Android/`. When a user imports
`SomeOtherPlugin` that includes the same libraries (potentially at different
versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and
`SomeOtherPlugin` will see an error when building for Android that can be hard
to interpret.
Using the Android Resolver to manage Android library dependencies:
* Solves Android library conflicts between plugins.
* Handles all of the various processing steps required to use Android
libraries (AARs, JARs) in Unity 4.x and above projects. Almost all
versions of Unity have - at best - partial support for AARs.
* (Experimental) Supports minification of included Java components without
exporting a project.
## iOS Dependency Management
The *iOS Resolver* component of this plugin integrates with
[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries
and frameworks into the Xcode project Unity generates when building for iOS.
Using CocoaPods allows multiple plugins to utilize shared components without
forcing developers to fix either duplicate or incompatible versions of
libraries included through multiple Unity plugins in their project.
## Package Manager Registry Setup
The [Package Manager](https://docs.unity3d.com/Manual/Packages.html)
(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package
hosting and provides ways to discover, install, upgrade and uninstall packages.
This makes it easier for developers to manage plugins within their projects.
However, installing additional package registries requires a few manual steps
that can potentially be error prone. The *Package Manager Resolver*
component of this plugin integrates with
[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to
auto-install PM package registries when a `.unitypackage` is installed which
allows plugin maintainers to ship a `.unitypackage` that can provide access
to their own PM registry server to make it easier for developers to
manage their plugins.
## Unity Plugin Version Management
Finally, the *Version Handler* component of this plugin simplifies the process
of managing transitive dependencies of Unity plugins and each plugin's upgrade
process.
For example, without the Version Handler plugin, if:
* Unity plugin `SomePlugin` includes `EDM4U` plugin at
version 1.1.
* Unity plugin `SomeOtherPlugin` includes `EDM4U`
plugin at version 1.2.
The version of `EDM4U` included in the developer's project depends upon the
order the developer imports `SomePlugin` or `SomeOtherPlugin`.
This results in:
* `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin`
is imported.
* `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then
`SomePlugin` is imported.
The Version Handler solves the problem of managing transitive dependencies by:
* Specifying a set of packaging requirements that enable a plugin at
different versions to be imported into a Unity project.
* Providing activation logic that selects the latest version of a plugin
within a project.
When using the Version Handler to manage `EDM4U` included in `SomePlugin` and
`SomeOtherPlugin`, from the prior example, version 1.2 will always be the
version activated in a developer's Unity project.
Plugin creators are encouraged to adopt this library to ease integration for
their customers. For more information about integrating EDM4U
into your own plugin, see the [Plugin Redistribution](#plugin-redistribution)
section of this document.
# Analytics
The External Dependency Manager for Unity plugin by default logs usage to Google
Analytics. The purpose of the logging is to quantitatively measure the usage of
functionality, to gather reports on integration failures and to inform future
improvements to the developer experience of the External Dependency Manager
plugin. Note that the analytics collected are limited to the scope of the EDM4U
plugins 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`

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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
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Facebook.Unity;
public class ProductRowPrefab : MonoBehaviour
{
[SerializeField]
private RawImage _thumbImg;
[SerializeField]
private Text _titleText;
[SerializeField]
private Text _productIdText;
[SerializeField]
private GameObject _buyBtn;
private Product _product;
private LogScroller _logScroller;
private PurchasePage _parentScript;
private void Awake()
{
}
public void OnLogBtnClick()
{
_logScroller.Log(_product.ToString());
}
public void OnPurchaseBtnClick()
{
_parentScript.MakePurchase(_product);
}
public void Initialize(PurchasePage parentScript, LogScroller logScroller, Product product)
{
_parentScript = parentScript;
_logScroller = logScroller;
_product = product;
_titleText.text = product.Title;
_productIdText.text = product.ProductID;
_buyBtn.transform.GetChild(0).GetComponent<Text>().text = product.Price;
SetThumb(product.ProductID, product.ImageURI);
}
private void SetThumb(string productId, string url)
{
StartCoroutine(Utility.GetTexture(productId, url, (texture) =>
{
_thumbImg.texture = texture;
}));
}
private void LogText(string text)
{
_logScroller.Log(text);
}
}

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/**
* Copyright (c) 2014-present, Facebook, Inc. All rights reserved.
*
* You are hereby granted a non-exclusive, worldwide, royalty-free license to use,
* copy, modify, and distribute this software in source code or binary form for use
* in connection with the web services and APIs provided by Facebook.
*
* As with any software that integrates with the Facebook platform, your use of
* this software is subject to the Facebook Developer Principles and Policies
* [http://developers.facebook.com/policy/]. This copyright notice shall be
* included in all copies or substantial portions of the software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
* COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using Facebook.Unity;
public class PurchaseRowPrefab : MonoBehaviour
{
[SerializeField]
private Text _purchaseTokenText;
[SerializeField]
private Text _productIdText;
[SerializeField]
private Text _purchaseTimeText;
[SerializeField]
private GameObject _consumeBtn;
private string DATE_FORMAT = @"M/d/yyyy hh:mm:ss tt";
private Purchase _purchase;
private LogScroller _logScroller;
private PurchasePage _parentScript;
public string GetPurchaseToken()
{
return _purchase.PurchaseToken;
}
public void OnLogBtnClick()
{
_logScroller.Log(_purchase.ToString());
}
public void OnConsumeBtnClick()
{
_parentScript.ConsumePurchase(_purchase, delegate (bool success)
{
Destroy(gameObject);
});
}
public void Initialize(PurchasePage parentScript, LogScroller logScroller, Purchase purchase)
{
_parentScript = parentScript;
_logScroller = logScroller;
_purchase = purchase;
_purchaseTokenText.text = purchase.PurchaseToken;
_productIdText.text = purchase.ProductID;
_purchaseTimeText.text = purchase.PurchaseTime.ToLocalTime().ToString(DATE_FORMAT);
SetConsumeBtnData(purchase.IsConsumed);
}
private void SetConsumeBtnData(bool isConsumed)
{
_consumeBtn.GetComponent<Button>().interactable = !isConsumed;
_consumeBtn.transform.GetChild(0).GetComponent<Text>().text = isConsumed ? "Consumed" : "Consume";
}
}

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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
* 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
{
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";
private void Awake()
{
_logScroller = transform.root.GetComponent<UIState>().logScroller;
}
public void OnLoadInterstitialBtnClick()
{
_LogText("Loading Interstitial Ad");
FBGamingServices.LoadInterstitialAd(INTERSTITIAL_PLACEMENT_ID, delegate (IInterstitialAdResult result)
{
if (result.Error == null && result.ResultDictionary != null)
{
_LogText("Interstitial Ad Loaded");
}
else
{
_LogText("ERR: Failed to load Interstitial Ad\n" + result.Error.ToString());
}
});
}
public void OnLoadVideoBtnClick()
{
_LogText("Loading Video Ad");
FBGamingServices.LoadRewardedVideo(VIDEO_PLACEMENT_ID, delegate (IRewardedVideoResult result)
{
if (result.Error == null && result.ResultDictionary != null)
{
_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());
}
});
}
// private
private void _LogText(string text)
{
_logScroller.Log(text);
}
}

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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
* 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);
}
}

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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
* 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());
}
}
}

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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
* 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;
}
}

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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
* 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);
}
}

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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
* 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);
}
}

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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
* 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);
}
}

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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
* 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;
}

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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
* 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);
}
}
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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
* 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 UnityEngine;
public class InputSystemWarning : MonoBehaviour
{
void Awake()
{
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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.");
#endif
}
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