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iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md new file mode 100644 index 0000000..b547fe7 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md @@ -0,0 +1,1425 @@ +# Version 1.2.185 - Feb 3, 2025 +* Android Resolver - Reverse conditional checker for `packaging` keyword in maintemplate based on android gradle plugin version. Fixes #715 + +# Version 1.2.184 - Jan 28, 2025 +* Android Resolver - Update and resolve `packaging` keyword in maintemplate + based on android gradle plugin version. + Fixes #715 + +# Version 1.2.183 - Sep 18, 2024 +* Android Resolver - Handle package paths that don't include a version hash, + which is no longer present with Unity 6. Fixes #697 +* Android Resolver - Handle packages referenced using local file paths. + Fixes #701 + +# Version 1.2.182 - Aug 2, 2024 +* General - Check for gradle version instead of Unity version when determining + the template files to modify. + +# Version 1.2.181 - Jun 26, 2024 +* General - Disable `EditorMeasurement` reporting that relied on the + Measurement Protocol for Universal Analytics. + +# Version 1.2.180 - Jun 4, 2024 +* General - Fix project settings resetting on domain reload. + Fixes #524 + +# Version 1.2.179 - Feb 12, 2024 +* Android Resolver - Added logic to automatically turn on `mainTemplate.gradle` + for new projects, and prompt users to enable it on projects that have previously + had the resolver run. + +# Version 1.2.178 - Dec 20, 2023 +* Added [OpenUPM support](https://openupm.com/packages/com.google.external-dependency-manager/). + +# Version 1.2.177 - Aug 14, 2023 +* iOS Resolver - Added `/opt/homebrew/bin` to Cocoapod executable search path. + Fixes #627 + +# Version 1.2.176 - Apr 27, 2023 +* Android Resolver - Added two Android Resolver settings to determine whether + EDM4U injects custom local Maven repo path as a relative path or full path. + Fixes #537 +* Android Resolver - Inject Maven Repo to `settingTemplate.gradle` from + Unity 2022.2+ + Fixes #594 +* Android Resolver - Jetifier option is enabled by default now. +* Android Resolver - `Explode Aar` option applies to all cases, whether the + project will be exported or not. + Fixes #584 + Fixes #287 + +# Version 1.2.175 - Nov 16, 2022 +* General - Added tvOS podfile support to the iOS resolver. + +# Version 1.2.174 - Oct 06, 2022 +* General - Added tvOS support to the iOS resolver. +* General - Fixed #484 - Changed `EditorMeasurement` to use secure connection. +* Android Resolver - Fixed Android Resolver unable to resolve + `mainTemplate.gradle` in Unity `2022.2+` or `2023.1+`. + +# Version 1.2.173 - Sep 28, 2022 +* General - Added tvOS library support to the export unity package scripts. + +# Version 1.2.172 - Jun 23, 2022 +* iOS Resolver - Stop forcing `ALWAYS_EMBED_SWIFT_STANDARD_LIBRARIES` to `YES`, + which seems to cause problem for some when submitting apps. See #526 for more + information. + +# Version 1.2.171 - May 11, 2022 +* iOS Resolver - Change `Enable Swift Framework Support Workaround` setting to + be `ON` by default since more pods are using Swift Framework now. + +# Version 1.2.170 - Apr 4, 2022 +* Android Resolver - Fixes #498 - Fix the path separator of the Maven repo + injected to `mainTemplate.gradle`. +* iOS Resolver - Fixes #470 - Switch default Cocoapods master repo from Github + to CDN. +* iOS Resolver - `Link Framework Statically` setting is now default to `true`. + That is, `use_frameworks! :linkage => static` will be added to `Podfile` by + default instead of `use_frameworks!`. This can be changed in iOS Resolver + settings. This fixes odd behaviors when pods include static libraries, ex. + Firebase Analytics. +* iOS Resolver - Added a workaround when app crashes on launch due to + `Library not loaded: @rpath/libswiftCore.dylib` when some pods includes Swift + framework. This is turned `OFF` by default and can be changed in iOS Resolver + settings. + +# Version 1.2.169 - Jan 20, 2022 +* General - Fixes #425 - Change to save `GvhProjectSettings.xml` without + Unicode byte order mark (BoM). +* Android Resolver - Remove reference to `jcenter()` +* iOS Resolver - Force setting `LANG` when executing Cocoapods in shell mode on + Mac. + +# Version 1.2.168 - Dec 9, 2021 +* All - Fixes #472 by removing the use of `System.Diagnostics.Debug.Assert` +* All - Fixed #477 by properly enabling EDM4U libraries for Unity 2021.2+ when + the package is installed through `.tgz` + +# Version 1.2.167 - Oct 6, 2021 +* All - Moved versioned `.dll` in EDM4U to a versioned folder and remove their + version postfix in their filename. For instance, `IOSResolver.dll` will be + placed at `ExternalDependencyManager/Editor/1.2.167/Google.IOSResolver.dll`. +* Android Resolver - Fixed #243 by only using the highest version in + `mainTemplate.gradle` when duplicated dependencies are presented. +* Android Resolver - Added supports to x86_64 to ABI list for Android apps on + Chrome OS. + +# Version 1.2.166 - Jun 30, 2021 +* All - Fixed #440 and fixed #447 by specifying the parameter type while calling + `GetApplicationIdentifier()` Unity API using reflection, due to a new + overloaded method introduced in Unity 2021.2. +* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the + version strings end '+'. + +# Version 1.2.165 - Apr 28, 2021 +## Bug Fixes +* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()` + which causes NullReferenceException in certain version of Unity. +* Android Resolver - Check that androidSdkRootPath directory exists before using + as sdkPath. +* Android Resolver - Fixed Android Resolver integration tests with Unity + 2019.3+. + +# Version 1.2.164 - Feb 4, 2021 +## New Features +* Android Resolver - Added support for Android packages with classifier in their + namespaces. +* iOS Resolver - Added new settings in iOS Resolver to configure generated + Podfile. +* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml. + +## Bug Fixes +* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in + Dependencies.xml. + +# Version 1.2.163 - Dec 15, 2020 +## Bug Fixes +* Version Handler - Fixed measurement reporting + +# Version 1.2.162 - Nov 19, 2020 +## Bug Fixes +* Version Handler - Improved #413 by preventing Version Handler from running + from static constructor when it is disabled. +* Package Manager Resolver - Remove GPR + +# Version 1.2.161 - Oct 12, 2020 +## Bug Fixes +* Android Resolver - Fixed the issue that Android Resolver does not resolve + again before build in Unity 2020 if it failed to resolve previously. + +# Version 1.2.160 - Sep 30, 2020 +## Bug Fixes +* Android Resolver - Fixed a regression that gradleResolver can be null until + Initialize() is called. +* Android Resolver - Fixed a regression that Android Resolver failed in Unity + 2019.3+ due to `gradleTemplate.properties` not enabled when + `mainTemplate.gradle` is not enabled at all. + +# Version 1.2.159 - Sep 11, 2020 +## Bug Fixes +* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK + setting between Unity restarts if `>28` is selected in 2019. This is due to + Unity AndroidSdkVersions enum does not contain values above 28. +* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+ + may fail due to Jetifier and AndroidX not enabled properly in generated + Gradle project. This fix requires the user to enable + `Custom Gradle Properties Template` found under + `Player Settings > Settings for Android > Publishing Settings`. + +# Version 1.2.158 - Sep 3, 2020 +## Bug Fixes +* Version Handler: Fixed editor freeze when `-executeMethod` is used in + non-batch mode. +* Android Resolver: Normalized file paths when generating local Maven repo + since the path may contains a mix of forward and backward slash on Windows. +* Export Unity Package: Fixed generation of .unitypackage with tarfile on + Windows. + +# Version 1.2.157 - Aug 6, 2020 +## Bug Fixes +* Android Resolver: Delay initialization until active build target is Android + and the editor is not in play mode. +* iOS Resolver: Delay initialization until active build target is iOS + and the editor is not in play mode. +* Export Unity Package: Workaround directory creation racy if multiple export + operations are spawned at the same time. + +# Version 1.2.156 - June 10, 2020 +## Bug Fixes +* Android Resolver: Fixed that the generated local repo assets contains + redundent labels which are causing Version Handler to failed while + uninstalling packages. +* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle + is incorrect when Unity is configured to export gradle project. +* Android Resolver: Limited to only create local Maven repo when the source + repo contains ".srcaar" file. + +## Changes +* All: Described EDM4U analytics data usage in readme. + +# Version 1.2.155 - May 14, 2020 +## Bug Fixes +* All: Fixed compiler error when build with Unity 5.4 or below due to the + usage of Rect.zero. +* All: Ignore cases when checking command line arguments. + +# Version 1.2.154 - May 14, 2020 +## Bug Fixes +* All: Make each MultiSelectWindow for different purposes to have its own + unique window. + +## Changes +* All: Replace all dialog with DialogWindow which is implemented from + EditorWindow. +* Package Manager Resolver: Clarify how manifest.json will be changed in Package + Manager Resolver window. + +# Version 1.2.153 - Apr 24, 2020 +## Bug Fixes +* Android Resolver: Fixed an exception when repainting the Android resolution + window in Unity 2019.3.x. + +# Version 1.2.152 - Apr 17, 2020 +## Bug Fixes +* Version Handler: Fixed exception when waiting for enabled editor DLLs to + load. +* Android Resolver: Fixed regression when using a Custom Gradle Template + on Windows. + +# Version 1.2.151 - Apr 16, 2020 +## Bug Fixes +* Version Handler: When waiting for newly enabled editor DLLs to load, ignore + all DLLs that do not have a file-system location. +* Android Resolver: Fixed resolution when using a Custom Gradle Template with + libraries stored in a local maven repository distributed with a plugin + installed with the Unity Package Manager. + +# Version 1.2.150 - Apr 9, 2020 +## Bug Fixes +* All: The new packaging script when run on MacOS was generating a + .unitypackage archive that could not be read by Unity on Windows. + This release simply repackages the plugin with tar/gzip to fix the problem. + +# Version 1.2.149 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed spurious error message when resuming + migration after installing a UPM package. + +# Version 1.2.148 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed an exception when resuming migration + after installing a UPM package. + +# Version 1.2.147 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed alias traversal bug which caused problems when + migrating from installed .unitypackage files to UPM packages. + +# Version 1.2.146 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed exception in manifest parsing when a manifest is + detected with no aliases. + +# Version 1.2.145 - Apr 2, 2020 +## New Features +* Package Manager Resolver: Added a method to migrate Version Handler + managed packages installed via `.unitypackage` to Unity Package Manager + packages. This is initially used to migrate the External Dependency Manager + to UPM. + +## Changes +* All: Verbose logging is now no longer automatically enabled in batch mode + across all components. Instead logging can be configured using each + component's verbose logging setting or by using the `-gvh_log_debug` command + line flag when starting Unity. +* Version Handler: Sped up version handler updates when the app domain isn't + reloaded. + +## Bug Fixes +* Version Handler: Fixed the display of the obsolete files clean up dialog + when the asset database refreshes. +* Version Handler: Improved reliability of callback from + the VersionHandler.UpdateCompleteMethods event when an asset database + refresh occurs. +* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the + root of paths assigned to files. +* Version Handler: Handle empty lines in manifest files. + +# Version 1.2.144 - Mar 23, 2020 +## Changed +* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod + is added to. + +## Bug Fixes +* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as + it caused a regression (exception thrown during post-build step) in some + versions of Unity. + +# Version 1.2.143 - Mar 20, 2020 +## Bug Fixes +* Android Resolver: Fixed caching of resolution state which was causing + the resolver to always run when no dependencies had changed. + +# Version 1.2.142 - Mar 19, 2020 +## Changes +* Package Manager Resolver: Enabled auto-add by default. + +# Version 1.2.141 - Mar 19, 2020 +## Bug Fixes +* Fixed a bug when retrieving project settings. If a plugin was configured + to fetch project settings, if a setting was fetched (e.g "foo") and this + setting existed in the system settings but not the project settings the + system value would override the default value leading to unexpected + behavior. +* Fixed a warning when caching web request classes in Unity 5.6. + +# Version 1.2.140 - Mar 19, 2020 +## Bug Fixes +* Fixed measurement reporting in Unity 5.x. +* Version Handler: Fixed NullReferenceException when an asset doesn't have + an AssetImporter. + +# Version 1.2.139 - Mar 18, 2020 +## Changed +* Added documentation to the built plugin. + +# Version 1.2.138 - Mar 17, 2020 +## New Features +* Package Manager Resolver: Added the Package Manager Resolver + component that allows developers to easily boostrap Unity Package Manager + (UPM) registry addition using unitypackage plugins. +* Version Handler: Added a window that allows plugins to managed by the + Version Handler to be uninstalled. +* Version Handler: Added support for displaying installed plugins. +* Version Handler: Added support for moving files in plugins to their install + locations (if the plugin has been configured to support this). +* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is + added to. + +## Bug Fixes +* Fixed upgrade from version 1.2.137 and below after the plugin rename to + EDM4U broke the upgrade process. +* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion + returning empty names for some values in 2019.x. +* Version Handler: Fixed the display of the obsolete files clean up window. +* Version Handler: Fixed managed file check when assets are modified in the + project after plugin import. + +# Version 1.2.137 - Mar 6, 2020 +## Changed +* Renamed package to External Package Manager for Unity (EDM4U). + We changed this to reflect what this plugin is doing today which is far more + than the original scope which just consisted of importing jar files from the + Android SDK maven repository. + Scripts that used to pull `play-services-resolver*.unitypackage` will now have + to request `external-dependency-manager*.unitypackage` instead. + We'll still be shipping a `play-services-resolver*_manifest.txt` file to + handle upgrading from older versions of the plugin. + +## New Features +* All Components: Added reporting of usage so that we can remotely detect + errors and target improvements. +* Android Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. +* iOS Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. + +## Bug Fixes +* Version Handler: Disabled attempts to disable asset metadata modification + when assets are in a Unity Package Manager managed package. + +# Version 1.2.136 - Feb 19, 2019 +## Bug Fixes +* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1. + +# Version 1.2.135 - Dec 5, 2019 +## Bug Fixes +* All Components: Fixed stack overflow when loading project settings. + +# Version 1.2.134 - Dec 4, 2019 +## Bug Fixes +* All Components: Fixed an issue which caused project settings to be cleared + when running in batch mode. + +# Version 1.2.133 - Nov 18, 2019 +## Bug Fixes +* All Components: Failure to save project settings will now report an error + to the log rather than throwing an exception. + +# Version 1.2.132 - Nov 11, 2019 +## Bug Fixes +* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows + breaking Gradle builds when used as part of a file URI. +* Android Resolver: mainTemplate.gradle is only written if it needs to be + modified. + +# Version 1.2.131 - Oct 29, 2019 +## Bug Fixes +* Version Handler: Improved execution of events on the main thread in batch + mode. +* Version Handler: Improved log level configuration at startup. +* Version Handler: Improved performance of class lookup in deferred method + calls. +* Version Handler: Fixed rename to enable / disable for editor assets. +* iOS Resolver: Improved log level configuration at startup. +* Android Resolver: Improved local maven repo path reference in + mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity + to point to the local filesystem path of the Unity project when Unity + generates the Gradle project. + +# Version 1.2.130 - Oct 23, 2019 +## New Features +* iOS Resolver: Added support for modifying the Podfile before `pod install` + is executed. + +## Bug Fixes +* Version Handler: Fixed invalid classname error when calling + `VersionHandler.UpdateVersionedAssets()`. + +# Version 1.2.129 - Oct 2, 2019 +## Bug Fixes +* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to + only add Pods to the UnityFramework target. + +# Version 1.2.128 - Oct 1, 2019 +## Bug Fixes +* iOS Resolver: Fixed Cocoapod project integration mode with Unity + 2019.3+. + +# Version 1.2.127 - Sep 30, 2019 +## Changes +* Android Resolver: All Android Resolver settings File paths are now + serialized with POSIX directory separators. + +# Version 1.2.126 - Sep 27, 2019 +## Changes +* Android Resolver: File paths are now serialized with POSIX directory + separators. +## Bug Fixes +* Android Resolver: Fixed resolution when the parent directory of a Unity + project contains a Gradle project (i.e `settings.gradle` file). + +# Version 1.2.125 - Sep 23, 2019 +## Bug Fixes +* All components: Silenced a warning about not being able to set the console + encoding to UTF8. +* Android Resolver: Worked around broken AndroidSDKTools class in some + versions of Unity. +* iOS Resolver: Fixed iOS target SDK version check +* Version Handler: Changed clean up obsolete files window so that it doesn't + exceed the screen size. + +# Version 1.2.124 - Jul 28, 2019 +## Bug Fixes +* All components: Fixed regression with source control integration when using + Unity 2019.1+. + +# Version 1.2.123 - Jul 23, 2019 +## New Features +* All components: Source control integration for project settings. +## Changes +* Android Resolver: Removed AAR cache as it now makes little difference to + incremental resolution performance. +* Android Resolver: Improved embedded resource management so that embedded + resources should upgrade when the plugin is updated without restarting + the Unity editor. +## Bug Fixes +* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling + methods that have interface typed arguments. + +# Version 1.2.122 - Jul 2, 2019 +## Bug Fixes +* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it + referenced the Xcode extension in a public interface. The iOS Resolver + DLL still references the Xcode extension internally and just handles + missing type exceptions dynamically. + +# Version 1.2.121 - Jun 27, 2019 +## Bug Fixes +* Android Resolver: Fixed warning about missing Packages folder when loading + XML dependencies files in versions of Unity without the package manager. +* Android Resolver: Fixed resolution window progress bar exceeding 100%. +* Android Resolver: If AndroidX is detected in the set of resolved libraries, + the user will be prompted to enable the Jetifier. +* Android Resolver: Improved text splitting in text area windows. +* iOS Resolver: Added support for Unity's breaking changes to the Xcode API + in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and + UnityFramework in Unity 2019.3+. + +# Version 1.2.120 - Jun 26, 2019 +## New Features +* Android Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +* Android Resolver: Resolution window is now closed if resolution runs as + a pre-build step. +* iOS Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +## Bug Fixes +* Android Resolver: Fixed generation of relative repo paths when using + mainTemplate.gradle resolver. +* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a + project when a project path has characters (e.g whitespace) that are escaped + during conversion to URIs. +* Android Resolver: Fixed auto-resolution always running if the Android SDK + is managed by Unity Hub. + +# Version 1.2.119 - Jun 19, 2019 +## Bug Fixes +* Android Resolver: Fixed error reported when using Jetifier integration + in Unity 2018+ if the target SDK is set to "highest installed". + +# Version 1.2.118 - Jun 18, 2019 +## New Features +* Android Resolver: Added initial + [Jetifier](https://developer.android.com/studio/command-line/jetifier) + integration which simplifies + [migration](ttps://developer.android.com/jetpack/androidx/migrate) + to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx)) + libraries in cases where all dependencies are managed by the Android + Resolver. + This can be enabled via the `Use Jetifier` option in the + `Assets > Play Services Resolver > Android Resolver > Settings` menu. + Caveats: + - If your project contains legacy Android Support Library .jar and .aar + files, these files will need to be removed and replaced with references to + artifacts on Maven via `*Dependencies.xml` files so that the Jetifier + can map them to Jetpack (AndroidX) libraries. + For example, remove the file `support-v4-27.0.2.jar` and replace it with + `` in a + `*Dependencies.xml` file. + - If your project contains .jar or .aar files that use the legacy Android + Support Libraries, these will need to be moved into a local Maven repo + [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html) + and then these files should be removed from your Unity project and instead + referenced via `*Dependencies.xml` files so that the Jetifier can + patch them to reference the Jetpack lirbaries. + +## Bug Fixes +* Android Resolver: Disabled version locking of com.android.support:multidex + does not use the same versioning scheme as other legacy Android support + libraries. +* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across + releases. This faciliates error-free import into projects where + Google.VersionHandler.dll is moved from the default install location. + +# Version 1.2.117 - Jun 12, 2019 +## Bug Fixes +* Android Resolver: Fix copying of .srcaar to .aar files for + mainTemplate.gradle resolution. PluginImporter configuration was previously + not being applied to .aar files unless the Unity project was saved. + +# Version 1.2.116 - Jun 7, 2019 +## Bug Fixes +* Android Resolver: Fixed resolution of Android dependencies without version + specifiers. +* Android Resolver: Fixed Maven repo not found warning in Android Resolver. +* Android Resolver: Fixed Android Player directory not found exception in + Unity 2019.x when the Android Player isn't installed. + +# Version 1.2.115 - May 28, 2019 +## Bug Fixes +* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing + x86 from the set of supported ABIs. + +# Version 1.2.114 - May 27, 2019 +## New Features +* Android Resolver: Added support for ABI stripping when using + mainTemplate.gradle. This only works with AARs stored in repos + on the local filesystem. + +# Version 1.2.113 - May 24, 2019 +## New Features +* Android Resolver: If local repos are moved, the plugin will search the + project for matching directories in an attempt to correct the error. +* Version Handler: Files can be now targeted to multiple build targets + using multiple "gvh_" asset labels. +## Bug Fixes +* Android Resolver: "implementation" or "compile" are now added correctly + to mainTemplate.gradle in Unity versions prior to 2019. + +# Version 1.2.112 - May 22, 2019 +## New Features +* Android Resolver: Added option to disable addition of dependencies to + mainTemplate.gradle. + See `Assets > Play Services Resolver > Android Resolver > Settings`. +* Android Resolver: Made paths to local maven repositories in + mainTemplate.gradle relative to the Unity project when a project is not + being exported. +## Bug Fixes +* Android Resolver: Fixed builds with mainTemplate.gradle integration in + Unity 2019. +* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to + use "implementation" or "compile" depending upon the version of Gradle + included with Unity. +* Android Resolver: Gracefully handled exceptions if the console encoding + can't be modified. +* Android Resolver: Now gracefully fails if the AndroidPlayer directory + can't be found. + +# Version 1.2.111 - May 9, 2019 +## Bug Fixes +* Version Handler: Fixed invocation of methods with named arguments. +* Version Handler: Fixed occasional hang when the editor is compiling + while activating plugins. + +# Version 1.2.110 - May 7, 2019 +## Bug Fixes +* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with + Gradle builds when using mainTemplate.gradle. + +# Version 1.2.109 - May 6, 2019 +## New Features: +* Added links to documentation from menu. +* Android Resolver: Added option to auto-resolve Android libraries on build. +* Android Resolver: Added support for packaging specs of Android libraries. +* Android Resolver: Pop up a window when displaying Android dependencies. + +## Bug Fixes +* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations +* Android Resolver: e-enable AAR explosion if internal builds are enabled. +* Android Resolver: Gracefully handle exceptions on file deletion. +* Android Resolver: Fixed Android Resolver log spam on load. +* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution + setting. +* Android Resolver: Fixed AAR processing failure when an AAR without + classes.jar is found. +* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which + was occasionally left displayed when resolution had completed. +* Version Handler: Fixed asset rename to disable when a disabled file exists. + +# Version 1.2.108 - May 3, 2019 +## Bug Fixes: +* Version Handler: Fixed occasional hang on startup. + +# Version 1.2.107 - May 3, 2019 +## New Features: +* Version Handler: Added support for enabling / disabling assets that do not + support the PluginImporter, based upon build target selection. +* Android Resolver: Added support for the global specification of maven repos. +* iOS Resolver: Added support for the global specification of Cocoapod sources. + +# Version 1.2.106 - May 1, 2019 +## New Features +* iOS Resolver: Added support for development pods in Xcode project integration + mode. +* iOS Resolver: Added support for source pods with resources in Xcode project + integration mode. + +# Version 1.2.105 - Apr 30, 2019 +## Bug fixes +* Android Resolver: Fixed reference to Java tool path in logs. +* Android and iOS Resolvers: Changed command line execution to emit a warning + rather than throwing an exception and failing, when it is not possible to + change the console input and output encoding to UTF-8. +* Android Resolver: Added menu option and API to delete resolved libraries. +* Android Resolver: Added menu option and API to log the repos and libraries + currently included in the project. +* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and + Gradle is selected as the build type, resolution will simply patch the file + with Android dependencies specified by plugins in the project. + +# Version 1.2.104 - Apr 10, 2019 +## Bug Fixes +* Android Resolver: Changed Android ABI selection method from using whitelisted + Unity versions to type availability. This fixes an exception on resolution + in some versions of Unity 2017.4. + +# Version 1.2.103 - Apr 2, 2019 +## Bug Fixes +* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support. +* Android Resolver: Fixed Java version check to work with Java SE 12 and above. + +# Version 1.2.102 - Feb 13, 2019 +## Bug Fixes +* Android Resolver: Fixed the text overflow on the Android Resolver + prompt before initial run to fit inside the buttons for + smaller screens. + +# Version 1.2.101 - Feb 12, 2019 +## New Features +* Android Resolver: Prompt the user before the resolver runs for the + first time and allow the user to elect to disable from the prompt. +* Android Resolver: Change popup warning when resolver is disabled + to be a console warning. + +# Version 1.2.100 - Jan 25, 2019 +## Bug Fixes +* Android Resolver: Fixed AAR processing sometimes failing on Windows + due to file permissions. + +# Version 1.2.99 - Jan 23, 2019 +## Bug Fixes +* Android Resolver: Improved performance of project property polling. +* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods + when the update process is complete. + +# Version 1.2.98 - Jan 9, 2019 +## New Features +* iOS Resolver: Pod declaration properties can now be set via XML pod + references. For example, this can enable pods for a subset of build + configurations. +## Bug Fixes +* iOS Resolver: Fixed incremental builds after local pods support caused + regression in 1.2.96. + +# Version 1.2.97 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Reduced memory allocation for logic that monitors build + settings when auto-resolution is enabled. If auto-resolution is disabled, + almost all build settings are no longer polled for changes. + +# Version 1.2.96 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Fixed repacking of AARs to exclude .meta files. +* Android Resolver: Only perform auto-resolution on the first scene while + building. +* Android Resolver: Fixed parsing of version ranges that include whitespace. +* iOS Resolver: Added support for local development pods. +* Version Handler: Fixed Version Handler failing to rename some files. + +# Version 1.2.95 - Oct 23, 2018 +## Bug Fixes: +* Android Resolver: Fixed auto-resolution running in a loop in some scenarios. + +# Version 1.2.94 - Oct 22, 2018 +## Bug Fixes +* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods. + +# Version 1.2.93 - Oct 22, 2018 +## Bug Fixes +* Android Resolver: Fixed removal of Android libraries on auto-resolution when + `*Dependencies.xml` files are deleted. + +# Version 1.2.92 - Oct 2, 2018 +## Bug Fixes +* Android Resolver: Worked around auto-resolution hang on Windows if + resolution starts before compilation is finished. + +# Version 1.2.91 - Sep 27, 2018 +## Bug Fixes +* Android Resolver: Fixed Android Resolution when the selected build target + isn't Android. +* Added C# assembly symbols the plugin to simplify debugging bug reports. + +# Version 1.2.90 - Sep 21, 2018 +## Bug Fixes +* Android Resolver: Fixed transitive dependency selection of version locked + packages. + +# Version 1.2.89 - Aug 31, 2018 +## Bug Fixes +* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly + can't be loaded. + +# Version 1.2.88 - Aug 29, 2018 +## Changed +* Improved reporting of resolution attempts and conflicts found in the Android + Resolver. +## Bug Fixes +* iOS Resolver now correctly handles sample code in CocoaPods. Previously it + would add all sample code to the project when using project level + integration. +* Android Resolver now correctly handles Gradle conflict resolution when the + resolution results in a package that is compatible with all requested + dependencies. + +# Version 1.2.87 - Aug 23, 2018 +## Bug Fixes +* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6. + +# Version 1.2.86 - Aug 22, 2018 +## Bug Fixes +* Fixed Android Resolver exception in OnPostProcessScene() when the Android + platform isn't selected. + +# Version 1.2.85 - Aug 17, 2018 +## Changes +* Added support for synchronous resolution in the Android Resolver. + PlayServicesResolver.ResolveSync() now performs resolution synchronously. +* Auto-resolution in the Android Resolver now results in synchronous resolution + of Android dependencies before the Android application build starts via + UnityEditor.Callbacks.PostProcessSceneAttribute. + +# Version 1.2.84 - Aug 16, 2018 +## Bug Fixes +* Fixed Android Resolver crash when the AndroidResolverDependencies.xml + file can't be written. +* Reduced log spam when a conflicting Android library is pinned to a + specific version. + +# Version 1.2.83 - Aug 15, 2018 +## Bug Fixes +* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode + cache file. If the cache can't be read / written the resolver now continues + with reduced performance following recompilation / DLL reloads. +* Fixed incorrect version number in plugin manifest on install. + This was a minor issue since the version handler rewrote the metadata + after installation. + +# Version 1.2.82 - Aug 14, 2018 +## Changed +* Added support for alphanumeric versions in the Android Resolver. + +## Bug Fixes +* Fixed Android Resolver selection of latest duplicated library. +* Fixed Android Resolver conflict resolution when version locked and non-version + locked dependencies are specified. +* Fixed Android Resolver conflict resolution when non-existent artifacts are + referenced. + +# Version 1.2.81 - Aug 9, 2018 +## Bug Fixes +* Fixed editor error that would occur when when + `PlayerSettings.Android.targetArchitectures` was set to + `AndroidArchitecture.All`. + +# Version 1.2.80 - Jul 24, 2018 +## Bug Fixes +* Fixed project level settings incorrectly falling back to system wide settings + when default property values were set. + +# Version 1.2.79 - Jul 23, 2018 +## Bug Fixes +* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x. + +# Version 1.2.78 - Jul 19, 2018 +## Changed +* Added support for overriding conflicting dependencies. + +# Version 1.2.77 - Jul 19, 2018 +## Changed +* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a). +* Reduced Android Resolver build option polling frequency. +* Disabled Android Resolver auto-resolution in batch mode. Users now need + to explicitly kick off resolution through the API. +* All Android Resolver and Version Handler dialogs are now disabled in batch + mode. +* Verbose logging for all plugins is now enabled by default in batch mode. +* Version Handler bootstrapper has been improved to no longer call + UpdateComplete multiple times. However, since Unity can still reload the + app domain after plugins have been enabled, users still need to store their + plugin state to persistent storage to handle reloads. + +## Bug Fixes +* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs. +* Android Resolver auto-resolution jobs are now unscheduled when an explicit + resolve job is started. + +# Version 1.2.76 - Jul 16, 2018 +## Bug Fixes +* Fixed variable replacement in AndroidManifest.xml files in the Android + Resolver. + Version 1.2.75 introduced a regression which caused all variable replacement + to replace the *entire* property value rather than the component of the + property that referenced a variable. For example, + given "applicationId = com.my.app", "${applicationId}.foo" would be + incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This + resulted in numerous issues for Android builds where content provider + initialization would fail and services may not start. + +## Changed +* Gradle prebuild experimental feature has been removed from the Android + Resolver. The feature has been broken for some time and added around 8MB + to the plugin size. +* Added better support for execution of plugin components in batch mode. + In batch mode UnityEditor.update is sometimes never called - like when a + single method is executed - so the new job scheduler will execute all jobs + synchronously from the main thread. + +# Version 1.2.75 - Jun 20, 2018 +## New Features +* Android Resolver now monitors the Android SDK path when + auto-resolution is enabled and triggers resolution when the path is + modified. + +## Changed +* Android auto-resolution is now delayed by 3 seconds when the following build + settings are changed: + - Target ABI. + - Gradle build vs. internal build. + - Project export. +* Added a progress bar display when AARs are being processed during Android + resolution. + +## Bug Fixes +* Fixed incorrect Android package version selection when a mix of + version-locked and non-version-locked packages are specified. +* Fixed non-deterministic Android package version selection to select + the highest version of a specified package rather than the last + package specification passed to the Gradle resolution script. + +# Version 1.2.74 - Jun 19, 2018 +## New Features +* Added workaround for broken AndroidManifest.xml variable replacement in + Unity 2018.x. By default ${applicationId} variables will be replaced by + the bundle ID in the Plugins/Android/AndroidManifest.xml file. The + behavior can be disabled via the Android Resolver settings menu. + +# Version 1.2.73 - May 30, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory on + Windows. + +# Version 1.2.72 - May 23, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory. + +# Version 1.2.71 - May 10, 2018 +## Bug Fixes +* Fixed resolution of Android dependencies when the `Assets/Plugins/Android` + directory is named in a different case e.g `Assets/plugins/Android`. + +# Version 1.2.70 - May 7, 2018 +## Bug Fixes +* Fixed bitcode flag being ignored for iOS pods. + +# Version 1.2.69 - May 7, 2018 +## Bug Fixes +* Fixed escaping of local repository paths in Android Resolver. + +# Version 1.2.68 - May 3, 2018 +## Changes +* Added support for granular builds of Google Play Services. + +# Version 1.2.67 - May 1, 2018 +## Changes +* Improved support for iOS source-only pods in Unity 5.5 and below. + +# Version 1.2.66 - April 27, 2018 +## Bug Fixes +* Fixed Version Handler renaming of Linux libraries with hyphens in filenames. + Previously, libraries named Foo-1.2.3.so were not being renamed to + libFoo-1.2.3.so on Linux which could break native library loading on some + versions of Unity. + +# Version 1.2.65 - April 26, 2018 +## Bug Fixes +* Fix CocoaPods casing in logs and comments. + +# Version 1.2.64 - Mar 16, 2018 +## Bug Fixes +* Fixed bug in download_artifacts.gradle (used by Android Resolver) which + reported a failure if required artifacts already exist. + +# Version 1.2.63 - Mar 15, 2018 +## Bug Fixes +* Fixed iOS Resolver include search paths taking precedence over system headers + when using project level resolution. +* Fixed iOS Resolver includes relative to library root, when using project level + resolution. + +# Version 1.2.62 - Mar 12, 2018 +## Changes +* Improved error reporting when a file can't be moved to trash by the + Version Handler. +## Bug Fixes +* Fixed Android Resolver throwing NullReferenceException when the Android SDK + path isn't set. +* Fixed Version Handler renaming files with underscores if the + "Rename to Canonical Filenames" setting is enabled. + +# Version 1.2.61 - Jan 22, 2018 +## Bug Fixes +* Fixed Android Resolver reporting non-existent conflicting dependencies when + Gradle build system is enabled. + +# Version 1.2.60 - Jan 12, 2018 +## Changes +* Added support for Maven / Ivy version specifications for Android packages. +* Added support for Android SNAPSHOT packages. + +## Bug Fixes +* Fixed Openjdk version check. +* Fixed non-deterministic Android package resolution when two packages contain + an artifact with the same name. + +# Version 1.2.59 - Oct 19, 2017 +## Bug Fixes +* Fixed execution of Android Gradle resolution script when it's located + in a path with whitespace. + +# Version 1.2.58 - Oct 19, 2017 +## Changes +* Removed legacy resolution method from Android Resolver. + It is now only possible to use the Gradle or Gradle prebuild resolution + methods. + +# Version 1.2.57 - Oct 18, 2017 +## Bug Fixes +* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the + latest Openjdk. +* Android Gradle resolution now also uses gradle.properties to pass + parameters to Gradle in an attempt to workaround problems with + command line argument parsing on Windows 10. + +# Version 1.2.56 - Oct 12, 2017 +## Bug Fixes +* Fixed Gradle artifact download with non-version locked artifacts. +* Changed iOS resolver to only load dependencies at build time. + +# Version 1.2.55 - Oct 4, 2017 +## Bug Fixes +* Force Android Resolution when the "Install Android Packages" setting changes. + +# Version 1.2.54 - Oct 4, 2017 +## Bug Fixes +* Fixed execution of command line tools on Windows when the path to the tool + contains a single quote (apostrophe). In this case we fallback to executing + the tool via the system shell. + +# Version 1.2.53 - Oct 2, 2017 +## New Features +* Changed Android Resolver "resolution complete" dialog so that it now displays + failures. +* Android Resolver now detects conflicting libraries that it does not manage + warning the user if they're newer than the managed libraries and prompting + the user to clean them up if they're older or at the same version. + +## Bug Fixes +* Improved Android Resolver auto-resolution speed. +* Fixed bug in the Gradle Android Resolver which would result in resolution + succeeding when some dependencies are not found. + +# Version 1.2.52 - Sep 25, 2017 +## New Features +* Changed Android Resolver's Gradle resolution to resolve conflicting + dependencies across Google Play services and Android Support library packages. + +# Version 1.2.51 - Sep 20, 2017 +## Changes +* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell + by default. Some developers customize their shell environment to use + custom ssh certs to access internal git repositories that host pods so + executing "pod" via the shell will work for these scenarios. + The drawback of executing "pod" via the shell could potentially cause + users problems if they break their shell environment. Though users who + customize their shell environments will be able to resolve these issues. + +# Version 1.2.50 - Sep 18, 2017 +## New Features +* Added option to disable the Gradle daemon in the Android Resolver. + This daemon is now disabled by default as some users are getting into a state + where multiple daemon instances are being spawned when changing dependencies + which eventually results in Android resolution failing until all daemon + processes are manually killed. + +## Bug Fixes +* Android resolution is now always executed if the user declines the update + of their Android SDK. This ensure users can continue to use out of date + Android SDK packages if they desire. + +# Version 1.2.49 - Sep 18, 2017 +## Bug Fixes +* Removed modulemap parsing in iOS Resolver. + The framework *.modulemap did not need to be parsed by the iOS Resolver + when injecting Cocoapods into a Xcode project. Simply adding a modular + framework to a Xcode project results in Xcode's Clang parsing the associated + modulemap and injecting any compile and link flags into the build process. + +# Version 1.2.48 - Sep 12, 2017 +## New Features +* Changed settings to be per-project by default. + +## Bug Fixes +* Added Google maven repository to fix GradlePrebuild resolution with Google + components. +* Fixed Android Resolution failure with spaces in paths. + +# Version 1.2.47 - Aug 29, 2017 +## New Features +* Android and iOS dependencies can now be specified using *Dependencies.xml + files. This is now the preferred method for registering dependencies, + we may remove the API for dependency addition in future. +* Added "Reset to Defaults" button to each settings dialog to restore default + settings. +* Android Resolver now validates the configured JDK is new enough to build + recently released Android libraries. +## Bug Fixes +* Fixed a bug that caused dependencies with the "LATEST" version specification + to be ignored when using the Gradle mode of the Android Resolver. +* Fixed a race condition when running Android Resolution. +* Fixed Android Resolver logging if a PlayServicesSupport instance is created + with no logging enabled before the Android Resolver is initialized. +* Fixed iOS resolver dialog in Unity 4. +* Fixed iOS Cocoapod Xcode project integration in Unity 4. + +# Version 1.2.46 - Aug 22, 2017 +## Bug Fixes +* GradlePrebuild Android resolver on Windows now correctly locates dependent + data files. + +# Version 1.2.45 - Aug 22, 2017 +## Bug Fixes +* Improved Android package auto-resolution and fixed clean up of stale + dependencies when using Gradle dependency resolution. + +# Version 1.2.44 - Aug 21, 2017 +## Bug Fixes +* Enabled autoresolution for Gradle Prebuild. +* Made the command line dialog windows have selectable text. +* Fixed incorrect "Android Settings" dialog disabled groups. +* Updated PlayServicesResolver android platform detection to use the package + manager instead of the 'android' tool. +* UnityCompat reflection methods 'GetAndroidPlatform' and + 'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the + obsolete 'android' build tool. + +# Version 1.2.43 - Aug 18, 2017 +## Bug Fixes +* Fixed Gradle resolution in the Android Resolver when running + PlayServicesResolver.Resolve() in parallel or spawning multiple + resolutions before the previous resolve completed. + +# Version 1.2.42 - Aug 17, 2017 +## Bug Fixes +* Fixed Xcode project level settings not being applied by IOS Resolver when + Xcode project pod integration is enabled. + +# Version 1.2.41 - Aug 15, 2017 +## Bug Fixes +* IOS Resolver's Xcode workspace pod integration is now disabled when Unity + Cloud Build is detected. Unity Cloud Build does not follow the same build + process as the Unity editor and fails to open the generated xcworkspace at + this time. + +# Version 1.2.40 - Aug 15, 2017 +## Bug Fixes +* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll. + They are now extracted from the DLL when required. +* AARs / JARs are now cleaned up when switching the Android resolution + strategy. + +# Version 1.2.39 - Aug 10, 2017 +## New Features +* Android Resolver now supports resolution with Gradle. This enables support + for non-local artifacts. +## Bug Fixes +* Android Resolver's Gradle Prebuild now uses Android build tools to determine + the Android platform tools version rather than relying upon internal Unity + APIs. +* Android Resolver's Gradle Prebuild now correctly strips binaries that are + not required for the target ABI. + +# Version 1.2.38 - Aug 7, 2017 +## Bug Fixes +* Fixed an issue in VersionHandler where disabled targets are ignored if + the "Any Platform" flag is set on a plugin DLL. + +# Version 1.2.37 - Aug 3, 2017 +## New Features +* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's + possible for a script to be notified when AAR / Jar resolution is complete. + This makes it easier to setup a project to build from the command line. + +# Version 1.2.36 - Aug 3, 2017 +## New Features +* VersionHandler.UpdateCompleteMethods allows a user to provide a list of + methods to be called when VersionHandlerImpl has completed an update. + This makes it easier to import a plugin and wait for VersionHandler to + execute prior executing a build. + +# Version 1.2.35 - Jul 28, 2017 +## New Features +* VersionHandler will now rename Linux libraries so they can target Unity + versions that require different file naming. Libraries need to be labelled + gvh_linuxlibname-${basename} in order to be considered for renaming. + e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and + libMyLib.so in Unity 5.6 and above. + +# Version 1.2.34 - Jul 28, 2017 +## Bug Fixes +* Made VersionHandler bootstrap module more robust when calling static + methods before the implementation DLL is loaded. + +# Version 1.2.33 - Jul 27, 2017 +## New Features +* Added a bootstrap module for VersionHandler so the implementation + of the VersionHandler module can be versioned without resulting in + a compile error when imported at different versions across multiple + plugins. + +# Version 1.2.32 - Jul 20, 2017 +## New Features +* Added support for build target selection based upon .NET framework + version in the VersionHandler. + When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to + assets, the VersionHandler will only enable the asset for the + specified set of build targets when the matching .NET framework version + is selected in Unity 2017's project settings. This allows assets + to be provided in a plugin that need to differ based upon .NET version. + +# Version 1.2.31 - Jul 5, 2017 +## Bug Fixes +* Force expansion of AARs with native components when using Unity 2017 + with the internal build system. In contrast to Unity 5.x, Unity 2017's + internal build system does not include native libraries included in AARs. + Forcing expansion of AARs with native components generates an + Ant / Eclipse project for each AAR which is correctly included by Unity + 2017's internal build system. + +# Version 1.2.30 - Jul 5, 2017 +## Bug Fixes +* Fixed Cocoapods being installed when the build target isn't iOS. +* Added support for malformed AARs with missing classes.jar. + +# Version 1.2.29 - Jun 16, 2017 +## New Features +* Added support for the Android sdkmanager tool. + +# Version 1.2.28 - Jun 8, 2017 +## Bug Fixes +* Fixed non-shell command line execution (regression from + Cocoapod installation patch). + +# Version 1.2.27 - Jun 7, 2017 +## Bug Fixes +* Added support for stdout / stderr redirection when executing + commands in shell mode. + This fixes CocoaPod tool installation when shell mode is + enabled. +* Fixed incremental builds when additional sources are specified + in the Podfile. + +# Version 1.2.26 - Jun 7, 2017 +## Bug Fixes +* Fixed a crash when importing Version Handler into Unity 4.7.x. + +# Version 1.2.25 - Jun 7, 2017 +## Bug Fixes +* Fixed an issue in the Jar Resolver which incorrectly notified + event handlers of bundle ID changes when the currently selected + (not active) build target changed in Unity 5.6 and above. + +# Version 1.2.24 - Jun 6, 2017 +## New Features +* Added option to control file renaming in Version Handler settings. + Disabling file renaming (default option) significantly increases + the speed of file version management operations with the downside + that any files that are referenced directly by canonical filename + rather than asset ID will no longer be valid. +* Improved logging in the Version Handler. +## Bug Fixes +* Fixed an issue in the Version Handler which caused it to not + re-enable plugins when re-importing a custom package with disabled + version managed files. + +# Version 1.2.23 - May 26, 2017 +## Bug Fixes +* Fixed a bug with gradle prebuild resolver on windows. + +# Version 1.2.22 - May 19, 2017 +## Bug Fixes +* Fixed a bug in the iOS resolver with incremental builds. +* Fixed misdetection of Cocoapods support with Unity beta 5.6. + +# Version 1.2.21 - May 8, 2017 +## Bug Fixes +* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48 + Android dependency version number parsing when "-alpha" (etc.) are + included in dependency (AAR / JAR) versions. + +# Version 1.2.20 - May 8, 2017 +## Bug Fixes +* Attempted to fix + https://github.com/googlesamples/unity-jar-resolver/issues/48 + where a NullReferenceException could occur if a target file does not + have a valid version string. + +# Version 1.2.19 - May 4, 2017 +## Bug Fixes +* Fixed Jar Resolver exploding and deleting AAR files it isn't managing. + +# Version 1.2.18 - May 4, 2017 +## New Features +* Added support for preserving Unity pods such as when GVR is enabled. + +# Version 1.2.17 - Apr 20, 2017 +## Bug Fixes +* Fixed auto-resolution when an Android application ID is modified. + +# Version 1.2.16 - Apr 17, 2017 +## Bug Fixes +* Fixed Unity version number parsing on machines with a locale that uses + "," for decimal points. +* Fixed null reference exception if JDK path isn't set. + +# Version 1.2.15 - Mar 17, 2017 +## New Features +* Added warning when the Jar Resolver's background resolution is disabled. +## Bug Fixes +* Fixed support of AARs with native libraries when using Gradle. +* Fixed extra repository paths when resolving dependencies. + +# Version 1.2.14 - Mar 7, 2017 +## New Features +* Added experimental Android resolution using Gradle. + This alternative resolver supports proguard stripping with Unity's + internal build system. +* Added Android support for single ABI builds when using AARs include + native libraries. +* Disabled Android resolution on changes to all .cs and .js files. + File patterns that are monitored for auto-resolution can be added + using PlayServicesResolver.AddAutoResolutionFilePatterns(). +* Added tracking of resolved AARs and JARs so they can be cleaned up + if they're no longer referenced by a project. +* Added persistence of AAR / JAR version replacement for each Unity + session. +* Added settings dialog to the iOS resolver. +* Integrated Cocoapod tool installation in the iOS resolver. +* Added option to run pod tool via the shell. +## Bug Fixes +* Fixed build of some source Cocoapods (e.g Protobuf). +* VersionHandler no longer prompts to delete obsolete manifests. +* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2. +* Added workaround for package version selection when including + Google Play Services on Android. +* Fixed support for pods that reference static libraries. +* Fixed support for resource-only pods. + +# Version 1.2.12 - Feb 14, 2017 +## Bug Fixes +* Fixed re-explosion of AARs when the bundle ID is modified. + +# Version 1.2.11 - Jan 30, 2017 +## New Features +* Added support for Android Studio builds. +* Added support for native (C/C++) shared libraries in AARs. + +# Version 1.2.10 - Jan 11, 2017 +## Bug Fixes +* Fixed SDK manager path retrieval. +* Also, report stderr when it's not possible to run the "pod" tool. +* Handle exceptions thrown by Unity.Cecil on asset rename +* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString + +# Version 1.2.9 - Dec 7, 2016 +## Bug Fixes +* Improved error reporting when "pod repo update" fails. +* Added detection of xml format xcode projects generated by old Cocoapods + installations. + +# Version 1.2.8 - Dec 6, 2016 +## Bug Fixes +* Increased speed of JarResolver resolution. +* Fixed JarResolver caches getting out of sync with requested dependencies + by removing the caches. +* Fixed JarResolver explode cache always being rewritten even when no + dependencies change. + +# Version 1.2.7 - Dec 2, 2016 +## Bug Fixes +* Fixed VersionHandler build errors with Unity 5.5, due to the constantly + changing BuildTarget enum. +* Added support for Unity configured JDK Path rather than requiring + JAVA_HOME to be set in the Jar Resolver. + +# Version 1.2.6 - Nov 15, 2016 +## Bug Fixes +* Fixed IOSResolver errors when iOS support is not installed. +* Added fallback to "pod" executable search which queries the Ruby Gems + package manager for the binary install location. + +# Version 1.2.5 - Nov 3, 2016 +## Bug Fixes +* Added crude support for source only Cocoapods to the IOSResolver. + +# Version 1.2.4 - Oct 27, 2016 +## Bug Fixes +* Automated resolution of out of date pod repositories. + +# Version 1.2.3 - Oct 25, 2016 +## Bug Fixes +* Fixed exception when reporting conflicting dependencies. + +# Version 1.2.2 - Oct 17, 2016 +## Bug Fixes +* Fixed issue working with Unity 5.5 +* Fixed issue with PlayServicesResolver corrupting other iOS dependencies. +* Updated build script to use Unity distributed tools for building. + +# Version 1.2.1 - Jul 25, 2016 +## Bug Fixes +* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand. +* Improved error reporting when the "jar" executable can't be found. +* Removed the need to set JAVA_HOME if "jar" is in the user's path. +* Fixed spurious copying of partially matching AARs. +* Changed resolver to only copy / expand when source AARs change. +* Auto-resolution of dependencies is now performed when the Android + build target is selected. + +## New Features +* Expand AARs that contain manifests with variable expansion like + ${applicationId}. +* Added optional logging in the JarResolverLib module. +* Integration with the Android SDK manager for dependencies that + declare required Android SDK packages. + +# Version 1.2.0 - May 11 2016 +## Bug Fixes +* Handles resolving dependencies when the artifacts are split across 2 repos. +* #4 Misdetecting version for versions like 1.2-alpha. These are now string + compared if alphanumeric +* Removed resolver creation via reflection since it did not work all the time. + Now a resolver needs to be loaded externally (which is existing behavior). + +## New Features +* Expose PlayServicesResolver properties to allow for script access. +* Explodes firebase-common and firebase-measurement aar files to support + ${applicationId} substitution. + +# Version 1.1.1 - 25 Feb 2016 +## Bug Fixes +* #1 Spaces in project path not handled when exploding Aar file. +* #2 Script compilation error: TypeLoadException. + +# Version 1.1.0 - 5 Feb 2016 +## New Features +* Adds friendly alert when JAVA_HOME is not set on Windows platforms. +* Adds flag for disabling background resolution. +* Expands play-services-measurement and replaces ${applicationId} with the + bundle Id. + + ## Bug Fixes +* Fixes infinite loop of resolution triggered by resolution. diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta new file mode 100644 index 0000000..ef5e5b8 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15066d50e81445ed9e318d0c2beede4e +labels: +- gvh +- gvh_version-12.8.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/CHANGELOG.md +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll new file mode 100644 index 0000000..7323ed9 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:de48970ed5e5d98a55a82105757e95bfa361d81700e4379dce7a75366059acb3 +size 15360 diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta new file mode 100644 index 0000000..5882052 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.meta @@ -0,0 +1,35 @@ +fileFormatVersion: 2 +guid: 61c24b9980ea49ae90c8b62fb489de77 +labels: +- gvh +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + validateReferences: 1 + platformData: + - first: + Any: + second: + enabled: 0 + settings: {} + - first: + Editor: Editor + second: + enabled: 1 + settings: + DefaultValueInitialized: true + - first: + Windows Store Apps: WindowsStoreApps + second: + enabled: 0 + settings: + CPU: AnyCPU + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/LICENSE b/Assets/ExternalDependencyManager/Editor/LICENSE new file mode 100644 index 0000000..6258cc4 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/LICENSE @@ -0,0 +1,245 @@ +Copyright (C) 2014 Google Inc. + + Licensed under the Apache License, Version 2.0 (the "License"); + you may not use this file except in compliance with the License. + You may obtain a copy of the License at + + http://www.apache.org/licenses/LICENSE-2.0 + + Unless required by applicable law or agreed to in writing, software + distributed under the License is distributed on an "AS IS" BASIS, + WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + See the License for the specific language governing permissions and + limitations under the License. + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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You should install EDM4U +to test out the package during development. + +Updated releases are available on +[GitHub](https://github.com/googlesamples/unity-jar-resolver) + +## 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 + +Check out [troubleshooting](troubleshooting-faq.md) if you need help. + +### Install via OpenUPM + +EDM4U is available on +[OpenUPM](https://openupm.com/packages/com.google.external-dependency-manager/): + +```shell +openupm add com.google.external-dependency-manager +``` + +### Install via git URL +1. Open Package Manager +2. Click on the + icon on the top left corner of the "Package Manager" screen +3. Click on "Install package from git url..." +4. Paste: https://github.com/googlesamples/unity-jar-resolver.git?path=upm + +### Install via Google APIs for Unity + +EDM4U is available both in UPM and legacy `.unitypackage` formats on +[Google APIs for Unity](https://developers.google.com/unity/archive#external_dependency_manager_for_unity). + +You may install the UPM version (.tgz) as a +[local UPM package](https://docs.unity3d.com/Manual/upm-ui-local.html). + +You can also install EDM4U in your project as a `.unitypackage`. This is not +recommended due to potential conflicts. + +### Conflict Resolution + +For historical reasons, a package maintainer may choose to embed EDM4U in their +package for ease of installation. This will create a conflict when you try to +install EDM4U with the steps above, or with another package with embedded EDM4U. +If your project imported a `.unitypackage` that has a copy of EDM4U embedded in +it, you may safely delete it from your Assets folder. If your project depends on +another UPM package with EDM4U, please reach out to the package maintainer and +ask them to replace it with a dependency to this package. In the meantime, you +can workaround the issue by copying the package to your Packages folder (to +create an +[embedded package](https://docs.unity3d.com/Manual/upm-concepts.html#Embedded)) +and perform the steps yourself to avoid a dependency conflict. + +### Config file + +To start adding dependencies to your project, 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 project requires. + +The XML file needs to be under an `Editor` directory and match the name +`*Dependencies.xml`. For example, `MyPlugin/Editor/MyPluginDependencies.xml`. + +## Usages + +### Android Resolver + +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. + +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: + +```xml + + + + + extra-google-m2repository + + + + +``` + +The version specification (last component) supports: + +* Specific versions e.g `9.8.0` + +* Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most + recent version + +* Latest version using `LATEST` or `+`. We do *not* recommend using this + unless you're 100% sure the library you depend upon will not break your + Unity plugin in future + +The above example specifies the dependency as a component of the Android SDK +manager such that the Android SDK manager will be executed to install the +package if it's not found. If your Android dependency is located on Maven +central it's possible to specify the package simply using the `androidPackage` +element: + +```xml + + + + + +``` + +#### 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 again if the bundle ID has changed. + +- 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 + +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. + +For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled: + +```xml + + + + + +``` + +#### 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: + +```csharp +using System.IO; + +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEngine; + +public class PostProcessIOS : MonoBehaviour +{ + // 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). + [PostProcessBuildAttribute(45)] + private static void PostProcessBuild_iOS(BuildTarget target, string buildPath) + { + if (target == BuildTarget.iOS) + { + using (StreamWriter sw = File.AppendText(buildPath + "/Podfile")) + { + // E.g. add an app extension + sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend"); + } + } + } +} +``` + +### Package Manager Resolver + +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 + +For example, to add a registry for plugins in the scope `com.coolstuff`: + +```xml + + + + com.coolstuff + + + +``` + +When PMR is loaded it will prompt the developer to add the registry to their +project if it isn't already present in the `Packages/manifest.json` file. + +For more information, see Unity's documentation on +[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html). + +#### Managing Registries + +It's possible to add and remove registries that are specified via PMR XML +configuration files via the following menu options: + +* `Assets > External Dependency Manager > Package Manager Resolver > Add + Registries` will prompt the user with a window which allows them to add + registries discovered in the project to the Package Manager. + +* `Assets > External Dependency Manager > Package Manager Resolver > Remove + Registries` will prompt the user with a window which allows them to remove + registries discovered in the project from the Package Manager. + +* `Assets > External Dependency Manager > Package Manager Resolver > Modify + Registries` will prompt the user with a window which allows them to add or + remove registries discovered in the project. + +#### Migration + +PMR can migrate Version Handler packages installed in the `Assets` folder to PM +packages. This requires the plugins to implement the following: + +* `.unitypackage` must include a Version Handler manifests that describes the + components of the plugin. If the plugin has no dependencies the manifest + would just include the files in the plugin. + +* The PM package JSON provided by the registry must include a keyword (in the + `versions.VERSION.keyword` list) that maps the PM package to a Version + Handler package using the format `vh-name:VERSION_HANDLER_MANIFEST_NAME` + where `VERSION_HANDLER_MANIFEST_NAME` is the name of the manifest defined in + the `.unitypackage`. For more information see the description of the + `gvhp_manifestname` asset label in the [Version Handler](#version-handler) + 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 + +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) section for 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. + +## 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 your 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. + +EDM4U 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. + +## Plugin Redistribution + +If you are a package maintainer and your package depends on EDM4U, it is highly +recommended to use the UPM format and add EDM4U as a dependency. If you must +include it in your `.unitypackage`, redistributing `EDM4U` inside your own +plugin might ease the integration process for your users. + +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`: + +```shell +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. + +## Building from Source + +To build this plugin from source you need the following tools installed: * Unity +2021 and below (with iOS and Android modules installed) * Java 11 + +You can build the plugin by running the following from your shell (Linux / OSX): + +```shell +./gradlew build + +``` + +or Windows: + +```shell +./gradlew.bat build +``` + +If Java 11 is not your default Java command, add +`-Dorg.gradle.java.home=` to the command above. + +## Testing + +You can run the tests by running the following from your shell (Linux / OSX): + +```shell +./gradlew test +``` + +or Windows: + +```shell +./gradlew.bat test +``` + +The following properties can be set to narrow down the tests to run or change +the test run behavior. + +* `INTERACTIVE_MODE_TESTS_ENABLED` - Default to `1`. Set to `1` to enable + interactive mode tests, which requires GPU on the machine. Otherwise, only + run tests in the batch mode. +* `INCLUDE_TEST_TYPES` - Default to empty string, which means to include every + type of the test. To narrow down the types of test to run, set this + properties with a list of case-insensitive type strings separated by comma. + For instance, `-PINCLUDE_TEST_TYPES="Python,NUnit"` means to include only + Python tests and NUnit tests. See `TestTypeEnum` in `build.gradle` for + available options. +* `EXCLUDE_TEST_TYPES` - Default to empty string, which means to exclude none. + To add types of tests to exclude, set this properties with a list of + case-insensitive type strings separated by comma. For instance, + `-PEXCLUDE_TEST_TYPES="Python,NUnit"` means to exclude Python tests and + NUnit tests. See `TestTypeEnum` in `build.gradle` for available options. +* `INCLUDE_TEST_MODULES` - Default to empty string, which means to include the + tests for every modules. To narrow down modules to test, set this properties + with a list of case-insensitive module strings separated by comma. For + instance, `-PINCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests + for tools and Android Resolver only. See `TestModuleEnum` in `build.gradle` + for available options. +* `EXCLUDE_TEST_MODULES` - Default to empty string, which means to exclude + none. To add modules to exclude, set this properties with a list of + case-insensitive module strings separated by comma. For instance, + `-PEXCLUDE_TEST_MODULES="Tool,AndroidResolver"` means to run tests for any + modules other than tools and Android Resolver. See `TestModuleEnum` in + `build.gradle` for available options. +* `EXCLUDE_TESTS` - Default to empty string, which means to exclude none. To + add tests to exclude, set this properties with a list of case-insensitive + test names separated by comma. For instance, + `-PEXCLUDE_TESTS="testGenGuids,testDownloadArtifacts"` means to run tests + except the tests with name of `testGenGuids` and `testDownloadArtifacts`. +* `CONTINUE_ON_FAIL_FOR_TESTS_ENABLED` - Default to `1`. Set to `1` to + continue running the next test when the current one fails. Otherwise, the + build script stops whenever any test fails. + +For instance, by running the following command, it only runs the Unity +integration tests that does not requires GPU, but exclude tests for Android +Resolver module and iOS Resolver module. + +```shell +./gradlew test \ + -PINTERACTIVE_MODE_TESTS_ENABLED=0 \ + -PINCLUDE_TEST_TYPES="Integration" \ + -PEXCLUDE_TEST_MODULES="AndroidResolver,iOSResolver" +``` + +## 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. 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a/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe.meta b/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe.meta new file mode 100644 index 0000000..4a3249c --- /dev/null +++ b/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae88c0972b7448b5b36def1716f1d711 +labels: +- gvh +- gvh_version-12.8.0 +- gvhp_exportpath-Firebase/Editor/generate_xml_from_google_services_json.exe +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/generate_xml_from_google_services_json.py b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py new file mode 100644 index 0000000..789dceb --- /dev/null +++ b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py @@ -0,0 +1,498 @@ +#!/usr/bin/python + +# Copyright 2016 Google LLC +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# http://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. + +"""Stand-alone implementation of the Gradle Firebase plugin. + +Converts the services json file to xml: +https://googleplex-android.googlesource.com/platform/tools/base/+/studio-master-dev/build-system/google-services/src/main/groovy/com/google/gms/googleservices +""" + +__author__ = 'Wouter van Oortmerssen' + +import argparse +import ctypes +import json +import os +import platform +import sys +from xml.etree import ElementTree + +if platform.system().lower() == 'windows': + import ctypes.wintypes # pylint: disable=g-import-not-at-top + +# Map Python 2's unicode method to encode a string as bytes in python 3. +try: + unicode('') # See whether unicode class is available (Python < 3) +except NameError: + unicode = str # pylint: disable=redefined-builtin,invalid-name + +# Input filename if it isn't set. +DEFAULT_INPUT_FILENAME = 'app/google-services.json' +# Output filename if it isn't set. +DEFAULT_OUTPUT_FILENAME = 'res/values/googleservices.xml' +# Input filename for .plist files, if it isn't set. +DEFAULT_PLIST_INPUT_FILENAME = 'GoogleService-Info.plist' +# Output filename for .json files, if it isn't set. +DEFAULT_JSON_OUTPUT_FILENAME = 'google-services-desktop.json' + +OAUTH_CLIENT_TYPE_ANDROID_APP = 1 +OAUTH_CLIENT_TYPE_WEB = 3 + + +def read_xml_value(xml_node): + """Utility method for reading values from the plist XML. + + Args: + xml_node: An ElementTree node, that contains a value. + + Returns: + The value of the node, or None, if it could not be read. + """ + if xml_node.tag == 'string': + return xml_node.text + elif xml_node.tag == 'integer': + return int(xml_node.text) + elif xml_node.tag == 'real': + return float(xml_node.text) + elif xml_node.tag == 'false': + return 0 + elif xml_node.tag == 'true': + return 1 + else: + # other types of input are ignored. (data, dates, arrays, etc.) + return None + + +def construct_plist_dictionary(xml_root): + """Constructs a dictionary of values based on the contents of a plist file. + + Args: + xml_root: An ElementTree node, that represents the root of the xml file + that is to be parsed. (Which should be a dictionary containing + key-value pairs of the properties that need to be extracted.) + + Returns: + A dictionary, containing key-value pairs for all (supported) entries in the + node. + """ + xml_dict = xml_root.find('dict') + + if xml_dict is None: + return None + + plist_dict = {} + i = 0 + while i < len(xml_dict): + if xml_dict[i].tag == 'key': + key = xml_dict[i].text + i += 1 + if i < len(xml_dict): + value = read_xml_value(xml_dict[i]) + if value is not None: + plist_dict[key] = value + i += 1 + + return plist_dict + + +def update_dict_keys(key_map, input_dict): + """Creates a dict from input_dict with the same values but new keys. + + Two dictionaries are passed to this function: the key_map that represents a + mapping of source keys to destination keys, and the input_dict that is the + dictionary that is to be duplicated, replacing any key that matches a source + key with a destination key. Source keys that are not present in the + input_dict will not have their destination key represented in the result. + + In other words, if key_map is `{'old': 'new', 'foo': 'bar'}`, and input_dict + is `{'old': 10}`, the result will be `{'new': 10}`. + + Args: + key_map (dict): A dictionary of strings to strings that maps source keys to + destination keys. + input_dict (dict): The dictionary of string keys to any value type, which + is to be duplicated, replacing source keys with the corresponding + destination keys from key_map. + + Returns: + dict: A new dictionary with updated keys. + """ + return { + new_key: input_dict[old_key] + for (old_key, new_key) in key_map.items() + if old_key in input_dict + } + + +def construct_google_services_json(xml_dict): + """Constructs a google services json file from a dictionary. + + Args: + xml_dict: A dictionary of all the key/value pairs that are needed for the + output json file. + Returns: + A string representing the output json file. + """ + + try: + json_struct = { + 'project_info': + update_dict_keys( + { + 'GCM_SENDER_ID': 'project_number', + 'DATABASE_URL': 'firebase_url', + 'PROJECT_ID': 'project_id', + 'STORAGE_BUCKET': 'storage_bucket' + }, xml_dict), + 'client': [{ + 'client_info': { + 'mobilesdk_app_id': xml_dict['GOOGLE_APP_ID'], + 'android_client_info': { + 'package_name': xml_dict['BUNDLE_ID'] + } + }, + 'api_key': [{ + 'current_key': xml_dict['API_KEY'] + }], + 'services': { + 'analytics_service': { + 'status': xml_dict['IS_ANALYTICS_ENABLED'] + }, + 'appinvite_service': { + 'status': xml_dict['IS_APPINVITE_ENABLED'] + } + } + },], + 'configuration_version': + '1' + } + # OAuth client is optional, but include it if present. + if 'CLIENT_ID' in xml_dict: + json_struct['client'][0]['oauth_client'] = [{ + 'client_id': xml_dict['CLIENT_ID'], + }] + return json.dumps(json_struct, indent=2) + except KeyError as e: + sys.stderr.write('Could not find key in plist file: [%s]\n' % (e.args[0])) + return None + + +def convert_plist_to_json(plist_string, input_filename): + """Converts an input plist string into a .json file and saves it. + + Args: + plist_string: The contents of the loaded plist file. + + input_filename: The file name that the plist data was read from. + Returns: + the converted string, or None if there were errors. + """ + + try: + root = ElementTree.fromstring(plist_string) + except ElementTree.ParseError: + sys.stderr.write('Error parsing file %s.\n' + 'It does not appear to be valid XML.\n' % (input_filename)) + return None + + plist_dict = construct_plist_dictionary(root) + if plist_dict is None: + sys.stderr.write('In file %s, could not locate a top-level \'dict\' ' + 'element.\n' + 'File format should be plist XML, with a top-level ' + 'dictionary containing project settings as key-value ' + 'pairs.\n' % (input_filename)) + return None + + json_string = construct_google_services_json(plist_dict) + return json_string + + +def gen_string(parent, name, text): + """Generate one element and put into the list of keeps. + + Args: + parent: The object that will hold the string. + name: The name to store the string under. + text: The text of the string. + """ + if text: + prev = parent.get('tools:keep', '') + if prev: + prev += ',' + parent.set('tools:keep', prev + '@string/' + name) + child = ElementTree.SubElement(parent, 'string', { + 'name': name, + 'translatable': 'false' + }) + child.text = text + + +def indent(elem, level=0): + """Recurse through XML tree and add indentation. + + Args: + elem: The element to recurse over + level: The current indentation level. + """ + i = '\n' + level*' ' + if elem is not None: + if not elem.text or not elem.text.strip(): + elem.text = i + ' ' + if not elem.tail or not elem.tail.strip(): + elem.tail = i + for elem in elem: + indent(elem, level+1) + if not elem.tail or not elem.tail.strip(): + elem.tail = i + else: + if level and (not elem.tail or not elem.tail.strip()): + elem.tail = i + + +def argv_as_unicode_win32(): + """Returns unicode command line arguments on windows. + """ + + get_command_line_w = ctypes.cdll.kernel32.GetCommandLineW + get_command_line_w.restype = ctypes.wintypes.LPCWSTR + + # CommandLineToArgvW parses the Unicode command line + command_line_to_argv_w = ctypes.windll.shell32.CommandLineToArgvW + command_line_to_argv_w.argtypes = [ + ctypes.wintypes.LPCWSTR, + ctypes.POINTER(ctypes.c_int) + ] + command_line_to_argv_w.restype = ctypes.POINTER( + ctypes.wintypes.LPWSTR) + + argc = ctypes.c_int(0) + argv = command_line_to_argv_w(get_command_line_w(), argc) + + # Strip the python executable from the arguments if it exists + # (It would be listed as the first argument on the windows command line, but + # not in the arguments to the python script) + sys_argv_len = len(sys.argv) + return [unicode(argv[i]) for i in + range(argc.value - sys_argv_len, argc.value)] + + +def main(): + parser = argparse.ArgumentParser( + description=(( + 'Converts a Firebase %s into %s similar to the Gradle plugin, or ' + 'converts a Firebase %s into a %s suitible for use on desktop apps.' % + (DEFAULT_INPUT_FILENAME, DEFAULT_OUTPUT_FILENAME, + DEFAULT_PLIST_INPUT_FILENAME, DEFAULT_JSON_OUTPUT_FILENAME)))) + parser.add_argument('-i', help='Override input file name', + metavar='FILE', required=False) + parser.add_argument('-o', help='Override destination file name', + metavar='FILE', required=False) + parser.add_argument('-p', help=('Package ID to select within the set of ' + 'packages in the input file. If this is ' + 'not specified, the first package in the ' + 'input file is selected.')) + parser.add_argument('-l', help=('List all package IDs referenced by the ' + 'input file. If this is specified, ' + 'the output file is not created.'), + action='store_true', default=False, required=False) + parser.add_argument('-f', help=('Print project fields from the input file ' + 'in the form \'name=value\\n\' for each ' + 'field. If this is specified, the output ' + 'is not created.'), + action='store_true', default=False, required=False) + parser.add_argument( + '--plist', + help=( + 'Specifies a plist file to convert to a JSON configuration file. ' + 'If this is enabled, the script will expect a .plist file as input, ' + 'which it will convert into %s file. The output file is ' + '*not* suitable for use with Firebase on Android.' % + (DEFAULT_JSON_OUTPUT_FILENAME)), + action='store_true', + default=False, + required=False) + + # python 2 on Windows doesn't handle unicode arguments well, so we need to + # pre-process the command line arguments before trying to parse them. + if platform.system() == 'Windows': + sys.argv = argv_as_unicode_win32() + + args = parser.parse_args() + + if args.plist: + input_filename = DEFAULT_PLIST_INPUT_FILENAME + output_filename = DEFAULT_JSON_OUTPUT_FILENAME + else: + input_filename = DEFAULT_INPUT_FILENAME + output_filename = DEFAULT_OUTPUT_FILENAME + + if args.i: + # Encode the input string (type unicode) as a normal string (type str) + # using the 'utf-8' encoding so that it can be worked with the same as + # input names from other sources (like the defaults). + input_filename_raw = args.i.encode('utf-8') + # Decode the filename to a unicode string using the 'utf-8' encoding to + # properly handle filepaths with unicode characters in them. + input_filename = input_filename_raw.decode('utf-8') + + if args.o: + output_filename = args.o + + with open(input_filename, 'r') as ifile: + file_string = ifile.read() + + json_string = None + if args.plist: + json_string = convert_plist_to_json(file_string, input_filename) + if json_string is None: + return 1 + jsobj = json.loads(json_string) + else: + jsobj = json.loads(file_string) + + root = ElementTree.Element('resources') + root.set('xmlns:tools', 'http://schemas.android.com/tools') + + project_info = jsobj.get('project_info') + if project_info: + gen_string(root, 'firebase_database_url', project_info.get('firebase_url')) + gen_string(root, 'gcm_defaultSenderId', project_info.get('project_number')) + gen_string(root, 'google_storage_bucket', + project_info.get('storage_bucket')) + gen_string(root, 'project_id', project_info.get('project_id')) + + if args.f: + if not project_info: + sys.stderr.write('No project info found in %s.' % input_filename) + return 1 + for field, value in sorted(project_info.items()): + sys.stdout.write('%s=%s\n' % (field, value)) + return 0 + + packages = set() + client_list = jsobj.get('client') + if client_list: + # Search for the user specified package in the file. + selected_package_name = '' + selected_client = client_list[0] + find_package_name = args.p + for client in client_list: + package_name = client.get('client_info', {}).get( + 'android_client_info', {}).get('package_name', '') + if not package_name: + package_name = client.get('oauth_client', {}).get( + 'android_info', {}).get('package_name', '') + if package_name: + if not selected_package_name: + selected_package_name = package_name + selected_client = client + if package_name == find_package_name: + selected_package_name = package_name + selected_client = client + packages.add(package_name) + + if args.p and selected_package_name != find_package_name: + sys.stderr.write('No packages found in %s which match the package ' + 'name %s\n' + '\n' + 'Found the following:\n' + '%s\n' % (input_filename, find_package_name, + '\n'.join(packages))) + return 1 + + client_api_key = selected_client.get('api_key') + if client_api_key: + client_api_key0 = client_api_key[0] + gen_string(root, 'google_api_key', client_api_key0.get('current_key')) + gen_string(root, 'google_crash_reporting_api_key', + client_api_key0.get('current_key')) + + client_info = selected_client.get('client_info') + if client_info: + gen_string(root, 'google_app_id', client_info.get('mobilesdk_app_id')) + + # Only include the first matching OAuth client ID per type. + client_id_web_parsed = False + client_id_android_parsed = False + + oauth_client_list = selected_client.get('oauth_client') + if oauth_client_list: + for oauth_client in oauth_client_list: + client_type = oauth_client.get('client_type') + client_id = oauth_client.get('client_id') + if not (client_type and client_id): continue + if (client_type == OAUTH_CLIENT_TYPE_WEB and + not client_id_web_parsed): + gen_string(root, 'default_web_client_id', client_id) + client_id_web_parsed = True + if (client_type == OAUTH_CLIENT_TYPE_ANDROID_APP and + not client_id_android_parsed): + gen_string(root, 'default_android_client_id', client_id) + client_id_android_parsed = True + + services = selected_client.get('services') + if services: + ads_service = services.get('ads_service') + if ads_service: + gen_string(root, 'test_banner_ad_unit_id', + ads_service.get('test_banner_ad_unit_id')) + gen_string(root, 'test_interstitial_ad_unit_id', + ads_service.get('test_interstitial_ad_unit_id')) + analytics_service = services.get('analytics_service') + if analytics_service: + analytics_property = analytics_service.get('analytics_property') + if analytics_property: + gen_string(root, 'ga_trackingId', + analytics_property.get('tracking_id')) + # enable this once we have an example if this service being present + # in the json data: + maps_service_enabled = False + if maps_service_enabled: + maps_service = services.get('maps_service') + if maps_service: + maps_api_key = maps_service.get('api_key') + if maps_api_key: + for k in range(0, len(maps_api_key)): + # generates potentially multiple of these keys, which is + # the same behavior as the java plugin. + gen_string(root, 'google_maps_key', + maps_api_key[k].get('maps_api_key')) + + tree = ElementTree.ElementTree(root) + + indent(root) + + if args.l: + for package in sorted(packages): + if package: + sys.stdout.write(package + '\n') + else: + path = os.path.dirname(output_filename) + + if path and not os.path.exists(path): + os.makedirs(path) + + if not args.plist: + tree.write(output_filename, 'utf-8', True) + else: + with open(output_filename, 'w') as ofile: + ofile.write(json_string) + + return 0 + +if __name__ == '__main__': + sys.exit(main()) diff --git a/Assets/Firebase/Editor/generate_xml_from_google_services_json.py.meta b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py.meta new file mode 100644 index 0000000..4af4016 --- /dev/null +++ b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8f18ed76c0f04ce0a65736104f913ef8 +labels: +- gvh +- gvh_version-12.8.0 +- gvhp_exportpath-Firebase/Editor/generate_xml_from_google_services_json.py +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/network_request.exe b/Assets/Firebase/Editor/network_request.exe new file mode 100644 index 0000000..30f5e8e Binary files /dev/null and b/Assets/Firebase/Editor/network_request.exe differ diff --git a/Assets/Firebase/Editor/network_request.exe.meta b/Assets/Firebase/Editor/network_request.exe.meta new file mode 100644 index 0000000..5d1fb54 --- /dev/null +++ b/Assets/Firebase/Editor/network_request.exe.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3cd5d0a941c4cdc8ab4b1b684b05191 +labels: +- gvh +- gvh_version-12.8.0 +- gvhp_exportpath-Firebase/Editor/network_request.exe +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/network_request.py b/Assets/Firebase/Editor/network_request.py new file mode 100644 index 0000000..04f055f --- /dev/null +++ b/Assets/Firebase/Editor/network_request.py @@ -0,0 +1,416 @@ +# Copyright 2019 Google LLC +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# http://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. +"""Wrapper script which makes a network request. + +Basic Usage: network_request.py post + --url + --header
(optional, support multiple) + --body (optional) + --timeout (optional) + --verbose (optional) +""" + +import argparse +import inspect +import logging +import socket +import sys + +# pylint: disable=g-import-not-at-top +# pylint: disable=g-importing-member +try: + from six.moves.http_client import HTTPSConnection + from six.moves.http_client import HTTPConnection + from six.moves.http_client import HTTPException +except ImportError: + from http.client import HTTPSConnection + from http.client import HTTPConnection + from http.client import HTTPException + +try: + from six.moves.urllib.parse import urlparse +except ImportError: + from urllib.parse import urlparse +# pylint: enable=g-import-not-at-top +# pylint: enable=g-importing-member + +# Set up logger as soon as possible +formatter = logging.Formatter('[%(levelname)s] %(message)s') + +handler = logging.StreamHandler(stream=sys.stdout) +handler.setFormatter(formatter) +handler.setLevel(logging.INFO) + +logger = logging.getLogger(__name__) +logger.addHandler(handler) +logger.setLevel(logging.INFO) + +# Custom exit codes for known issues. +# System exit codes in python are valid from 0 - 256, so we will map some common +# ones here to understand successes and failures. +# Uses lower ints to not collide w/ HTTP status codes that the script may return +EXIT_CODE_SUCCESS = 0 +EXIT_CODE_SYS_ERROR = 1 +EXIT_CODE_INVALID_REQUEST_VALUES = 2 +EXIT_CODE_GENERIC_HTTPLIB_ERROR = 3 +EXIT_CODE_HTTP_TIMEOUT = 4 +EXIT_CODE_HTTP_REDIRECT_ERROR = 5 +EXIT_CODE_HTTP_NOT_FOUND_ERROR = 6 +EXIT_CODE_HTTP_SERVER_ERROR = 7 +EXIT_CODE_HTTP_UNKNOWN_ERROR = 8 + +MAX_EXIT_CODE = 8 + +# All used http verbs +POST = 'POST' + + +def unwrap_kwarg_namespace(func): + """Transform a Namespace object from argparse into proper args and kwargs. + + For a function that will be delegated to from argparse, inspect all of the + argments and extract them from the Namespace object. + + Args: + func: the function that we are wrapping to modify behavior + + Returns: + a new function that unwraps all of the arguments in a namespace and then + delegates to the passed function with those args. + """ + # When we move to python 3, getfullargspec so that we can tell the + # difference between args and kwargs -- then this could be used for functions + # that have both args and kwargs + if 'getfullargspec' in dir(inspect): + argspec = inspect.getfullargspec(func) + else: + argspec = inspect.getargspec(func) # Python 2 compatibility. + + def wrapped(argparse_namespace=None, **kwargs): + """Take a Namespace object and map it to kwargs. + + Inspect the argspec of the passed function. Loop over all the args that + are present in the function and try to map them by name to arguments in the + namespace. For keyword arguments, we do not require that they be present + in the Namespace. + + Args: + argparse_namespace: an arparse.Namespace object, the result of calling + argparse.ArgumentParser().parse_args() + **kwargs: keyword arguments that may be passed to the original function + Returns: + The return of the wrapped function from the parent. + + Raises: + ValueError in the event that an argument is passed to the cli that is not + in the set of named kwargs + """ + if not argparse_namespace: + return func(**kwargs) + + reserved_namespace_keywords = ['func'] + new_kwargs = {} + + args = argspec.args or [] + for arg_name in args: + passed_value = getattr(argparse_namespace, arg_name, None) + if passed_value is not None: + new_kwargs[arg_name] = passed_value + + for namespace_key in vars(argparse_namespace).keys(): + # ignore namespace keywords that have been set not passed in via cli + if namespace_key in reserved_namespace_keywords: + continue + + # make sure that we haven't passed something we should be processing + if namespace_key not in args: + raise ValueError('CLI argument "{}" does not match any argument in ' + 'function {}'.format(namespace_key, func.__name__)) + + return func(**new_kwargs) + + wrapped.__name__ = func.__name__ + return wrapped + + +class NetworkRequest(object): + """A container for an network request object. + + This class holds on to all of the attributes necessary for making a + network request via httplib. + """ + + def __init__(self, url, method, headers, body, timeout): + self.url = url.lower() + self.parsed_url = urlparse(self.url) + self.method = method + self.headers = headers + self.body = body + self.timeout = timeout + self.is_secure_connection = self.is_secure_connection() + + def execute_request(self): + """"Execute the request, and get a response. + + Returns: + an HttpResponse object from httplib + """ + if self.is_secure_connection: + conn = HTTPSConnection(self.get_hostname(), timeout=self.timeout) + else: + conn = HTTPConnection(self.get_hostname(), timeout=self.timeout) + + conn.request(self.method, self.url, self.body, self.headers) + response = conn.getresponse() + return response + + def get_hostname(self): + """Return the hostname for the url.""" + return self.parsed_url.netloc + + def is_secure_connection(self): + """Checks for a secure connection of https. + + Returns: + True if the scheme is "https"; False if "http" + + Raises: + ValueError when the scheme does not match http or https + """ + scheme = self.parsed_url.scheme + + if scheme == 'http': + return False + elif scheme == 'https': + return True + else: + raise ValueError('The url scheme is not "http" nor "https"' + ': {}'.format(scheme)) + + +def parse_colon_delimited_options(option_args): + """Parses a key value from a string. + + Args: + option_args: Key value string delimited by a color, ex: ("key:value") + + Returns: + Return an array with the key as the first element and value as the second + + Raises: + ValueError: If the key value option is not formatted correctly + """ + options = {} + + if not option_args: + return options + + for single_arg in option_args: + values = single_arg.split(':') + if len(values) != 2: + raise ValueError('An option arg must be a single key/value pair ' + 'delimited by a colon - ex: "thing_key:thing_value"') + + key = values[0].strip() + value = values[1].strip() + options[key] = value + + return options + + +def make_request(request): + """Makes a synchronous network request and return the HTTP status code. + + Args: + request: a well formulated request object + + Returns: + The HTTP status code of the network request. + '1' maps to invalid request headers. + """ + + logger.info('Sending network request -') + logger.info('\tUrl: %s', request.url) + logger.debug('\tMethod: %s', request.method) + logger.debug('\tHeaders: %s', request.headers) + logger.debug('\tBody: %s', request.body) + + try: + response = request.execute_request() + except socket.timeout: + logger.exception( + 'Timed out post request to %s in %d seconds for request body: %s', + request.url, request.timeout, request.body) + return EXIT_CODE_HTTP_TIMEOUT + except (HTTPException, socket.error): + logger.exception( + 'Encountered generic exception in posting to %s with request body %s', + request.url, request.body) + return EXIT_CODE_GENERIC_HTTPLIB_ERROR + + status = response.status + headers = response.getheaders() + logger.info('Received Network response -') + logger.info('\tStatus code: %d', status) + logger.debug('\tResponse headers: %s', headers) + + if status < 200 or status > 299: + logger.error('Request (%s) failed with status code %d\n', request.url, + status) + + # If we wanted this script to support get, we need to + # figure out what mechanism we intend for capturing the response + return status + + +@unwrap_kwarg_namespace +def post(url=None, header=None, body=None, timeout=5, verbose=False): + """Sends a post request. + + Args: + url: The url of the request + header: A list of headers for the request + body: The body for the request + timeout: Timeout in seconds for the request + verbose: Should debug logs be displayed + + Returns: + Return an array with the key as the first element and value as the second + """ + + if verbose: + handler.setLevel(logging.DEBUG) + logger.setLevel(logging.DEBUG) + + try: + logger.info('Parsing headers: %s', header) + headers = parse_colon_delimited_options(header) + except ValueError: + logging.exception('Could not parse the parameters with "--header": %s', + header) + return EXIT_CODE_INVALID_REQUEST_VALUES + + try: + request = NetworkRequest(url, POST, headers, body, float(timeout)) + except ValueError: + logger.exception('Invalid request values passed into the script.') + return EXIT_CODE_INVALID_REQUEST_VALUES + + status = make_request(request) + + # View exit code after running to get the http status code: 'echo $?' + return status + + +def get_argsparser(): + """Returns the argument parser. + + Returns: + Argument parser for the script. + """ + + parser = argparse.ArgumentParser( + description='The script takes in the arguments of a network request. ' + 'The network request is sent and the http status code will be' + 'returned as the exit code.') + subparsers = parser.add_subparsers(help='Commands:') + post_parser = subparsers.add_parser( + post.__name__, help='{} help'.format(post.__name__)) + post_parser.add_argument( + '--url', + help='Request url. Ex: https://www.google.com/somePath/', + required=True, + dest='url') + post_parser.add_argument( + '--header', + help='Request headers as a space delimited list of key ' + 'value pairs. Ex: "key1:value1 key2:value2"', + action='append', + required=False, + dest='header') + post_parser.add_argument( + '--body', + help='The body of the network request', + required=True, + dest='body') + post_parser.add_argument( + '--timeout', + help='The timeout in seconds', + default=10.0, + required=False, + dest='timeout') + post_parser.add_argument( + '--verbose', + help='Should verbose logging be outputted', + action='store_true', + default=False, + required=False, + dest='verbose') + post_parser.set_defaults(func=post) + return parser + + +def map_http_status_to_exit_code(status_code): + """Map an http status code to the appropriate exit code. + + Exit codes in python are valid from 0-256, so we want to map these to + predictable exit codes within range. + + Args: + status_code: the input status code that was output from the network call + function + + Returns: + One of our valid exit codes declared at the top of the file or a generic + unknown error code + """ + if status_code <= MAX_EXIT_CODE: + return status_code + + if status_code > 199 and status_code < 300: + return EXIT_CODE_SUCCESS + + if status_code == 302: + return EXIT_CODE_HTTP_REDIRECT_ERROR + + if status_code == 404: + return EXIT_CODE_HTTP_NOT_FOUND_ERROR + + if status_code > 499: + return EXIT_CODE_HTTP_SERVER_ERROR + + return EXIT_CODE_HTTP_UNKNOWN_ERROR + + +def main(): + """Main function to run the program. + + Parse system arguments and delegate to the appropriate function. + + Returns: + A status code - either an http status code or a custom error code + """ + parser = get_argsparser() + subparser_action = parser.parse_args() + try: + return subparser_action.func(subparser_action) + except ValueError: + logger.exception('Invalid arguments passed.') + parser.print_help(sys.stderr) + return EXIT_CODE_INVALID_REQUEST_VALUES + return EXIT_CODE_GENERIC_HTTPLIB_ERROR + +if __name__ == '__main__': + exit_code = map_http_status_to_exit_code(main()) + sys.exit(exit_code) diff --git 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{fileID: 925399857} - - {fileID: 1085223971} m_Father: {fileID: 1884948397} m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 1, y: 0} @@ -12984,7 +18853,12 @@ SceneRoots: - {fileID: 1884948397} - {fileID: 963194228} - {fileID: 705507995} - - {fileID: 1127504102} - - {fileID: 320402430} - {fileID: 1078256478} - {fileID: 1661730941} + - {fileID: 210713562} + - {fileID: 1533565298} + - {fileID: 1280418322} + - {fileID: 1456802723} + - {fileID: 171183489} + - {fileID: 537071964} + - {fileID: 490645483} diff --git a/Assets/Scripts/.gitignore b/Assets/Scripts/.gitignore new file mode 100644 index 0000000..efec83d --- /dev/null +++ b/Assets/Scripts/.gitignore @@ -0,0 +1,74 @@ +# This .gitignore file should be placed at the root of your Unity project directory +# +# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore +# +.utmp/ +/[Ll]ibrary/ +/[Tt]emp/ +/[Oo]bj/ +/[Bb]uild/ +/[Bb]uilds/ +/[Ll]ogs/ +/[Uu]ser[Ss]ettings/ + +# MemoryCaptures can get excessive in size. +# They also could contain extremely sensitive data +/[Mm]emoryCaptures/ + +# Recordings can get excessive in size +/[Rr]ecordings/ + +# Uncomment this line if you wish to ignore the asset store tools plugin +# /[Aa]ssets/AssetStoreTools* + +# Autogenerated Jetbrains Rider plugin +/[Aa]ssets/Plugins/Editor/JetBrains* + +# Visual Studio cache directory +.vs/ + +# Gradle cache directory +.gradle/ + +# Autogenerated VS/MD/Consulo solution and project files +ExportedObj/ +.consulo/ +*.csproj +*.unityproj +*.sln +*.suo +*.tmp +*.user +*.userprefs +*.pidb +*.booproj +*.svd +*.pdb +*.mdb +*.opendb +*.VC.db + +# Unity3D generated meta files +*.pidb.meta +*.pdb.meta +*.mdb.meta + +# Unity3D generated file on crash reports +sysinfo.txt + +# Builds +*.apk +*.aab +*.unitypackage +*.unitypackage.meta +*.app + +# Crashlytics generated file +crashlytics-build.properties + +# Packed Addressables +/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* + +# Temporary auto-generated Android Assets +/[Aa]ssets/[Ss]treamingAssets/aa.meta +/[Aa]ssets/[Ss]treamingAssets/aa/* diff --git a/Assets/Scripts/FolderIconGenerator.cs b/Assets/Scripts/FolderIconGenerator.cs new file mode 100644 index 0000000..e6ed6fd --- /dev/null +++ b/Assets/Scripts/FolderIconGenerator.cs @@ -0,0 +1,437 @@ +#if UNITY_EDITOR +using UnityEngine; +using UnityEditor; +using System.IO; +using System.Collections.Generic; + +public class FolderIconGenerator : EditorWindow +{ + private IconGenerator iconGenerator; + private string prefabFolderPath = "Assets/Prefabs"; + private bool includeSubfolders = true; + private bool overwriteExisting = false; + private GameObject testPrefab; + private bool showTestObject = true; + private float testDuration = 3.0f; + private bool isTestingIcon = false; + private GameObject testInstance; + private float testStartTime; + + // Track instantiated objects for cleanup + private List instantiatedObjects = new List(); + + [MenuItem("Tools/Folder Icon Generator")] + public static void ShowWindow() + { + GetWindow("Folder Icon Generator"); + } + + private void OnGUI() + { + EditorGUILayout.LabelField("Folder Icon Generator", EditorStyles.boldLabel); + EditorGUILayout.Space(); + + iconGenerator = (IconGenerator)EditorGUILayout.ObjectField("Icon Generator", iconGenerator, typeof(IconGenerator), true); + + // Test Icon Generation Section + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Test Icon Generation", EditorStyles.boldLabel); + + testPrefab = (GameObject)EditorGUILayout.ObjectField("Test Prefab", testPrefab, typeof(GameObject), false); + showTestObject = EditorGUILayout.Toggle("Show Test Object", showTestObject); + testDuration = EditorGUILayout.Slider("Preview Duration (seconds)", testDuration, 1f, 10f); + + EditorGUI.BeginDisabledGroup(isTestingIcon || testPrefab == null || iconGenerator == null); + if (GUILayout.Button("Test Generate Icon")) + { + TestGenerateIcon(); + } + EditorGUI.EndDisabledGroup(); + + if (isTestingIcon) + { + EditorGUILayout.HelpBox("Testing in progress... Object will be visible for " + + (testDuration - (Time.realtimeSinceStartup - testStartTime)).ToString("F1") + " seconds.", + MessageType.Info); + } + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Folder Settings", EditorStyles.boldLabel); + + prefabFolderPath = EditorGUILayout.TextField("Prefabs Folder Path", prefabFolderPath); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("Browse...")) + { + string path = EditorUtility.OpenFolderPanel("Select Prefabs Folder", "Assets", ""); + if (path.StartsWith(Application.dataPath)) + { + prefabFolderPath = "Assets" + path.Substring(Application.dataPath.Length); + } + } + EditorGUILayout.EndHorizontal(); + + includeSubfolders = EditorGUILayout.Toggle("Include Subfolders", includeSubfolders); + overwriteExisting = EditorGUILayout.Toggle("Overwrite Existing Icons", overwriteExisting); + + EditorGUILayout.Space(); + + EditorGUI.BeginDisabledGroup(isTestingIcon); + if (GUILayout.Button("Generate Icons for All Prefabs") && iconGenerator != null) + { + GenerateIconsForFolder(); + } + + // Add a cleanup button + if (GUILayout.Button("Force Cleanup All Objects")) + { + CleanupAllObjects(); + } + EditorGUI.EndDisabledGroup(); + + // If test is ongoing, force repaint to update the timer + if (isTestingIcon) + { + Repaint(); + + // Check if time's up for the test + if (Time.realtimeSinceStartup - testStartTime > testDuration) + { + FinishIconTest(); + } + } + } + + private void TestGenerateIcon() + { + if (testPrefab == null || iconGenerator == null) + { + EditorUtility.DisplayDialog("Error", "Please assign both a Test Prefab and Icon Generator", "OK"); + return; + } + + // Clean up any previous test + if (testInstance != null) + { + DestroyImmediate(testInstance); + } + + Debug.Log("=== STARTING ICON GENERATION TEST ==="); + Debug.Log($"Test prefab: {testPrefab.name}"); + + // Create directory if it doesn't exist + string savePath = "Assets/Resources/Icons/"; + if (!Directory.Exists(savePath)) + { + Debug.Log($"Creating directory: {savePath}"); + Directory.CreateDirectory(savePath); + AssetDatabase.Refresh(); + } + + // Instantiate object at the item position + Transform itemPosition = iconGenerator.transform.Find("ItemPosition"); + if (itemPosition == null) + { + // Try to find a child with ItemPosition in the name + foreach (Transform child in iconGenerator.transform) + { + if (child.name.Contains("ItemPosition")) + { + itemPosition = child; + break; + } + } + + // If still null, use the IconGenerator's position + if (itemPosition == null) + { + Debug.LogWarning("ItemPosition not found, using IconGenerator's position"); + itemPosition = iconGenerator.transform; + } + } + + // Instantiate the prefab + testInstance = Instantiate(testPrefab, itemPosition.position, itemPosition.rotation); + testInstance.name = testPrefab.name + " (Test Instance)"; + Debug.Log($"Instantiated test object at {itemPosition.position}"); + + // Make visuals of everything + iconGenerator.gameObject.SetActive(true); + + // Find camera and make it visible in scene view by selecting it + Camera iconCamera = iconGenerator.GetComponent(); + if (iconCamera == null) + { + iconCamera = iconGenerator.GetComponentInChildren(); + } + + if (iconCamera != null) + { + Selection.activeGameObject = iconCamera.gameObject; + Debug.Log($"Selected icon camera: {iconCamera.name}"); + + // Position camera for object + Renderer[] renderers = testInstance.GetComponentsInChildren(); + if (renderers.Length > 0) + { + Bounds bounds = renderers[0].bounds; + foreach (Renderer renderer in renderers) + { + bounds.Encapsulate(renderer.bounds); + } + + float objectSize = bounds.size.magnitude; + float distance = objectSize * 1.5f; // Similar to what IconGenerator uses + + Debug.Log($"Object bounds center: {bounds.center}, size: {bounds.size}, magnitude: {objectSize}"); + Debug.Log($"Positioning camera at distance: {distance}"); + + // Show a line in scene view from camera to object + Debug.DrawLine(iconCamera.transform.position, bounds.center, Color.red, testDuration); + + // Position camera to look at object + iconCamera.transform.position = bounds.center - iconCamera.transform.forward * distance; + iconCamera.transform.LookAt(bounds.center); + + Debug.Log($"Camera positioned at: {iconCamera.transform.position}, looking at: {bounds.center}"); + } + else + { + Debug.LogWarning("No renderers found on test object"); + } + } + else + { + Debug.LogWarning("Icon camera not found"); + } + + // Start timer for cleanup + isTestingIcon = true; + testStartTime = Time.realtimeSinceStartup; + + // If not showing the test object, generate icon immediately + if (!showTestObject) + { + GenerateTestIcon(); + } + else + { + Debug.Log("Showing test object for preview. Icon will be generated after timer ends."); + EditorUtility.DisplayDialog("Test in Progress", + $"Test object '{testPrefab.name}' has been instantiated and will be visible for {testDuration} seconds.\n\n" + + "The camera has been selected in the hierarchy.\n\n" + + "Check the Scene view to see how the camera is positioned relative to the object.", "OK"); + } + } + + private void GenerateTestIcon() + { + if (testInstance != null && iconGenerator != null) + { + Debug.Log("Generating test icon now..."); + + try + { + // Generate icon using the real instance (instead of re-instantiating) + Sprite iconSprite = iconGenerator.GenerateIcon(testPrefab); + + // Save to file + string savePath = "Assets/Resources/Icons/"; + string iconPath = savePath + testPrefab.name + "_Icon.png"; + + // Get texture from sprite + Texture2D iconTexture = new Texture2D((int)iconSprite.rect.width, (int)iconSprite.rect.height, TextureFormat.RGBA32, false); + Color[] pixels = iconSprite.texture.GetPixels( + (int)iconSprite.rect.x, + (int)iconSprite.rect.y, + (int)iconSprite.rect.width, + (int)iconSprite.rect.height + ); + iconTexture.SetPixels(pixels); + iconTexture.Apply(); + + // Save as PNG + byte[] bytes = iconTexture.EncodeToPNG(); + File.WriteAllBytes(iconPath, bytes); + + AssetDatabase.Refresh(); + Debug.Log("Test icon saved to: " + iconPath); + + // Set texture import settings + TextureImporter importer = AssetImporter.GetAtPath(iconPath) as TextureImporter; + if (importer != null) + { + importer.textureType = TextureImporterType.Sprite; + importer.spriteImportMode = SpriteImportMode.Single; + importer.alphaIsTransparency = true; + importer.SaveAndReimport(); + } + + // Ping the generated icon in the project window + EditorGUIUtility.PingObject(AssetDatabase.LoadAssetAtPath(iconPath)); + + EditorUtility.DisplayDialog("Test Complete", + $"Icon for '{testPrefab.name}' has been generated and saved to:\n\n{iconPath}", "OK"); + } + catch (System.Exception e) + { + Debug.LogError($"Error generating test icon: {e.Message}\n{e.StackTrace}"); + EditorUtility.DisplayDialog("Error", $"Failed to generate test icon: {e.Message}", "OK"); + } + } + } + + private void FinishIconTest() + { + if (isTestingIcon) + { + if (showTestObject) + { + // Now generate the icon + GenerateTestIcon(); + } + + // Clean up + if (testInstance != null) + { + DestroyImmediate(testInstance); + testInstance = null; + } + + isTestingIcon = false; + Debug.Log("=== ICON GENERATION TEST COMPLETE ==="); + } + } + + private void GenerateIconsForFolder() + { + if (iconGenerator == null) + { + EditorUtility.DisplayDialog("Error", "Please assign an IconGenerator", "OK"); + return; + } + + if (!AssetDatabase.IsValidFolder(prefabFolderPath)) + { + EditorUtility.DisplayDialog("Error", "Invalid folder path", "OK"); + return; + } + + // Get all prefabs in the folder + string[] prefabGuids; + if (includeSubfolders) + { + prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { prefabFolderPath }); + } + else + { + prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { prefabFolderPath }); + // Filter out prefabs in subfolders + List filteredGuids = new List(); + foreach (string guid in prefabGuids) + { + string assetPath = AssetDatabase.GUIDToAssetPath(guid); + string directoryName = Path.GetDirectoryName(assetPath).Replace('\\', '/'); + if (directoryName == prefabFolderPath) + { + filteredGuids.Add(guid); + } + } + prefabGuids = filteredGuids.ToArray(); + } + + if (prefabGuids.Length == 0) + { + EditorUtility.DisplayDialog("Result", "No prefabs found in the selected folder", "OK"); + return; + } + + // Clean up any leftover objects before we start + CleanupAllObjects(); + + int count = 0; + foreach (string guid in prefabGuids) + { + string assetPath = AssetDatabase.GUIDToAssetPath(guid); + GameObject prefab = AssetDatabase.LoadAssetAtPath(assetPath); + + if (prefab == null) + { + Debug.LogWarning($"Failed to load prefab at path: {assetPath}"); + continue; + } + + // Check if icon already exists and if we should skip it + string iconPath = "Assets/Resources/Icons/" + prefab.name + "_Icon.png"; + if (!overwriteExisting && File.Exists(iconPath)) + { + Debug.Log("Skipping existing icon for: " + prefab.name); + continue; + } + + // Generate the icon - let the IconGenerator handle instantiation and destruction + try + { + Debug.Log($"Generating icon for: {prefab.name}"); + iconGenerator.SaveIconToFile(prefab); + count++; + } + catch (System.Exception e) + { + Debug.LogError($"Error generating icon for {prefab.name}: {e.Message}"); + } + + // Update progress bar + EditorUtility.DisplayProgressBar("Generating Icons", + "Processing " + prefab.name, (float)count / prefabGuids.Length); + + // Give Unity time to process the previous operation + EditorApplication.QueuePlayerLoopUpdate(); + System.Threading.Thread.Sleep(100); // Short delay to ensure rendering completes + } + + // Do a final cleanup pass + CleanupAllObjects(); + + EditorUtility.ClearProgressBar(); + AssetDatabase.Refresh(); + EditorUtility.DisplayDialog("Complete", "Generated " + count + " icons", "OK"); + } + + // Helper method to force destroy all found objects + private void CleanupAllObjects() + { + // Find all objects with "(Clone)" in their name + GameObject[] allObjects = FindObjectsOfType(); + + foreach (GameObject obj in allObjects) + { + // Check for null before accessing properties + if (obj != null && obj.scene.name != null) + { + // Look for clones which are likely our instantiated prefabs + if (obj.name.Contains("(Clone)") || obj.name.Contains("(Test Instance)")) + { + string objName = obj.name; // Store name before destroying + DestroyImmediate(obj); + Debug.Log("Cleaned up: " + objName); + } + } + } + + // Force update + EditorApplication.QueuePlayerLoopUpdate(); + } + + // Make sure objects are cleaned up if the window is closed + private void OnDestroy() + { + CleanupAllObjects(); + // Make sure to end any ongoing test + if (isTestingIcon) + { + FinishIconTest(); + } + } +} +#endif diff --git a/Assets/Scripts/SaveLoad/FileHandler.cs.meta b/Assets/Scripts/FolderIconGenerator.cs.meta similarity index 83% rename from Assets/Scripts/SaveLoad/FileHandler.cs.meta rename to Assets/Scripts/FolderIconGenerator.cs.meta index ca6e02c..6c2c38a 100644 --- a/Assets/Scripts/SaveLoad/FileHandler.cs.meta +++ b/Assets/Scripts/FolderIconGenerator.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 951215b37da7f4ef19c4b5b690208bbd +guid: 03b52c512e06e724b8b2d69a93038b01 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/GenerateEmbeddedObject.cs b/Assets/Scripts/GenerateEmbeddedObject.cs new file mode 100644 index 0000000..6921404 --- /dev/null +++ b/Assets/Scripts/GenerateEmbeddedObject.cs @@ -0,0 +1,162 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System; + + + +public class GenerateEmbeddedObject : MonoBehaviour +{ + /// + /// The padding size (in Meter) between "Inside" and "Outside" on one axis. + /// padValue is the sum of padding on both side of an axis. + /// padValue will be used when "size >= sizeForUsingPct". + /// Default: 0.3f + /// + float padValue = 0.3f; + + /// + /// X% value which will be used to calculate the padding size (in Meter) between "Inside" and "Outside" objects. + /// padPct will be used when "size <= sizeForUsingPct" + /// Default: 0.8f + /// + float padPct = 0.8f; + + /// + /// A threshold value: if size below it, use "padPct", and if not, use "padValue" + /// Default: 0.2f + /// + float sizeForUsingPct = 0.2f; + + /// + /// A dictionary store the standard Actual-Size (in Meter) of different types of collider + /// + Dictionary dictStdActualSize = new Dictionary() + { + { "Cube", new Vector3(1f, 1f, 1f)}, + { "Sphere", new Vector3(1f, 1f, 1f)}, + { "Capsule", new Vector3(1f, 2f, 1f)}, + { "Cylinder", new Vector3(1f, 2f, 1f)}, + }; + + + + /// + /// Generate all the embedded structures at the time the App awake + /// + + void Awake() + { + RecGenerateForOutsideObjs(transform); + } + + + /// + /// A Recursive function for finding all descendents named "Outside" for current obj + /// and generate embedded structure for all the obj parts. + /// + + void RecGenerateForOutsideObjs(Transform currObj) + { + if (currObj.name == "Outside") + GenerateForOneOutsideObj(currObj); + else if (currObj.childCount == 0) + return; + else + { + foreach (Transform child in currObj) + RecGenerateForOutsideObjs(child); + } + } + + + /// + /// Function generates "inside obj" for one "outside obj" to create the embedded structure + /// + + void GenerateForOneOutsideObj(Transform outsideObj) + { + /* Step 1. Make a copy of "Outside" Obj -> name it "Inside" */ + Transform insideObj = Instantiate(outsideObj); // Duplicate the "OutsideObj" and name it as "InsideObj" + insideObj.name = "Inside"; + + /* Step 2. Move the "Outside" Obj to the same position as "Outside" Obj */ + insideObj.SetParent(outsideObj.transform); // Temporarily set the outsideObj as the parent of insideObj + insideObj.localPosition = Vector3.zero; // Sync the insideObj to the position of OutsideObj + + /* Step 3. Set the sacle for OutsideObj */ + SetInsideScale(ref insideObj, ref outsideObj); // Set scale for the Inside object + + /* Step 4. Sync the Position and Rotaion (EulerAngles) */ + insideObj.localPosition = outsideObj.localPosition; + insideObj.localEulerAngles = outsideObj.localEulerAngles; + } + + + /// + /// Function for setting scale for generated inside object + /// + + protected virtual void SetInsideScale(ref Transform insideObj, ref Transform outsideObj) + { + Vector3 outActualSize = GetActualSize(outsideObj); // Actual-Size (in Meter) of the Outside object + Vector3 outLocalScale = outsideObj.localScale; // Local-Scale (in Unity unit) of the Outside object + Vector3 inLocalScale = new Vector3(ScaleCalc(outActualSize.x, outLocalScale.x), + ScaleCalc(outActualSize.y, outLocalScale.y), + ScaleCalc(outActualSize.z, outLocalScale.z)); + insideObj.SetParent(outsideObj.parent); // Set the parent of "OutsideObj" to be the parent of "InsideObj", so that they become parallel objects + insideObj.localScale = inLocalScale; + } + + + /// + /// Function gets Actual-Size of an object (in Meter) + /// + + protected Vector3 GetActualSize(Transform obj) + { + /* Get the shape type of the object (Cube, Sphere, Cylinder, Capsule) */ + string objShapeType = obj.GetComponent().mesh.name.Replace(" Instance", ""); + + /* Get the standard Actual-Size of the current object based on its shape type */ + Vector3 stdActualSize = dictStdActualSize[objShapeType]; + + /* Get scale of current object */ + Vector3 scale = obj.localScale; + Transform tempTrans = obj.transform; + while (tempTrans != tempTrans.root) + { + scale = Vector3.Scale(scale, tempTrans.parent.localScale); // Multiply two vectors + tempTrans = tempTrans.parent; + } + + /* Transform the scale of this object to Actual-Size (in Meter) */ + Vector3 objActualSize = Vector3.Scale(scale, stdActualSize); + + return objActualSize; + } + + + /// + /// A calculator return an appropraite size for an axis of Inside object, + /// given the size of one axis of an Outside object. + /// + + protected float ScaleCalc(float oldActualSize, float oldLocalScale) + { + float newLocalScale = -1f; + + if (oldActualSize <= sizeForUsingPct) // If the size is too small + { + newLocalScale = oldLocalScale * (1 - padPct); + } + else // If the size big enough + { + float ratio = (oldActualSize - padValue) / oldActualSize; // ratio of "new size" / "old size" + newLocalScale = oldLocalScale * ratio; + } + return newLocalScale; + } + + +} \ No newline at end of file diff --git a/Assets/Scripts/SaveLoad/OpenFile.cs.meta b/Assets/Scripts/GenerateEmbeddedObject.cs.meta similarity index 83% rename from Assets/Scripts/SaveLoad/OpenFile.cs.meta rename to Assets/Scripts/GenerateEmbeddedObject.cs.meta index be6e5b4..1c2ff11 100644 --- a/Assets/Scripts/SaveLoad/OpenFile.cs.meta +++ b/Assets/Scripts/GenerateEmbeddedObject.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 52901b284991d854c83e2a7bc55a540b +guid: 702f08b0525baae49bf7bcd73bfef953 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/GenerateIcons.cs b/Assets/Scripts/GenerateIcons.cs new file mode 100644 index 0000000..e5353e8 --- /dev/null +++ b/Assets/Scripts/GenerateIcons.cs @@ -0,0 +1,170 @@ +using UnityEngine; +using System.Collections.Generic; +using System.IO; + +#if UNITY_EDITOR +using UnityEditor; +#endif + +public class IconGenerator : MonoBehaviour +{ + [Header("References")] + [SerializeField] private Camera iconCamera; + [SerializeField] private Light iconLight; + [SerializeField] private Transform itemPosition; + + [Header("Settings")] + [SerializeField] private int iconSize = 256; + [SerializeField] private Color backgroundColor = new Color(0, 0, 0, 0); + [SerializeField] private bool autoPositionCamera = true; + [SerializeField] private float cameraDistanceMultiplier = 1.5f; + + [Header("Save Options")] + [SerializeField] private string savePath = "Assets/Resources/Icons/"; + + private RenderTexture renderTexture; + private Dictionary iconCache = new Dictionary(); + + private void Awake() + { + // Create a render texture for our icon + renderTexture = new RenderTexture(iconSize, iconSize, 24); + + // Setup camera + if (iconCamera == null) + { + Debug.LogError("Icon Camera reference is missing"); + return; + } + + iconCamera.targetTexture = renderTexture; + iconCamera.clearFlags = CameraClearFlags.SolidColor; + iconCamera.backgroundColor = backgroundColor; + } + + public Sprite GetIconForObject(GameObject prefab) + { + // Check if we already have this icon cached + string prefabName = prefab.name; + if (iconCache.ContainsKey(prefabName)) + { + return iconCache[prefabName]; + } + + // Try to load a pre-generated icon + Sprite loadedSprite = Resources.Load("Icons/" + prefabName + "_Icon"); + if (loadedSprite != null) + { + iconCache[prefabName] = loadedSprite; + return loadedSprite; + } + + // Generate a new icon if we couldn't load one + Sprite newIcon = GenerateIcon(prefab); + iconCache[prefabName] = newIcon; + return newIcon; + } + + public Sprite GenerateIcon(GameObject itemPrefab) + { + // Instantiate the object in front of our camera + GameObject item = Instantiate(itemPrefab, itemPosition.position, itemPosition.rotation); + + // Make sure it's visible + item.SetActive(true); + + if (autoPositionCamera) + { + PositionCameraForObject(item); + } + + // Render the camera's view to our render texture + iconCamera.Render(); + + // Create a texture from the render texture + Texture2D icon = new Texture2D(iconSize, iconSize, TextureFormat.RGBA32, false); + RenderTexture.active = renderTexture; + icon.ReadPixels(new Rect(0, 0, iconSize, iconSize), 0, 0); + icon.Apply(); + RenderTexture.active = null; + + // Create a sprite from the texture + Sprite iconSprite = Sprite.Create(icon, new Rect(0, 0, icon.width, icon.height), + new Vector2(0.5f, 0.5f)); + + // Clean up + Destroy(item); + + return iconSprite; + } + + private void PositionCameraForObject(GameObject obj) + { + Renderer[] renderers = obj.GetComponentsInChildren(); + if (renderers.Length == 0) return; + + // Calculate bounds + Bounds bounds = renderers[0].bounds; + foreach (Renderer renderer in renderers) + { + bounds.Encapsulate(renderer.bounds); + } + + // Position the camera to frame the object nicely + float objectSize = bounds.size.magnitude; + float distance = objectSize * cameraDistanceMultiplier; + + // Adjust camera to point at the object's center + iconCamera.transform.position = bounds.center - iconCamera.transform.forward * distance; + iconCamera.transform.LookAt(bounds.center); + } + +#if UNITY_EDITOR + public void SaveIconToFile(GameObject prefab) + { + // Create directory if it doesn't exist + if (!Directory.Exists(savePath)) + { + Directory.CreateDirectory(savePath); + AssetDatabase.Refresh(); + } + + // Generate the icon + Sprite iconSprite = GenerateIcon(prefab); + Texture2D iconTexture = GetTextureFromSprite(iconSprite); + + // Save as PNG + byte[] bytes = iconTexture.EncodeToPNG(); + string iconPath = savePath + prefab.name + "_Icon.png"; + File.WriteAllBytes(iconPath, bytes); + + AssetDatabase.Refresh(); + Debug.Log("Icon saved to: " + iconPath); + + // Set texture import settings + TextureImporter importer = AssetImporter.GetAtPath(iconPath) as TextureImporter; + if (importer != null) + { + importer.textureType = TextureImporterType.Sprite; + importer.spriteImportMode = SpriteImportMode.Single; + importer.alphaIsTransparency = true; + importer.SaveAndReimport(); + } + } + + private Texture2D GetTextureFromSprite(Sprite sprite) + { + // Create a new Texture2D from the sprite + Texture2D texture = new Texture2D((int)sprite.rect.width, (int)sprite.rect.height, TextureFormat.RGBA32, false); + Color[] pixels = sprite.texture.GetPixels( + (int)sprite.rect.x, + (int)sprite.rect.y, + (int)sprite.rect.width, + (int)sprite.rect.height + ); + texture.SetPixels(pixels); + texture.Apply(); + return texture; + } +#endif +} diff --git a/Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileTextMultiple.cs.meta b/Assets/Scripts/GenerateIcons.cs.meta similarity index 83% rename from Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileTextMultiple.cs.meta rename to Assets/Scripts/GenerateIcons.cs.meta index 6215d89..70741fa 100644 --- a/Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileTextMultiple.cs.meta +++ b/Assets/Scripts/GenerateIcons.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 71c09849449d61e47a4599e06b964998 +guid: 8ff1720857d9061489f9e68c0140123a MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/ObjectPlacement/BuildingSystem.cs b/Assets/Scripts/ObjectPlacement/BuildingSystem.cs index cf0bd15..dc6adac 100644 --- a/Assets/Scripts/ObjectPlacement/BuildingSystem.cs +++ b/Assets/Scripts/ObjectPlacement/BuildingSystem.cs @@ -11,48 +11,80 @@ public class BuildingSystem : MonoBehaviour { public static BuildingSystem current; - public GridLayout gridLayout; - private Grid grid; + public Grid grid; [SerializeField] private Tilemap MainTilemap; [SerializeField] private TileBase whiteTile; + // Prefabs & Objects public GameObject prefab1; public GameObject prefab2; + public GameObject Selected; - public GameObject Selected; // Line added by Bryan + // Input Settings private float doubleClickTime = 0.3f; private float lastClickTime = 0f; - - public enum size { small, medium, large} + // Scaling Objects + public enum size { small, medium, large } public UnityEngine.UI.Slider scaleSlider; - size currentSize = size.small; - private PlaceableObject objectToPlace; + public static int ObjectCount = 0; #region Unity Methods + // UI References + [SerializeField] public GameObject content; + [SerializeField] private GameObject objectPlacement; + [SerializeField] private GameObject objectScale; + [SerializeField] private GameObject saveLoad; + [SerializeField] private GameObject homeBtn; + [SerializeField] private GameObject trashBtn; + Color defaultColor; + + // PlacementSystem Fields + [SerializeField] private GameObject mouseIndicator; + [SerializeField] private InputManager inputManager; + [SerializeField] private GameObject gridVisualization; + [SerializeField] private GameObject SelectionBox; + private void Awake() { current = this; grid = gridLayout.gameObject.GetComponent(); } + private void Start() + { + Transform transformBtn = content.transform.GetChild(0); + UnityEngine.UI.Button btn = transformBtn.GetComponent(); + defaultColor = btn.GetComponent().color; + + unhighlightButtons(); + + } + private void Update() { if (Input.GetMouseButtonDown(0)) { - if (Time.time - lastClickTime < doubleClickTime) + if (IsDoubleClick()) + { + if (objectToPlace != null && CanBePlaced(objectToPlace)) + { + objectToPlace.Place(); + Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); + TakeArea(start, objectToPlace.Size); + } + } + else { SelectObject(); } - lastClickTime = Time.time; } - if (scaleSlider != null && objectToPlace != null) { scaleSlider.value = objectToPlace.transform.localScale.x; @@ -64,36 +96,18 @@ private void Update() return; } - if (Input.GetKeyDown(KeyCode.Z)) - { - currentSize = (size)(((int)currentSize + 1) % Enum.GetValues(typeof(size)).Length); - changeSize(currentSize); - } + Vector3 mousePosition = inputManager.GetSelectedMapPosition(); + Vector3Int gridPosition = grid.WorldToCell(mousePosition); - if (Input.GetKeyDown(KeyCode.Space)) - { - if (CanBePlaced(objectToPlace)) - { - objectToPlace.Place(); - Vector3Int start = gridLayout.WorldToCell(objectToPlace.GetStartPosition()); - TakeArea(start, objectToPlace.Size); - } - else - { - Destroy(objectToPlace.gameObject); - } - } - else if (Input.GetKeyDown(KeyCode.Escape)) + if (mouseIndicator != null) { - Destroy(objectToPlace.gameObject); + mouseIndicator.transform.position = grid.GetCellCenterWorld(gridPosition); } } - #endregion - - #region Utils + #region Utils - public static Vector3 GetMouseWorldPosition() + public static Vector3 GetMouseWorldPosition() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out RaycastHit raycastHit)) @@ -106,7 +120,7 @@ public static Vector3 GetMouseWorldPosition() } } - public Vector3 SnapCoordinationToGrid (Vector3 position) + public Vector3 SnapCoordinationToGrid(Vector3 position) { Vector3Int cellPos = gridLayout.WorldToCell(position); position = grid.GetCellCenterWorld(cellPos); @@ -124,32 +138,46 @@ private static TileBase[] GetTilesBlock(BoundsInt area, Tilemap tilemap) TileBase[] array = new TileBase[area.size.x * area.size.y * area.size.z]; int counter = 0; - foreach (var v in area.allPositionsWithin) { - Vector3Int pos = new Vector3Int(v.x, v.y, z:0); + foreach (var v in area.allPositionsWithin) + { + Vector3Int pos = new Vector3Int(v.x, v.y, z: 0); array[counter] = tilemap.GetTile(pos); counter++; } return array; - } - #endregion + private bool IsDoubleClick() + { + bool isDouble = Time.time - lastClickTime < doubleClickTime; + lastClickTime = Time.time; + return isDouble; + } + + #endregion // Utils #region Building Placement - // Lines added by Bryan + public void RotateSelected() { if (Selected) objectToPlace.Rotate(); } + public void ClearObjectToPlace() + { + objectToPlace = null; + unhighlightButtons(); + } + public void DestroySelected() { if (Selected) { Destroy(objectToPlace.gameObject); Selected = null; + objectToPlace = null; unhighlightButtons(); } } @@ -169,14 +197,6 @@ public void PlaceSelected() } } - [SerializeField] public GameObject content; - [SerializeField] private GameObject objectPlacement; - [SerializeField] private GameObject objectScale; - [SerializeField] private GameObject saveLoad; - [SerializeField] private GameObject homeBtn; - [SerializeField] private GameObject trashBtn; - Color defaultColor; - private void unhighlightButtons() { objectPlacement.SetActive(false); @@ -191,6 +211,7 @@ private void unhighlightButtons() btn.GetComponent().color = defaultColor; } } + private void highlightButtons() { objectPlacement.SetActive(true); @@ -206,27 +227,31 @@ private void highlightButtons() } } - private void Start() - { - Transform transformBtn = content.transform.GetChild(0); - UnityEngine.UI.Button btn = transformBtn.GetComponent(); - defaultColor = btn.GetComponent().color; - - unhighlightButtons(); - } - public void InitializeWithObject(GameObject prefab) { Vector3 position = SnapCoordinationToGrid(Vector3.zero); GameObject obj = Instantiate(prefab, position, Quaternion.identity); + obj.name = prefab.name + " #" + ObjectCount++; + + Renderer renderer = obj.GetComponent(); + if (renderer != null) + { + position.y += renderer.bounds.extents.y; + } + obj.transform.position = position; + objectToPlace = obj.GetComponent(); obj.AddComponent(); - // Lines added by Bryan Selected = obj; + + if (objectToPlace != null) + objectToPlace.SetColor(new Color(0, 1, 0, 0.5f)); + unhighlightButtons(); } + private bool CanBePlaced(PlaceableObject placeableObject) { BoundsInt area = new BoundsInt(); @@ -244,12 +269,13 @@ private bool CanBePlaced(PlaceableObject placeableObject) } return true; } + private void SelectObject() { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; - if (Physics.Raycast(ray, out hit) && hit.collider != null && hit.collider.gameObject.CompareTag("Selectable")) + if (Physics.Raycast(ray, out hit) && hit.collider != null && hit.collider.gameObject.CompareTag("PlaceableObject")) { Selected = hit.collider.gameObject; objectToPlace = Selected.GetComponent(); @@ -259,14 +285,13 @@ private void SelectObject() UnfillArea(start, objectToPlace.Size); highlightButtons(); } - - } public void TakeArea(Vector3Int start, Vector3Int size) { MainTilemap.BoxFill(start, whiteTile, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); } + public void UnfillArea(Vector3Int start, Vector3Int size) { MainTilemap.BoxFill(start, null, startX: start.x, startY: start.y, endX: start.x + size.x, endY: start.y + size.y); @@ -291,5 +316,7 @@ public void changeSize(size s) } } - #endregion + } +#endregion +#endregion \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/ClickToDelete.cs b/Assets/Scripts/ObjectPlacement/ClickToDelete.cs index 8bb7cd3..0dac467 100644 --- a/Assets/Scripts/ObjectPlacement/ClickToDelete.cs +++ b/Assets/Scripts/ObjectPlacement/ClickToDelete.cs @@ -10,23 +10,27 @@ void Start() { } - + // Update is called once per frame - void Update() + void Update() +{ + if (Input.GetMouseButtonDown(0)) { - if (Input.GetMouseButtonDown(0)) + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + if (Physics.Raycast(ray, out hit)) { - Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - RaycastHit hit; - if (Physics.Raycast(ray, out hit)) + GameObject objectToDelete = hit.collider.gameObject; + if (deleteTool.activeSelf && objectToDelete.tag == "PlaceableObject") { - if (Input.GetMouseButtonDown(0)) + if (BuildingSystem.current.Selected == objectToDelete) { - GameObject objectToDelete = hit.collider.gameObject; - if (deleteTool.activeSelf && objectToDelete.tag == "Selectable") - Destroy(objectToDelete); + BuildingSystem.current.Selected = null; } + Destroy(objectToDelete); + BuildingSystem.current.ClearObjectToPlace(); } } } } +} diff --git a/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs new file mode 100644 index 0000000..1c51709 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs @@ -0,0 +1,163 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class DragSelectionBox : MonoBehaviour +{ + [SerializeField] private RectTransform selectionBoxUI; // UI element for the selection box + [SerializeField] private Camera mainCamera; + [SerializeField] private GameObject trashCan; // Reference to the trash can GameObject + [SerializeField] private Color selectionColor = new Color(0, 1, 0, 0.5f); // Green for normal selection + [SerializeField] private Color deletionColor = new Color(1, 0, 0, 0.5f); // Red for trash selection + + private Vector2 startMousePosition; + private Vector2 endMousePosition; + private bool isDragging; + private bool isSelectionMode = false; + + private void Start() + { + selectionBoxUI.GetComponent().color = selectionColor; + if (selectionBoxUI != null) + { + selectionBoxUI.gameObject.SetActive(false); // Hide the selection box initially + } + } + + private void Update() + { + if (isSelectionMode) // Prevent dragging in selection mode + { + return; + } + + if (Input.GetMouseButtonDown(0)) // Start dragging + { + startMousePosition = Input.mousePosition; + isDragging = true; + + if (selectionBoxUI != null) + { + selectionBoxUI.gameObject.SetActive(true); + + // Change the color of the selection box based on the trash can state + if (trashCan != null) + { + if (trashCan.activeSelf) + { + selectionBoxUI.GetComponent().color = deletionColor; // Red for trash selection + } + else + { + selectionBoxUI.GetComponent().color = selectionColor; // Green for normal selection + } + } + else + { + selectionBoxUI.GetComponent().color = selectionColor; // Default to green + } + } + } + + if (Input.GetMouseButton(0) && isDragging) // Update the selection box + { + endMousePosition = Input.mousePosition; + UpdateSelectionBox(); + } + + if (Input.GetMouseButtonUp(0)) // Finish dragging + { + isDragging = false; + + if (selectionBoxUI != null) + { + selectionBoxUI.gameObject.SetActive(false); + } + + if (trashCan != null && trashCan.activeSelf) // Check if the trash can is active + { + SelectAndDeleteObjectsInBox(); + } + else + { + SelectObjectsInBox(); // Normal selection logic + } + } + } + + private void UpdateSelectionBox() + { + if (selectionBoxUI == null) return; + + Vector2 boxStart = startMousePosition; + Vector2 boxEnd = Input.mousePosition; + + Vector2 boxCenter = (boxStart + boxEnd) / 2; + Vector2 boxSize = new Vector2(Mathf.Abs(boxStart.x - boxEnd.x), Mathf.Abs(boxStart.y - boxEnd.y)); + + selectionBoxUI.position = boxCenter; + selectionBoxUI.sizeDelta = boxSize; + } + + private void SelectObjectsInBox() + { + Vector2 min = mainCamera.ScreenToWorldPoint(startMousePosition); + Vector2 max = mainCamera.ScreenToWorldPoint(endMousePosition); + + Collider[] colliders = Physics.OverlapBox( + (min + max) / 2, + new Vector3(Mathf.Abs(max.x - min.x) / 2, Mathf.Abs(max.y - min.y) / 2, 1), + Quaternion.identity, + LayerMask.GetMask("PlaceableObject") + ); + + List selectedObjects = new List(); + foreach (Collider collider in colliders) + { + PlaceableObject placeableObject = collider.GetComponent(); + if (placeableObject != null) + { + selectedObjects.Add(collider.gameObject); + } + } + } + + private void SelectAndDeleteObjectsInBox() + { + Vector2 min = mainCamera.ScreenToWorldPoint(startMousePosition); + Vector2 max = mainCamera.ScreenToWorldPoint(endMousePosition); + + Collider[] colliders = Physics.OverlapBox( + (min + max) / 2, + new Vector3(Mathf.Abs(max.x - min.x) / 2, Mathf.Abs(max.y - min.y) / 2, 1), + Quaternion.identity, + LayerMask.GetMask("PlaceableObject") + ); + + List selectedObjects = new List(); + foreach (Collider collider in colliders) + { + PlaceableObject placeableObject = collider.GetComponent(); + if (placeableObject != null) + { + selectedObjects.Add(collider.gameObject); + } + } + + DeleteSelectedObjects(selectedObjects); + } + + private void DeleteSelectedObjects(List selectedObjects) + { + foreach (GameObject obj in selectedObjects) + { + Destroy(obj); + } + } + + // Public method to toggle selection mode + public void SetSelectionMode(bool isEnabled) + { + isSelectionMode = isEnabled; + } +} \ No newline at end of file diff --git a/Assets/StandaloneFileBrowser/Sample/BasicSample.cs.meta b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs.meta similarity index 69% rename from Assets/StandaloneFileBrowser/Sample/BasicSample.cs.meta rename to Assets/Scripts/ObjectPlacement/DragSelectionBox.cs.meta index 9319b42..e23a6de 100644 --- a/Assets/StandaloneFileBrowser/Sample/BasicSample.cs.meta +++ b/Assets/Scripts/ObjectPlacement/DragSelectionBox.cs.meta @@ -1,8 +1,7 @@ fileFormatVersion: 2 -guid: 5148400295519405d82bb0fa65246ea2 -timeCreated: 1483902788 -licenseType: Pro +guid: 82d2af5a2e0023a4fbf616dc4c7a81ea MonoImporter: + externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 diff --git a/Assets/Scripts/ObjectPlacement/GridData.cs b/Assets/Scripts/ObjectPlacement/GridData.cs new file mode 100644 index 0000000..4f2535f --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/GridData.cs @@ -0,0 +1,8 @@ +using System.Collections.Generic; +using System.Numerics; +using UnityEngine; + +//public class GridData +//{ +// Dictionary +//} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/GridData.cs.meta b/Assets/Scripts/ObjectPlacement/GridData.cs.meta new file mode 100644 index 0000000..c500190 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/GridData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8fc14dd5e9c32b478c2e8324b430d8c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObjectPlacement/InputManager.cs b/Assets/Scripts/ObjectPlacement/InputManager.cs new file mode 100644 index 0000000..fe094a4 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/InputManager.cs @@ -0,0 +1,40 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class InputManager : MonoBehaviour +{ + [SerializeField] + private Camera sceneCamera; + private Vector3 lastPosition; + [SerializeField] + private LayerMask placementLayermask; + + public event Action OnClicked, OnExit; + + private void Update() + { + if(Input.GetMouseButtonDown(0)) + OnClicked?.Invoke(); + if(Input.GetKeyDown(KeyCode.Escape)) + OnExit?.Invoke(); + } + + public bool IsPointerOverUI() + => EventSystem.current.IsPointerOverGameObject(); + + public Vector3 GetSelectedMapPosition() + { + Vector3 mousePos = Input.mousePosition; + mousePos.z = sceneCamera.nearClipPlane; + Ray ray = sceneCamera.ScreenPointToRay(mousePos); + RaycastHit hit; + if (Physics.Raycast(ray, out hit, 100, placementLayermask)) + { + lastPosition = hit.point; + } + return lastPosition; + } +} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/InputManager.cs.meta b/Assets/Scripts/ObjectPlacement/InputManager.cs.meta new file mode 100644 index 0000000..ea0fce0 --- /dev/null +++ b/Assets/Scripts/ObjectPlacement/InputManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8dc997f69585ae94f9cf9409d97c4e32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ObjectPlacement/ObjectDrag.cs b/Assets/Scripts/ObjectPlacement/ObjectDrag.cs index 68b2a67..7001f3a 100644 --- a/Assets/Scripts/ObjectPlacement/ObjectDrag.cs +++ b/Assets/Scripts/ObjectPlacement/ObjectDrag.cs @@ -5,15 +5,94 @@ public class ObjectDrag : MonoBehaviour { private Vector3 offset; + private float yOffset; + private PlaceableObject placeableObject; + private BoxCollider objectCollider; + + private void Start() + { + // Get the PlaceableObject component + placeableObject = GetComponent(); + + // Get collider for size calculations + objectCollider = GetComponent(); + + // Calculate proper height positioning + CalculateYOffset(); + } + + private void CalculateYOffset() + { + if (objectCollider != null) + { + // Use the bottom of the collider for consistent placement + yOffset = objectCollider.bounds.extents.y; + } + else + { + // Fall back to renderer bounds if no collider + Renderer renderer = GetComponent(); + if (renderer == null) + { + renderer = GetComponentInChildren(); + } + + if (renderer != null) + { + yOffset = renderer.bounds.extents.y; + } + else + { + // Default value if no renderer found + yOffset = 0.5f; + Debug.LogWarning("No renderer found for " + gameObject.name + ". Using default height."); + } + } + } private void OnMouseDown() { - offset = transform.position - BuildingSystem.GetMouseWorldPosition(); + // Calculate offset from object position to mouse position + Vector3 mousePos = BuildingSystem.GetMouseWorldPosition(); + offset = transform.position - mousePos; + + // Make sure this object is selected in the building system + if (BuildingSystem.current != null) + { + BuildingSystem.current.Selected = gameObject; + } } private void OnMouseDrag() { - Vector3 pos = BuildingSystem.GetMouseWorldPosition() + offset; - transform.position = BuildingSystem.current.SnapCoordinationToGrid(pos); + // Get current mouse position + Vector3 mousePos = BuildingSystem.GetMouseWorldPosition(); + + // Apply offset to get target position + Vector3 targetPos = mousePos + offset; + + // First, snap to grid + if (BuildingSystem.current != null) + { + // Get current grid cell and convert back to world position + Vector3Int cellPos = BuildingSystem.current.gridLayout.WorldToCell(targetPos); + Vector3 snappedPos = BuildingSystem.current.grid.GetCellCenterWorld(cellPos); + + // Only keep the x and z coordinates from the grid, and preserve the proper y height + targetPos = new Vector3(snappedPos.x, targetPos.y, snappedPos.z); + } + + // Ensure proper height + // The y position should be exactly the height of the object from the ground + targetPos.y = yOffset; + + // Apply the position + transform.position = targetPos; + + // Force update visuals + if (placeableObject != null) + { + placeableObject.ObjectColors(); + } } -} +} \ No newline at end of file diff --git a/Assets/Scripts/ObjectPlacement/PlaceableObject.cs b/Assets/Scripts/ObjectPlacement/PlaceableObject.cs index 72a7348..400b125 100644 --- a/Assets/Scripts/ObjectPlacement/PlaceableObject.cs +++ b/Assets/Scripts/ObjectPlacement/PlaceableObject.cs @@ -9,10 +9,34 @@ public class PlaceableObject : MonoBehaviour public string prefabName; public Vector3Int Size { get; private set; } private Vector3[] Vertices; + private Renderer objectRenderer; + private static List allPlaceableObjects = new List(); + private Color originalColor; + private Material defaultMaterial; + + private void Awake() + { + allPlaceableObjects.Add(this); + } + + private void OnDestroy() + { + allPlaceableObjects.Remove(this); + + if (defaultMaterial != null) + { + Destroy(defaultMaterial); + } + } private void GetColliderVertexPositionsLocal() { BoxCollider b = gameObject.GetComponent(); + if (b == null) + { + Debug.LogError("BoxCollider not found on " + gameObject.name); + return; + } Vertices = new Vector3[4]; Vertices[0] = b.center + new Vector3(-b.size.x, -b.size.y, -b.size.z) * 0.5f; Vertices[1] = b.center + new Vector3(b.size.x, -b.size.y, -b.size.z) * 0.5f; @@ -44,6 +68,41 @@ private void Start() { GetColliderVertexPositionsLocal(); CalculateSizeInCells(); + + InitializeRenderer(); + ObjectColors(); + } + + private void InitializeRenderer() + { + objectRenderer = GetComponent(); + if (objectRenderer == null) + { + objectRenderer = GetComponentInChildren(); + + if (objectRenderer == null) + { + objectRenderer = gameObject.AddComponent(); + defaultMaterial = new Material(Shader.Find("Standard")); + objectRenderer.material = defaultMaterial; + + defaultMaterial.SetFloat("_Mode", 3); + defaultMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); + defaultMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + defaultMaterial.EnableKeyword("_ALPHABLEND_ON"); + defaultMaterial.renderQueue = 3000; + } + } + + originalColor = objectRenderer.material.color; + } + + private void Update() + { + if (!Placed) + { + ObjectColors(); + } } public void Rotate() @@ -60,12 +119,242 @@ public void Rotate() Vertices = vertices; } - public virtual void Place() + public void Place() { + //if (IsOverlapping()) + //{ + // Debug.LogWarning("Cannot place object here - Overlapping with another object."); + // return; + //} + ObjectDrag drag = gameObject.GetComponent(); Destroy(drag); Placed = true; - gameObject.tag = "Selectable"; + gameObject.tag = "PlaceableObject"; + + // Clear the selected object if this object is selected + if (BuildingSystem.current.Selected == gameObject) + { + BuildingSystem.current.Selected = null; + } + + UpdateAllObjectColors(); } + + public void ObjectColors() + { + if (objectRenderer == null) + { + InitializeRenderer(); + } + + GameObject selectedObject = BuildingSystem.current?.Selected; + + if (Placed) + { + if(selectedObject != gameObject) + SetColor(originalColor); + if (selectedObject == gameObject) + { + SetColor(new Color(0, 1, 0, 1)); // Green for selected objects + } + } + else + { + // if (IsOverlapping(this.gameObject)) + // { + // SetColor(new Color(1, 0, 0, 0.5f)); // Red for invalid placement + // } + SetColor(new Color(0, 1, 0, 0.5f)); // Green for valid placement + } + } + + public void SetColor(Color color) + { + if (objectRenderer is MeshRenderer meshRenderer) + { + if (meshRenderer.materials.Length > 1) + { + Material[] materials = meshRenderer.materials; + for (int i = 0; i < materials.Length; i++) + { + materials[i].color = color; + } + meshRenderer.materials = materials; + } + else + { + meshRenderer.material.color = color; + } + } + else if (objectRenderer is SkinnedMeshRenderer skinnedMeshRenderer) + { + if (skinnedMeshRenderer.materials.Length > 1) + { + Material[] materials = skinnedMeshRenderer.materials; + for (int i = 0; i < materials.Length; i++) + { + materials[i].color = color; + } + skinnedMeshRenderer.materials = materials; + } + else + { + skinnedMeshRenderer.material.color = color; + } + } + } + + public void UpdateState(bool isPlaced, bool isSelected) + { + Placed = isPlaced; + if (isSelected) + { + BuildingSystem.current.Selected = gameObject; + } + else if (BuildingSystem.current.Selected == gameObject) + { + BuildingSystem.current.Selected = null; + } + + UpdateAllObjectColors(); + } + + public static void UpdateAllObjectColors() + { + foreach (PlaceableObject obj in allPlaceableObjects) + { + if (obj != null) + { + obj.ObjectColors(); + } + } + } + + public static void SetSelectedObject(GameObject selectedObject) + { + if (BuildingSystem.current != null) + { + BuildingSystem.current.Selected = selectedObject; + UpdateAllObjectColors(); + } + } + + // private bool IsOverlapping() + // { + // // Get the collider + // Collider collider = GetComponent(); + // if (collider == null) + // { + // return false; + // } + + // // Vector3 checkSize = collider.bounds.extents * 0.9f; + + // // // Get all colliders in the area + // // Collider[] colliders = Physics.OverlapBox( + // // transform.position, // Center point of the box + // // checkSize, // Half-extents of the box (half the size in each dimension) + // // transform.rotation, // Rotation of the box + // // ~0 // Check ALL layers initially for debugging + // // ); + + // // // Log all found colliders for debugging + // // foreach (Collider otherCollider in colliders) + // // { + // // Debug.Log($"Overlapping with: {otherCollider.gameObject.name} on layer {LayerMask.LayerToName(otherCollider.gameObject.layer)}"); + + // // if (otherCollider.gameObject != gameObject) + // // { + // // // Collision found with something other than self + // // return true; + // // } + // // } + // // return false; // No overlap + // // } + + // private bool IsOverlapping(GameObject excludeObject) + // { + // // Get the collider + // Collider collider = GetComponent(); + // if (collider == null) + // { + // Debug.LogWarning($"No Collider found on {gameObject.name}. Cannot check for overlaps."); + // return false; + // } + + // Vector3 checkSize = collider.bounds.extents * 0.9f; + + // // Get all colliders in the area + // Collider[] colliders = Physics.OverlapBox( + // transform.position, // Center point of the box + // checkSize, // Half-extents of the box (half the size in each dimension) + // transform.rotation, // Rotation of the box + // ~0 // Check ALL layers + // ); + + // foreach (Collider otherCollider in colliders) + // { + // // Exclude self, the specified object, and child objects + // if (otherCollider.gameObject != gameObject && + // otherCollider.gameObject != excludeObject && + // !IsChildOf(otherCollider.gameObject, gameObject)) + // { + // Debug.Log($"Overlapping with: {otherCollider.gameObject.name}"); + // return true; + // } + // } + // return false; // No overlap + // } + + // // Helper method to check if a GameObject is a child of another + // private bool IsChildOf(GameObject child, GameObject parent) + // { + // Transform current = child.transform; + // while (current != null) + // { + // if (current.gameObject == parent) + // { + // return true; + // } + // current = current.parent; + // } + // return false; + // } + + // public List GetOverlappingObjects() + // { + // List overlappingObjects = new List(); + + // // Get the collider + // Collider collider = GetComponent(); + // if (collider == null) + // { + // return overlappingObjects; + // } + + // Vector3 checkSize = collider.bounds.extents * 0.9f; + + // // Get all colliders in the area + // Collider[] colliders = Physics.OverlapBox( + // transform.position, // Center point of the box + // checkSize, // Half-extents of the box (half the size in each dimension) + // transform.rotation, // Rotation of the box + // ~0 // Check ALL layers + // ); + + // foreach (Collider otherCollider in colliders) + // { + // if (otherCollider.gameObject != gameObject && + // otherCollider.gameObject.tag != "Floor" && + // !IsChildOf(otherCollider.gameObject, gameObject)) + // { + // overlappingObjects.Add(otherCollider.gameObject); + // } + // } + + // return overlappingObjects; + // } } + diff --git a/Assets/Scripts/SaveLoad/FileHandler.cs b/Assets/Scripts/SaveLoad/FileHandler.cs deleted file mode 100644 index 119f4cc..0000000 --- a/Assets/Scripts/SaveLoad/FileHandler.cs +++ /dev/null @@ -1,102 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using UnityEngine; - -public static class FileHandler { - - public static void SaveToJSON(List toSave, string filename, string customPath = null) - { - //Debug.Log(GetPath(filename, customPath)); - string content = JsonHelper.ToJson(toSave.ToArray(), true); - WriteFile(GetPath(filename, customPath), content); - } - - public static void SaveToJSON(T toSave, string filename, string customPath = null) - { - string content = JsonUtility.ToJson(toSave, true); - WriteFile(GetPath(filename, customPath), content); - } - - public static List ReadListFromJSON(string filename, string customPath = null) - { - string content = ReadFile(GetPath(filename, customPath)); - - if (string.IsNullOrEmpty (content) || content == "{}") { - return new List (); - } - - List res = JsonHelper.FromJson (content).ToList (); - - return res; - - } - - public static T ReadFromJSON(string filename, string customPath = null) - { - string content = ReadFile(GetPath(filename, customPath)); - - if (string.IsNullOrEmpty (content) || content == "{}") { - return default (T); - } - - T res = JsonUtility.FromJson (content); - - return res; - - } - - private static string GetPath(string filename, string customPath = null) - { - string basePath = string.IsNullOrEmpty(customPath) ? Application.persistentDataPath : customPath; - if (Path.GetFileName(basePath) == filename) - { - return basePath; - } - - return Path.Combine(basePath, filename); - } - - private static void WriteFile (string path, string content) { - FileStream fileStream = new FileStream (path, FileMode.Create); - - using (StreamWriter writer = new StreamWriter (fileStream)) { - writer.Write (content); - } - } - - private static string ReadFile (string path) { - if (File.Exists (path)) { - using (StreamReader reader = new StreamReader (path)) { - string content = reader.ReadToEnd (); - return content; - } - } - return ""; - } -} - -public static class JsonHelper { - public static T[] FromJson (string json) { - Wrapper wrapper = JsonUtility.FromJson> (json); - return wrapper.Items; - } - - public static string ToJson (T[] array) { - Wrapper wrapper = new Wrapper (); - wrapper.Items = array; - return JsonUtility.ToJson (wrapper); - } - - public static string ToJson (T[] array, bool prettyPrint) { - Wrapper wrapper = new Wrapper (); - wrapper.Items = array; - return JsonUtility.ToJson (wrapper, prettyPrint); - } - - [Serializable] - private class Wrapper { - public T[] Items; - } -} \ No newline at end of file diff --git a/Assets/Scripts/SaveLoad/FirebaseHandler.cs b/Assets/Scripts/SaveLoad/FirebaseHandler.cs new file mode 100644 index 0000000..fc11348 --- /dev/null +++ b/Assets/Scripts/SaveLoad/FirebaseHandler.cs @@ -0,0 +1,156 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using Firebase.Database; +using UnityEngine; + +public class FirebaseHandler : MonoBehaviour +{ + private DatabaseReference root; + Dictionary objects = new Dictionary(); + + void Start() { + root = FirebaseDatabase.DefaultInstance.RootReference; + } + + private void InitObjects() + { + GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); + + objects.Clear(); + foreach (var obj in gameObjects) + { + objects.Add(obj.name, obj); + } + } + + private void DestroyObjects() + { + GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); + + foreach (var obj in gameObjects) + { + Destroy(obj); + } + + BuildingSystem.ObjectCount = 0; + } + + private string Serialize(GameObjectData[] items, bool prettyPrint = false) { + Environment env = new(items); + return JsonUtility.ToJson(env, prettyPrint); + } + + private Environment Deserialize(string json) { + return JsonUtility.FromJson(json); + } + + public void SaveEnvironment(int slot) + { + InitObjects(); + List objectData = new List(); + foreach (var obj in objects) objectData.Add(new GameObjectData(obj.Value)); + + // Serialize Environment data to a single JSON + string json = Serialize(objectData.ToArray()); + + // Save JSON to Database; "authorname" is a placeholder + root.Child("Environments").Child("authorname-SLOT" + slot).SetRawJsonValueAsync(json); + } + + private IEnumerator QueryEnvironmentByName(string name, Action onResult) { + var query = root + .Child("Environments") + .Child(name) + .GetValueAsync(); + + yield return new WaitUntil(() => query.IsCompleted); + + if (query.Exception == null && query.Result != null && query.Result.HasChildren) onResult?.Invoke(query.Result); + else onResult?.Invoke(null); + } + + // slot = 0 -> load nothing + public void LoadEnvironment(int slot) { + // "authorname" is a placeholder + string envName = "authorname-SLOT" + slot; + + // Reset environment builder + DestroyObjects(); + BuildingSystem.ObjectCount = 0; + + if (slot == 0) return; + + else + StartCoroutine(QueryEnvironmentByName(envName, (DataSnapshot snapshot) => { + if (snapshot != null) { + // Get the data from Firebase and parse it into an Environment object + Environment env = Deserialize(snapshot.GetRawJsonValue()); + + // Load all PlaceableObjects + GameObjectData[] objectData = env.Items; + + foreach (var data in objectData) { + GameObject prefab = Resources.Load("Prefabs/" + data.prefabName); + if (prefab != null) { + GameObject obj = Instantiate(prefab); + + obj.GetComponent(); + obj.name = data.prefabName + "#" + BuildingSystem.ObjectCount++; + obj.transform.SetPositionAndRotation(data.position, data.rotation); + obj.transform.localScale = data.scale; + obj.tag = "Selectable"; + obj.transform.SetParent(null); + obj.SetActive(true); + } + else Debug.LogError("Prefab not found: " + data.prefabName); + } + } + else Debug.LogError("Environment data not found: " + envName); + })); + } +} + +[Serializable] +public class GameObjectData +{ + public string name; + public string prefabName; + public Vector3 position; + public Quaternion rotation; + public Vector3 scale; + + public GameObjectData(GameObject gameObject) + { + if (gameObject != null) + { + PlaceableObject obj = gameObject.GetComponent(); + if (obj != null) + { + name = obj.name; + prefabName = obj.prefabName; + position = gameObject.transform.position; + rotation = gameObject.transform.rotation; + scale = gameObject.transform.localScale; + } + else + { + Debug.LogWarning("Has no PlaceableObject component: " + gameObject.name); + } + } + } +} + +[Serializable] +public class Environment { + + public string Name; + public int ObjectCount; + public GameObjectData[] Items; + + public Environment(GameObjectData[] items) { + Name = "untitled"; + Items = items; + ObjectCount = BuildingSystem.ObjectCount; + } +} \ No newline at end of file diff --git a/Assets/Scripts/SaveLoad/SaveHandler.cs.meta b/Assets/Scripts/SaveLoad/FirebaseHandler.cs.meta similarity index 100% rename from Assets/Scripts/SaveLoad/SaveHandler.cs.meta rename to Assets/Scripts/SaveLoad/FirebaseHandler.cs.meta diff --git a/Assets/Scripts/SaveLoad/OpenFile.cs b/Assets/Scripts/SaveLoad/OpenFile.cs deleted file mode 100644 index f0441b0..0000000 --- a/Assets/Scripts/SaveLoad/OpenFile.cs +++ /dev/null @@ -1,53 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using SFB; -using UnityEngine.UI; - -public class OpenFile : MonoBehaviour -{ - private string path; - public Text filePathText; - - void Start() - { - - } - - public void LoadFile() - { - var paths = StandaloneFileBrowser.OpenFilePanel("Load JSON File", "", "json", false); - - - if (paths.Length > 0) - { - string selectedPath = paths[0]; - setPath(selectedPath); - //filePathText.text = "Selected File: " + paths[0]; - } - } - public void SaveFile() - { - string path = StandaloneFileBrowser.SaveFilePanel("Save JSON File", "", "SaveFile", "json"); - - if (!string.IsNullOrEmpty(path)) - { - setPath(path); - Debug.Log( "Save File: " + path); - } - } - - private void setPath(string p) - { - path = p; - } - - public string loadPath() - { - Debug.Log(path); - return path; - - } - - -} diff --git a/Assets/Scripts/SaveLoad/SaveHandler.cs b/Assets/Scripts/SaveLoad/SaveHandler.cs deleted file mode 100644 index a960733..0000000 --- a/Assets/Scripts/SaveLoad/SaveHandler.cs +++ /dev/null @@ -1,122 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Tilemaps; -using UnityEngine.UIElements; - -public class SaveHandler : MonoBehaviour -{ - Dictionary objects = new Dictionary(); - - [SerializeField] BoundsInt bounds; - - public OpenFile openFile; - - private void Start() - { - - } - - private void initObjects() - { - GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); - - foreach (var obj in gameObjects) - { - objects.Add(obj.name, obj); - } - } - - private void DestroyObjects() - { - GameObject[] gameObjects = GameObject.FindGameObjectsWithTag("Selectable"); - - foreach (var obj in gameObjects) - { - Destroy(obj); - } - } - - public void onSave() - { - initObjects(); - openFile.SaveFile(); - - // save objects - List objectData = new List(); - string filepath = openFile.loadPath(); - - foreach (var obj in objects) - { - objectData.Add(new GameObjectData(obj.Value)); - } - - FileHandler.SaveToJSON(objectData, filepath); - - } - - public void onLoad() - { - - // load objects - openFile.LoadFile(); - string filepath = openFile.loadPath(); - if (filepath != null) - { - - DestroyObjects(); - } - - - List objectData = FileHandler.ReadListFromJSON(filepath); - - foreach (var objData in objectData) - { - GameObject prefab = Resources.Load("Prefabs/" + objData.prefabName); - GameObject obj = Instantiate(prefab); - obj.GetComponent(); - obj.transform.position = objData.position; - obj.transform.rotation = objData.rotation; - obj.transform.localScale = objData.scale; - obj.tag = "Selectable"; - obj.transform.SetParent(null); - obj.SetActive(true); - - } - } - - -} - - - - [Serializable] - public class GameObjectData - { - public string name; - public string prefabName; - public Vector3 position; - public Quaternion rotation; - public Vector3 scale; - - public GameObjectData(GameObject gameObject) - { - if (gameObject != null) - { - PlaceableObject obj = gameObject.GetComponent(); - if (obj != null) - { - name = gameObject.name; - prefabName = obj.prefabName; - 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multiselect, Action cb); - void OpenFolderPanelAsync(string title, string directory, bool multiselect, Action cb); - void SaveFilePanelAsync(string title, string directory, string defaultName, ExtensionFilter[] extensions, Action cb); - } -} diff --git a/Assets/StandaloneFileBrowser/IStandaloneFileBrowser.cs.meta b/Assets/StandaloneFileBrowser/IStandaloneFileBrowser.cs.meta deleted file mode 100644 index 297c5e8..0000000 --- a/Assets/StandaloneFileBrowser/IStandaloneFileBrowser.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 7609f7b6787a54496aa41a3053fcc76a -timeCreated: 1483902788 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/StandaloneFileBrowser/Plugins/Linux.meta b/Assets/StandaloneFileBrowser/Plugins/Linux.meta deleted file mode 100644 index 12e971a..0000000 --- a/Assets/StandaloneFileBrowser/Plugins/Linux.meta 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deleted file mode 100644 index caf2b68..0000000 Binary files a/Assets/StandaloneFileBrowser/Plugins/StandaloneFileBrowser.bundle/Contents/MacOS/StandaloneFileBrowser and /dev/null differ diff --git a/Assets/StandaloneFileBrowser/Plugins/StandaloneFileBrowser.jslib b/Assets/StandaloneFileBrowser/Plugins/StandaloneFileBrowser.jslib deleted file mode 100644 index 1198f38..0000000 --- a/Assets/StandaloneFileBrowser/Plugins/StandaloneFileBrowser.jslib +++ /dev/null @@ -1,90 +0,0 @@ -var StandaloneFileBrowserWebGLPlugin = { - // Open file. - // gameObjectNamePtr: Unique GameObject name. Required for calling back unity with SendMessage. - // methodNamePtr: Callback method name on given GameObject. - // filter: Filter files. Example filters: - // Match all image files: "image/*" - // Match all video files: "video/*" - // Match all audio files: "audio/*" - // Custom: ".plist, .xml, .yaml" - // multiselect: Allows multiple file selection - UploadFile: function(gameObjectNamePtr, methodNamePtr, filterPtr, multiselect) { - gameObjectName = Pointer_stringify(gameObjectNamePtr); - methodName = Pointer_stringify(methodNamePtr); - filter = Pointer_stringify(filterPtr); - - // Delete if element exist - var fileInput = document.getElementById(gameObjectName) - if (fileInput) { - document.body.removeChild(fileInput); - } - - fileInput = document.createElement('input'); - fileInput.setAttribute('id', gameObjectName); - fileInput.setAttribute('type', 'file'); - fileInput.setAttribute('style','display:none;'); - fileInput.setAttribute('style','visibility:hidden;'); - if (multiselect) { - fileInput.setAttribute('multiple', ''); - } - if (filter) { - fileInput.setAttribute('accept', filter); - } - fileInput.onclick = function (event) { - // File dialog opened - this.value = null; - }; - fileInput.onchange = function (event) { - // multiselect works - var urls = []; - for (var i = 0; i < event.target.files.length; i++) { - urls.push(URL.createObjectURL(event.target.files[i])); - } - // File selected - SendMessage(gameObjectName, methodName, urls.join()); - - // Remove after file selected - document.body.removeChild(fileInput); - } - document.body.appendChild(fileInput); - - document.onmouseup = function() { - fileInput.click(); - document.onmouseup = null; - } - }, - - // Save file - // DownloadFile method does not open SaveFileDialog like standalone builds, its just allows user to download file - // gameObjectNamePtr: Unique GameObject name. Required for calling back unity with SendMessage. - // methodNamePtr: Callback method name on given GameObject. - // filenamePtr: Filename with extension - // byteArray: byte[] - // byteArraySize: byte[].Length - DownloadFile: function(gameObjectNamePtr, methodNamePtr, filenamePtr, byteArray, byteArraySize) { - gameObjectName = Pointer_stringify(gameObjectNamePtr); - methodName = Pointer_stringify(methodNamePtr); - filename = Pointer_stringify(filenamePtr); - - var bytes = new Uint8Array(byteArraySize); - for (var i = 0; i < byteArraySize; i++) { - bytes[i] = HEAPU8[byteArray + i]; - } - - var downloader = window.document.createElement('a'); - downloader.setAttribute('id', gameObjectName); - downloader.href = window.URL.createObjectURL(new Blob([bytes], { type: 'application/octet-stream' })); - downloader.download = filename; - document.body.appendChild(downloader); - - document.onmouseup = function() { - downloader.click(); - document.body.removeChild(downloader); - document.onmouseup = null; - 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externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/StandaloneFileBrowser/Sample/BasicSample.cs b/Assets/StandaloneFileBrowser/Sample/BasicSample.cs deleted file mode 100644 index 77e427f..0000000 --- a/Assets/StandaloneFileBrowser/Sample/BasicSample.cs +++ /dev/null @@ -1,119 +0,0 @@ -using System.Collections; -using UnityEngine; -using SFB; - -public class BasicSample : MonoBehaviour { - private string _path; - - void OnGUI() { - var guiScale = new Vector3(Screen.width / 800.0f, Screen.height / 600.0f, 1.0f); - GUI.matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, guiScale); - - GUILayout.Space(20); - GUILayout.BeginHorizontal(); - GUILayout.Space(20); - GUILayout.BeginVertical(); - - // Open File Samples - - if (GUILayout.Button("Open File")) { - WriteResult(StandaloneFileBrowser.OpenFilePanel("Open File", "", "", false)); - } - GUILayout.Space(5); - if (GUILayout.Button("Open File Async")) { - StandaloneFileBrowser.OpenFilePanelAsync("Open File", "", "", false, (string[] paths) => { WriteResult(paths); }); - } - GUILayout.Space(5); - if (GUILayout.Button("Open File Multiple")) { - WriteResult(StandaloneFileBrowser.OpenFilePanel("Open File", "", "", true)); - } - GUILayout.Space(5); - if (GUILayout.Button("Open File Extension")) { - WriteResult(StandaloneFileBrowser.OpenFilePanel("Open File", "", "txt", true)); - } - GUILayout.Space(5); - if (GUILayout.Button("Open File Directory")) { - WriteResult(StandaloneFileBrowser.OpenFilePanel("Open File", Application.dataPath, "", true)); - } - GUILayout.Space(5); - if (GUILayout.Button("Open File Filter")) { - var extensions = new [] { - new ExtensionFilter("Image Files", "png", "jpg", "jpeg" ), - new ExtensionFilter("Sound Files", "mp3", "wav" ), - new ExtensionFilter("All Files", "*" ), - }; - WriteResult(StandaloneFileBrowser.OpenFilePanel("Open File", "", extensions, true)); - } - - GUILayout.Space(15); - - // Open Folder Samples - - if (GUILayout.Button("Open Folder")) { - var paths = StandaloneFileBrowser.OpenFolderPanel("Select Folder", "", true); - WriteResult(paths); - } - GUILayout.Space(5); - if (GUILayout.Button("Open Folder Async")) { - StandaloneFileBrowser.OpenFolderPanelAsync("Select Folder", "", true, (string[] paths) => { WriteResult(paths); }); - } - GUILayout.Space(5); - if (GUILayout.Button("Open Folder Directory")) { - var paths = StandaloneFileBrowser.OpenFolderPanel("Select Folder", Application.dataPath, true); - WriteResult(paths); - } - - GUILayout.Space(15); - - // Save File Samples - - if (GUILayout.Button("Save File")) { - _path = StandaloneFileBrowser.SaveFilePanel("Save File", "", "", ""); - } - GUILayout.Space(5); - if (GUILayout.Button("Save File Async")) { - StandaloneFileBrowser.SaveFilePanelAsync("Save File", "", "", "", (string path) => { WriteResult(path); }); - } - GUILayout.Space(5); - if (GUILayout.Button("Save File Default Name")) { - _path = StandaloneFileBrowser.SaveFilePanel("Save File", "", "MySaveFile", ""); - } - GUILayout.Space(5); - if (GUILayout.Button("Save File Default Name Ext")) { - _path = StandaloneFileBrowser.SaveFilePanel("Save File", "", "MySaveFile", "dat"); - } - GUILayout.Space(5); - if (GUILayout.Button("Save File Directory")) { - _path = StandaloneFileBrowser.SaveFilePanel("Save File", Application.dataPath, "", ""); - } - GUILayout.Space(5); - if (GUILayout.Button("Save File Filter")) { - // Multiple save extension filters with more than one extension support. - var extensionList = new [] { - new ExtensionFilter("Binary", "bin"), - new ExtensionFilter("Text", "txt"), - }; - _path = StandaloneFileBrowser.SaveFilePanel("Save File", "", "MySaveFile", extensionList); - } - - GUILayout.EndVertical(); - GUILayout.Space(20); - GUILayout.Label(_path); - GUILayout.EndHorizontal(); - } - - public void WriteResult(string[] paths) { - if (paths.Length == 0) { - return; - } - - _path = ""; - foreach (var p in paths) { - _path += p + "\n"; - } - } - - public void WriteResult(string path) { - _path = path; - } -} diff --git a/Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileImage.cs b/Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileImage.cs deleted file mode 100644 index 4fb1351..0000000 --- a/Assets/StandaloneFileBrowser/Sample/CanvasSampleOpenFileImage.cs +++ /dev/null @@ -1,53 +0,0 @@ -using System.Text; -using System.Collections; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using UnityEngine; -using UnityEngine.UI; -using UnityEngine.EventSystems; -using SFB; - -[RequireComponent(typeof(Button))] -public class CanvasSampleOpenFileImage : MonoBehaviour, IPointerDownHandler { - public RawImage output; - -#if UNITY_WEBGL && !UNITY_EDITOR - // - // WebGL - // - [DllImport("__Internal")] - private static extern void UploadFile(string gameObjectName, string methodName, string filter, bool multiple); - - public void OnPointerDown(PointerEventData eventData) { - UploadFile(gameObject.name, "OnFileUpload", ".png, .jpg", false); - } - - // Called from browser - public void OnFileUpload(string url) { - StartCoroutine(OutputRoutine(url)); - } -#else - // - // Standalone platforms & editor - // - public void OnPointerDown(PointerEventData eventData) { } - - void Start() { - var button = GetComponent