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+DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor.meta b/Assets/ExternalDependencyManager/Editor.meta new file mode 100644 index 0000000..f117010 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2997b8787fd0c843926122f937333b3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md new file mode 100644 index 0000000..5bb4a58 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md @@ -0,0 +1,1317 @@ +# 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..d8fb329 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d67e36cf70144eeeb62948707545ecfd +labels: +- gvh +- gvh_version-8.3.0 +- gvhp_exportpath-ExternalDependencyManager/Editor/CHANGELOG.md +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.166.dll b/Assets/ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.166.dll new file mode 100644 index 0000000..094eb2b Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.166.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.166.dll.meta b/Assets/ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.166.dll.meta new file mode 100644 index 0000000..f30e6a4 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.166.dll.meta @@ -0,0 +1,37 @@ +fileFormatVersion: 2 +guid: 0be593908d82451686bc8e5cc843a86f +labels: +- gvh +- gvh_version-1.2.166 +- gvhp_exportpath-ExternalDependencyManager/Editor/Google.IOSResolver_v1.2.166.dll +- gvhp_targets-editor +PluginImporter: + externalObjects: {} + serializedVersion: 2 + iconMap: {} + executionOrder: {} + defineConstraints: [] + isPreloaded: 0 + isOverridable: 0 + isExplicitlyReferenced: 0 + platformData: + - 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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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In an effort to resolve conflicts, the developer will very likely + attempt to resolve problems by deleting random files in your plugin, + report bugs when that doesn't work and finally give up. + +EDM provides solutions for each of these problems. + +## Android Dependency Management + +The *Android Resolver* component of this plugin will download and integrate +Android library dependencies and handle any conflicts between plugins that share +the same dependencies. + +Without the Android Resolver, typically Unity plugins bundle their AAR and +JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google +Play Games Android library would redistribute the library and its transitive +dependencies in the folder `SomePlugin/Android/`. When a user imports +`SomeOtherPlugin` that includes the same libraries (potentially at different +versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and +`SomeOtherPlugin` will see an error when building for Android that can be hard +to interpret. + +Using the Android Resolver to manage Android library dependencies: + + * Solves Android library conflicts between plugins. + * Handles all of the various processing steps required to use Android + libraries (AARs, JARs) in Unity 4.x and above projects. Almost all + versions of Unity have - at best - partial support for AARs. + * (Experimental) Supports minification of included Java components without + exporting a project. + +## iOS Dependency Management + +The *iOS Resolver* component of this plugin integrates with +[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries +and frameworks into the Xcode project Unity generates when building for iOS. +Using CocoaPods allows multiple plugins to utilize shared components without +forcing developers to fix either duplicate or incompatible versions of +libraries included through multiple Unity plugins in their project. + +## Package Manager Registry Setup + +The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) +(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package +hosting and provides ways to discover, install, upgrade and uninstall packages. +This makes it easier for developers to manage plugins within their projects. + +However, installing additional package registries requires a few manual steps +that can potentially be error prone. The *Package Manager Resolver* +component of this plugin integrates with +[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to +auto-install PM package registries when a `.unitypackage` is installed which +allows plugin maintainers to ship a `.unitypackage` that can provide access +to their own PM registry server to make it easier for developers to +manage their plugins. + +## Unity Plugin Version Management + +Finally, the *Version Handler* component of this plugin simplifies the process +of managing transitive dependencies of Unity plugins and each plugin's upgrade +process. + +For example, without the Version Handler plugin, if: + + * Unity plugin `SomePlugin` includes `EDM4U` plugin at + version 1.1. + * Unity plugin `SomeOtherPlugin` includes `EDM4U` + plugin at version 1.2. + +The version of `EDM4U` included in the developer's project depends upon the +order the developer imports `SomePlugin` or `SomeOtherPlugin`. + +This results in: + + * `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin` + is imported. + * `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then + `SomePlugin` is imported. + +The Version Handler solves the problem of managing transitive dependencies by: + + * Specifying a set of packaging requirements that enable a plugin at + different versions to be imported into a Unity project. + * Providing activation logic that selects the latest version of a plugin + within a project. + +When using the Version Handler to manage `EDM4U` included in `SomePlugin` and +`SomeOtherPlugin`, from the prior example, version 1.2 will always be the +version activated in a developer's Unity project. + +Plugin creators are encouraged to adopt this library to ease integration for +their customers. For more information about integrating EDM4U +into your own plugin, see the [Plugin Redistribution](#plugin-redistribution) +section of this document. + +# Analytics + +The External Dependency Manager for Unity plugin by default logs usage to Google +Analytics. The purpose of the logging is to quantitatively measure the usage of +functionality, to gather reports on integration failures and to inform future +improvements to the developer experience of the External Dependency Manager +plugin. Note that the analytics collected are limited to the scope of the EDM4U +plugin’s usage. + +For details of what is logged, please refer to the usage of +`EditorMeasurement.Report()` in the source code. + +# Requirements + +The *Android Resolver* and *iOS Resolver* components of the plugin only work +with Unity version 4.6.8 or higher. + +The *Version Handler* component only works with Unity 5.x or higher as it +depends upon the `PluginImporter` UnityEditor API. + +The *Package Manager Resolver* component only works with +Unity 2018.4 or above, when +[scoped registry](https://docs.unity3d.com/Manual/upm-scoped.html) +support was added to the Package Manager. + +# Getting Started + +Before you import EDM4U into your plugin project, you first +need to consider whether you intend to *redistribute* `EDM4U` +along with your own plugin. + +## Plugin Redistribution + +If you're a plugin maintainer, redistributing `EDM4U` inside your own plugin +will ease the integration process for your users, by resolving dependency +conflicts between your plugin and other plugins in a user's project. + +If you wish to redistribute `EDM4U` inside your plugin, +you **must** follow these steps when importing the +`external-dependency-manager-*.unitypackage`, and when exporting your own plugin +package: + + 1. Import the `external-dependency-manager-*.unitypackage` into your plugin + project by + [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that + you add the `-gvh_disable` option. + 1. Export your plugin by [running Unity from the command line](https://docs.unity3d.com/Manual/CommandLineArguments.html), ensuring that + you: + - Include the contents of the `Assets/PlayServicesResolver` and + `Assets/ExternalDependencyManager` directory. + - Add the `-gvh_disable` option. + +You **must** specify the `-gvh_disable` option in order for the Version +Handler to work correctly! + +For example, the following command will import the +`external-dependency-manager-1.2.46.0.unitypackage` into the project +`MyPluginProject` and export the entire Assets folder to +`MyPlugin.unitypackage`: + +``` +Unity -gvh_disable \ + -batchmode \ + -importPackage external-dependency-manager-1.2.46.0.unitypackage \ + -projectPath MyPluginProject \ + -exportPackage Assets MyPlugin.unitypackage \ + -quit +``` + +### Background + +The *Version Handler* component relies upon deferring the load of editor DLLs +so that it can run first and determine the latest version of a plugin component +to activate. The build of `EDM4U` plugin has Unity asset metadata that is +configured so that the editor components are not initially enabled when it's +imported into a Unity project. To maintain this configuration when importing +the `external-dependency-manager.unitypackage` into a Unity plugin project, you +*must* specify the command line option `-gvh_disable` which will prevent the +Version Handler component from running and changing the Unity asset metadata. + +# Android Resolver Usage + +The Android Resolver copies specified dependencies from local or remote Maven +repositories into the Unity project when a user selects Android as the build +target in the Unity editor. + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) + file into your plugin and add the dependencies your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Dependencies.xml`. For example, + `MyPlugin/Editor/MyPluginDependencies.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add the Google Play Games library +(`com.google.android.gms:play-services-games` package) at version `9.8.0` to +the set of a plugin's Android dependencies: + +``` + + + + + extra-google-m2repository + + + + +``` + +The version specification (last component) supports: + + * Specific versions e.g `9.8.0` + * Partial matches e.g `9.8.+` would match 9.8.0, 9.8.1 etc. choosing the most + recent version. + * Latest version using `LATEST` or `+`. We do *not* recommend using this + unless you're 100% sure the library you depend upon will not break your + Unity plugin in future. + +The above example specifies the dependency as a component of the Android SDK +manager such that the Android SDK manager will be executed to install the +package if it's not found. If your Android dependency is located on Maven +central it's possible to specify the package simply using the `androidPackage` +element: + +``` + + + + + +``` + +## Auto-resolution + +By default the Android Resolver automatically monitors the dependencies you have +specified and the `Plugins/Android` folder of your Unity project. The +resolution process runs when the specified dependencies are not present in your +project. + +The *auto-resolution* process can be disabled via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. + +Manual resolution can be performed using the following menu options: + + * `Assets > External Dependency Manager > Android Resolver > Resolve` + * `Assets > External Dependency Manager > Android Resolver > Force Resolve` + +## Deleting libraries + +Resolved packages are tracked via asset labels by the Android Resolver. +They can easily be deleted using the +`Assets > External Dependency Manager > Android Resolver > Delete Resolved Libraries` +menu item. + +## Android Manifest Variable Processing + +Some AAR files (for example play-services-measurement) contain variables that +are processed by the Android Gradle plugin. Unfortunately, Unity does not +perform the same processing when using Unity's Internal Build System, so the +Android Resolver plugin handles known cases of this variable substitution +by exploding the AAR into a folder and replacing `${applicationId}` with the +`bundleID`. + +Disabling AAR explosion and therefore Android manifest processing can be done +via the `Assets > External Dependency Manager > Android Resolver > Settings` +menu. You may want to disable explosion of AARs if you're exporting a project +to be built with Gradle / Android Studio. + +## ABI Stripping + +Some AAR files contain native libraries (.so files) for each ABI supported +by Android. Unfortunately, when targeting a single ABI (e.g x86), Unity does +not strip native libraries for unused ABIs. To strip unused ABIs, the Android +Resolver plugin explodes an AAR into a folder and removes unused ABIs to +reduce the built APK size. Furthermore, if native libraries are not stripped +from an APK (e.g you have a mix of Unity's x86 library and some armeabi-v7a +libraries) Android may attempt to load the wrong library for the current +runtime ABI completely breaking your plugin when targeting some architectures. + +AAR explosion and therefore ABI stripping can be disabled via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. +You may want to disable explosion of AARs if you're exporting a project to be +built with Gradle / Android Studio. + +## Resolution Strategies + +By default the Android Resolver will use Gradle to download dependencies prior +to integrating them into a Unity project. This works with Unity's internal +build system and Gradle / Android Studio project export. + +It's possible to change the resolution strategy via the +`Assets > External Dependency Manager > Android Resolver > Settings` menu. + +### Download Artifacts with Gradle + +Using the default resolution strategy, the Android resolver executes the +following operations: + + - Remove the result of previous Android resolutions. + e.g Delete all files and directories labeled with "gpsr" under + `Plugins/Android` from the project. + - Collect the set of Android dependencies (libraries) specified by a + project's `*Dependencies.xml` files. + - Run `download_artifacts.gradle` with Gradle to resolve conflicts and, + if successful, download the set of resolved Android libraries (AARs, JARs). + - Process each AAR / JAR so that it can be used with the currently selected + Unity build system (e.g Internal vs. Gradle, Export vs. No Export). + This involves patching each reference to `applicationId` in the + AndroidManifest.xml with the project's bundle ID. This means resolution + must be run if the bundle ID is changed again. + - Move the processed AARs to `Plugins/Android` so they will be included when + Unity invokes the Android build. + +### Integrate into mainTemplate.gradle + +Unity 5.6 introduced support for customizing the `build.gradle` used to build +Unity projects with Gradle. When the *Patch mainTemplate.gradle* setting is +enabled, rather than downloading artifacts before the build, Android resolution +results in the execution of the following operations: + + - Remove the result of previous Android resolutions. + e.g Delete all files and directories labeled with "gpsr" under + `Plugins/Android` from the project and remove sections delimited with + `// Android Resolver * Start` and `// Android Resolver * End` lines. + - Collect the set of Android dependencies (libraries) specified by a + project's `*Dependencies.xml` files. + - Rename any `.srcaar` files in the build to `.aar` and exclude them from + being included directly by Unity in the Android build as + `mainTemplate.gradle` will be patched to include them instead from their + local maven repositories. + - Inject the required Gradle repositories into `mainTemplate.gradle` at the + line matching the pattern + `.*apply plugin: 'com\.android\.(application|library)'.*` or the section + starting at the line `// Android Resolver Repos Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Repos Start` and + `// Android Resolver Repos End` should be placed in the global scope + before the `dependencies` section. + - Inject the required Android dependencies (libraries) into + `mainTemplate.gradle` at the line matching the pattern `***DEPS***` or + the section starting at the line `// Android Resolver Dependencies Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Dependencies Start` and + `// Android Resolver Dependencies End` should be placed in the + `dependencies` section. + - Inject the packaging options logic, which excludes architecture specific + libraries based upon the selected build target, into `mainTemplate.gradle` + at the line matching the pattern `android +{` or the section starting at + the line `// Android Resolver Exclusions Start`. + If you want to control the injection point in the file, the section + delimited by the lines `// Android Resolver Exclusions Start` and + `// Android Resolver Exclusions End` should be placed in the global + scope before the `android` section. + +## Dependency Tracking + +The Android Resolver creates the +`ProjectSettings/AndroidResolverDependencies.xml` to quickly determine the set +of resolved dependencies in a project. This is used by the auto-resolution +process to only run the expensive resolution process when necessary. + +## Displaying Dependencies + +It's possible to display the set of dependencies the Android Resolver +would download and process in your project via the +`Assets > External Dependency Manager > Android Resolver > Display Libraries` +menu item. + +# iOS Resolver Usage + +The iOS resolver component of this plugin manages +[CocoaPods](https://cocoapods.org/). A CocoaPods `Podfile` is generated and +the `pod` tool is executed as a post build process step to add dependencies +to the Xcode project exported by Unity. + +Dependencies for iOS are added by referring to CocoaPods. + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleDependencies.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/SampleDependencies.xml) + file into your plugin and add the dependencies your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Dependencies.xml`. For example, + `MyPlugin/Editor/MyPluginDependencies.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add the AdMob pod, version 7.0 or greater with bitcode enabled: + +``` + + + + + +``` + +## Integration Strategies + +The `CocoaPods` are either: + * Downloaded and injected into the Xcode project file directly, rather than + creating a separate xcworkspace. We call this `Xcode project` integration. + * If the Unity version supports opening a xcworkspace file, the `pod` tool + is used as intended to generate a xcworkspace which references the + CocoaPods. We call this `Xcode workspace` integration. + +The resolution strategy can be changed via the +`Assets > External Dependency Manager > iOS Resolver > Settings` menu. + +### Appending text to generated Podfile +In order to modify the generated Podfile you can create a script like this: +``` +using System.IO; +public class PostProcessIOS : MonoBehaviour { +[PostProcessBuildAttribute(45)]//must be between 40 and 50 to ensure that it's not overriden by Podfile generation (40) and that it's added before "pod install" (50) +private static void PostProcessBuild_iOS(BuildTarget target, string buildPath) +{ + if (target == BuildTarget.iOS) + { + + using (StreamWriter sw = File.AppendText(buildPath + "/Podfile")) + { + //in this example I'm adding an app extension + sw.WriteLine("\ntarget 'NSExtension' do\n pod 'Firebase/Messaging', '6.6.0'\nend"); + } + } +} +``` + +# Package Manager Resolver Usage + +Adding registries to the +[Package Manager](https://docs.unity3d.com/Manual/Packages.html) +(PM) is a manual process. The Package Manager Resolver (PMR) component +of this plugin makes it easy for plugin maintainers to distribute new PM +registry servers and easy for plugin users to manage PM registry servers. + +## Adding Registries + + 1. Add the `external-dependency-manager-*.unitypackage` to your plugin + project (assuming you are developing a plugin). If you are redistributing + EDM4U with your plugin, you **must** follow the + import steps in the [Getting Started](#getting-started) section! + + 2. Copy and rename the + [SampleRegistries.xml](https://github.com/googlesamples/unity-jar-resolver/blob/master/sample/Assets/ExternalDependencyManager/Editor/sample/Assets/ExternalDependencyManager/Editor/SampleRegistries.xml) + file into your plugin and add the registries your plugin requires. + + The XML file just needs to be under an `Editor` directory and match the + name `*Registries.xml` or labeled with `gumpr_registries`. For example, + `MyPlugin/Editor/MyPluginRegistries.xml`. + + 3. Follow the steps in the [Getting Started](#getting-started) + section when you are exporting your plugin package. + +For example, to add a registry for plugins in the scope `com.coolstuff`: + +``` + + + + com.coolstuff + + + +``` + +When PMR is loaded it will prompt the developer to add the registry to their +project if it isn't already present in the `Packages/manifest.json` file. + +For more information, see Unity's documentation on +[scoped package registries](https://docs.unity3d.com/Manual/upm-scoped.html). + +## Managing Registries + +It's possible to add and remove registries that are specified via PMR +XML configuration files via the following menu options: + +* `Assets > External Dependency Manager > Package Manager Resolver > + Add Registries` will prompt the user with a window which allows them to + add registries discovered in the project to the Package Manager. +* `Assets > External Dependency Manager > Package Manager Resolver > + Remove Registries` will prompt the user with a window which allows them to + remove registries discovered in the project from the Package Manager. +* `Assets > External Dependency Manager > Package Manager Resolver > + Modify Registries` will prompt the user with a window which allows them to + add or remove registries discovered in the project. + +## Migration + +PMR can migrate Version Handler packages installed in the `Assets` folder +to PM packages. This requires the plugins to implement the following: + +* `.unitypackage` must include a Version Handler manifests that describes + the components of the plugin. If the plugin has no dependencies + the manifest would just include the files in the plugin. +* The PM package JSON provided by the registry must include a keyword + (in the `versions.VERSION.keyword` list) that maps the PM package + to a Version Handler package using the format + `vh-name:VERSION_HANDLER_MANIFEST_NAME` where `VERSION_HANDLER_MANIFEST_NAME` + is the name of the manifest defined in the `.unitypackage`. For + more information see the description of the `gvhp_manifestname` asset label + in the *Version Handler Usage* section. + +When using the `Assets > External Dependency Manager > +Package Manager Resolver > Migrate Packages` menu option, PMR then +will: + +* List all Version Handler manager packages in the project. +* Search all available packages in the PM registries and fetch keywords + associated with each package parsing the Version Handler manifest names + for each package. +* Map each installed Version Handler package to a PM package. +* Prompt the user to migrate the discovered packages. +* Perform package migration for all selected packages if the user clicks + the `Apply` button. + +## Configuration + +PMR can be configured via the `Assets > External Dependency Manager > +Package Manager Resolver > Settings` menu option: + +* `Add package registries` when enabled, when the plugin loads or registry + configuration files change, this will prompt the user to add registries + that are not present in the Package Manager. +* `Prompt to add package registries` will cause a developer to be prompted + with a window that will ask for confirmation before adding registries. + When this is disabled registries are added silently to the project. +* `Prompt to migrate packages` will cause a developer to be prompted + with a window that will ask for confirmation before migrating packages + installed in the `Assets` directory to PM packages. +* `Enable Analytics Reporting` when enabled, reports the use of the plugin + to the developers so they can make imrpovements. +* `Verbose logging` when enabled prints debug information to the console + which can be useful when filing bug reports. + +# Version Handler Usage + +The Version Handler component of this plugin manages: + +* Shared Unity plugin dependencies. +* Upgrading Unity plugins by cleaning up old files from previous versions. +* Uninstallation of plugins that are distributed with manifest files. +* Restoration of plugin assets to their original install locations if assets + are tagged with the `exportpath` label. + +Since the Version Handler needs to modify Unity asset metadata (`.meta` files), +to enable / disable components, rename and delete asset files it does not +work with Package Manager installed packages. It's still possible to +include EDM4U in Package Manager packages, the Version Handler component +simply won't do anything to PM plugins in this case. + +## Using Version Handler Managed Plugins + +If a plugin is imported at multiple different versions into a project, if +the Version Handler is enabled, it will automatically check all managed +assets to determine the set of assets that are out of date and assets that +should be removed. To disable automatic checking managed assets disable +the `Enable version management` option in the +`Assets > External Dependency Manager > Version Handler > Settings` menu. + +If version management is disabled, it's possible to check managed assets +manually using the +`Assets > External Dependency Manager > Version Handler > Update` menu option. + +### Listing Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, +can displayed using the `Assets > External Dependency Manager > +Version Handler > Display Managed Packages` menu option. The list of plugins +are written to the console window along with the set of files used by each +plugin. + +### Uninstalling Managed Plugins + +Plugins managed by the Version Handler, those that ship with manifest files, +can be removed using the `Assets > External Dependency Manager > +Version Handler > Uninstall Managed Packages` menu option. This operation +will display a window that allows a developer to select a set of plugins to +remove which will remove all files owned by each plugin excluding those that +are in use by other installed plugins. + +Files managed by the Version Handler, those labeled with the `gvh` asset label, +can be checked to see whether anything needs to be upgraded, disabled or +removed using the `Assets > External Dependency Manager > +Version Handler > Update` menu option. + +### Restore Install Paths + +Some developers move assets around in their project which can make it +harder for plugin maintainers to debug issues if this breaks Unity's +[special folders](https://docs.unity3d.com/Manual/SpecialFolders.html) rules. +If assets are labeled with their original install / export path +(see `gvhp_exportpath` below), Version Handler can restore assets to their +original locations when using the `Assets > External Dependency Manager > +Version Handler > Move Files To Install Locations` menu option. + +### Settings + +Some behavior of the Version Handler can be configured via the +`Assets > External Dependency Manager > Version Handler > Settings` menu +option. + +* `Enable version management` controls whether the plugin should automatically + check asset versions and apply changes. If this is disabled the process + should be run manually when installing or upgrading managed plugins using + `Assets > External Dependency Manager > Version Handler > Update`. +* `Rename to canonical filenames` is a legacy option that will rename files to + remove version numbers and other labels from filenames. +* `Prompt for obsolete file deletion` enables the display of a window when + obsolete files are deleted allowing the developer to select which files to + delete and those to keep. +* `Allow disabling files via renaming` controls whether obsolete or disabled + files should be disabled by renaming them to `myfilename_DISABLED`. + Renaming to disable files is required in some scenarios where Unity doesn't + support removing files from the build via the PluginImporter. +* `Enable Analytics Reporting` enables / disables usage reporting to plugin + developers to improve the product. +* `Verbose logging` enables _very_ noisy log output that is useful for + debugging while filing a bug report or building a new managed plugin. +* `Use project settings` saves settings for the plugin in the project rather + than system-wide. + +## Redistributing a Managed Plugin + +The Version Handler employs a couple of methods for managing version +selection, upgrade and removal of plugins. + +* Each plugin can ship with a manifest file that lists the files it includes. + This makes it possible for Version Handler to calculate the difference + in assets between the most recent release of a plugin and the previous + release installed in a project. If a files are removed the Version Handler + will prompt the user to clean up obsolete files. +* Plugins can ship using assets with unique names, unique GUIDs and version + number labels. Version numbers can be attached to assets using labels or + added to the filename (e.g `myfile.txt` would be `myfile_version-x.y.z.txt). + This allows the Version Handler to determine which set of files are the + same file at different versions, select the most recent version and prompt + the developer to clean up old versions. + +Unity plugins can be managed by the Version Handler using the following steps: + + 1. Add the `gvh` asset label to each asset (file) you want Version Handler + to manage. + 1. Add the `gvh_version-VERSION` label to each asset where `VERSION` is the + version of the plugin you're releasing (e.g 1.2.3). + 1. Add the `gvhp_exportpath-PATH` label to each asset where `PATH` is the + export path of the file when the `.unitypackage` is created. This is + used to track files if they're moved around in a project by developers. + 1. Optional: Add `gvh_targets-editor` label to each editor DLL in your + plugin and disable `editor` as a target platform for the DLL. + The Version Handler will enable the most recent version of this DLL when + the plugin is imported. + 1. Optional: If your plugin is included in other Unity plugins, you should + add the version number to each filename and change the GUID of each asset. + This allows multiple versions of your plugin to be imported into a Unity + project, with the Version Handler component activating only the most + recent version. + 1. Create a manifest text file named `MY_UNIQUE_PLUGIN_NAME_VERSION.txt` + that lists all the files in your plugin relative to the project root. + Then add the `gvh_manifest` label to the asset to indicate this file is + a plugin manifest. + 1. Optional: Add a `gvhp_manifestname-NAME` label to your manifest file + to provide a human readable name for your package. If this isn't provided + the name of the manifest file will be used as the package name. + NAME can match the pattern `[0-9]+[a-zA-Z -]' where a leading integer + will set the priority of the name where `0` is the highest priority + and preferably used as the display name. The lowest value (i.e highest + priority name) will be used as the display name and all other specified + names will be aliases of the display name. Aliases can refer to previous + names of the package allowing renaming across published versions. + 1. Redistribute EDM4U Unity plugin with your plugin. + See the [Plugin Redistribution](#plugin-redistribution) for the details. + +If you follow these steps: + + * When users import a newer version of your plugin, files referenced by the + older version's manifest are cleaned up. + * The latest version of the plugin will be selected when users import + multiple packages that include your plugin, assuming the steps in + [Plugin Redistribution](#plugin-redistribution) are followed. + +# Building from Source + +To build this plugin from source you need the following tools installed: + * Unity (with iOS and Android modules installed) + +You can build the plugin by running the following from your shell +(Linux / OSX): + +``` +./gradlew build +``` + +or Windows: + +``` +./gradlew.bat build +``` + +# Releasing + +Each time a new build of this plugin is checked into the source tree you +need to do the following: + + * Bump the plugin version variable `pluginVersion` in `build.gradle` + * Update `CHANGELOG.md` with the new version number and changes included in + the release. + * Build the release using `./gradlew release` which performs the following: + * Updates `external-dependency-manager-*.unitypackage` + * Copies the unpacked plugin to the `exploded` directory. + * Updates template metadata files in the `plugin` directory. + The GUIDs of all asset metadata is modified due to the version number + change. Each file within the plugin is versioned to allow multiple + versions of the plugin to be imported into a Unity project which allows + the most recent version to be activated by the Version Handler + component. + * Create release commit using `./gradlew gitCreateReleaseCommit` which + performs `git commit -a -m "description from CHANGELOG.md"` + * Once the release commit is merge, tag the release using + `./gradlew gitTagRelease` which performs the following: + * `git tag -a pluginVersion -m "version RELEASE"` to tag the release. + * Update tags on remote branch using `git push --tag REMOTE HEAD:master` diff --git a/Assets/ExternalDependencyManager/Editor/README.md.meta b/Assets/ExternalDependencyManager/Editor/README.md.meta new file mode 100644 index 0000000..f1230d5 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/README.md.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 11eb52f780284fd69194951ac46cb538 +labels: +- gvh +- gvh_version-8.3.0 +- 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0000000..dc2ed7a --- /dev/null +++ b/Assets/Firebase/Editor/StorageDependencies.xml @@ -0,0 +1,23 @@ + + + + + + + + + + + + + + + Assets/Firebase/m2repository + + + + + diff --git a/Assets/Firebase/Editor/StorageDependencies.xml.meta b/Assets/Firebase/Editor/StorageDependencies.xml.meta new file mode 100644 index 0000000..9085d97 --- /dev/null +++ b/Assets/Firebase/Editor/StorageDependencies.xml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0bfc0ce50b9348c49a64ece970fb71e8 +labels: +- gvh +- gvh_version-8.3.0 +- gvhp_exportpath-Firebase/Editor/StorageDependencies.xml +timeCreated: 1480838400 +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe b/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe new file mode 100644 index 0000000..3d26497 Binary files /dev/null and b/Assets/Firebase/Editor/generate_xml_from_google_services_json.exe differ diff --git 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..bc93784 --- /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-8.3.0 +- 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..88dbb16 --- /dev/null +++ b/Assets/Firebase/Editor/generate_xml_from_google_services_json.py @@ -0,0 +1,496 @@ +#!/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'] + } + }, + 'oauth_client': [{ + 'client_id': xml_dict['CLIENT_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' + } + 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..385dbeb --- /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-8.3.0 +- 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..fbbc346 --- /dev/null +++ b/Assets/Firebase/Editor/network_request.exe.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d3cd5d0a941c4cdc8ab4b1b684b05191 +labels: +- gvh +- gvh_version-8.3.0 +- 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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[SerializeField] private List _achievementList; + + private float _popUpShowDurationCounter; + + private void Update() + { + if (_popUpShowDurationCounter > 0) + { + _popUpShowDurationCounter -= Time.unscaledDeltaTime; + _popUpTransform.localScale = Vector3.LerpUnclamped(_popUpTransform.localScale, Vector3.one, 0.5f); + } + else + { + _popUpTransform.localScale = Vector2.LerpUnclamped(_popUpTransform.localScale, Vector3.right, 0.5f); + } + } + + public void UnlockAchievement(AchievementType type, string value) + { + AchievementData achievement = _achievementList.Find(a => a.Type == type && a.Value == value); + if (achievement != null && !achievement.IsUnlocked) + { + achievement.IsUnlocked = true; + ShowAchivementPopUp(achievement); + } + } + + private void ShowAchivementPopUp(AchievementData achievement) + { + _popUpText.text = achievement.Title; + _popUpShowDurationCounter = _popUpShowDuration; + _popUpTransform.localScale = Vector2.right; + } + + //Gold Achievement + private List _totalGold = new List(); + public List GoldMilestones + { + get + { + return _totalGold; + } + } + //Pengecekan Achievement + private void Awake() + { + foreach (AchievementData achievement in _achievementList) + { + if (achievement.Type == AchievementType.GoldAmount) + { + _totalGold.Add(int.Parse(achievement.Value)); + } + } + } + //Remove Gold Achievement supaya tidak berulang + public void RemoveGold(List total) + { + foreach (int value in total) + { + if (_totalGold.Contains(value)) + { + _totalGold.Remove(value); + } + } + } +} + +[System.Serializable] +public class AchievementData +{ + public string Title; + public AchievementType Type; + public string Value; + public bool IsUnlocked; +} + +public enum AchievementType +{ + UnlockResource, + GoldAmount +} diff --git a/Assets/Scripts/AchievementController.cs.meta b/Assets/Scripts/AchievementController.cs.meta new file mode 100644 index 0000000..06b6aff --- /dev/null +++ b/Assets/Scripts/AchievementController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ed321650d39b6a4181b01d8d125f9c1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/AnalyticsManager.cs b/Assets/Scripts/AnalyticsManager.cs new file mode 100644 index 0000000..0652a0e --- /dev/null +++ b/Assets/Scripts/AnalyticsManager.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using Firebase.Analytics; + +public static class AnalyticsManager +{ + private static void LogEvent(string eventName, params Parameter[] parameters) + { + //tuliskan event di firebase + FirebaseAnalytics.LogEvent(eventName, parameters); + } + + public static void LogUpgradeEvent(int resourceIndex, int level) + { + //simpan event dengan resource index sebagai ID nya, yang diconvert jadi string + LogEvent(FirebaseAnalytics.EventLevelUp, + new Parameter(FirebaseAnalytics.ParameterIndex, resourceIndex.ToString()), + new Parameter(FirebaseAnalytics.ParameterLevel, level) + ); + } + + public static void LogUnlockEvent(int resourceIndex) + { + //simpan event unlock dengan resource index sebagai ID nya, yang diconvert jadi string + LogEvent(FirebaseAnalytics.EventUnlockAchievement, + new Parameter(FirebaseAnalytics.ParameterIndex, resourceIndex.ToString()) + ); + + } + + public static void SetUserProperties(string name, string value) + { + FirebaseAnalytics.SetUserProperty(name, value); + } +} \ No newline at end of file diff --git a/Assets/Scripts/AnalyticsManager.cs.meta b/Assets/Scripts/AnalyticsManager.cs.meta new file mode 100644 index 0000000..02b2254 --- /dev/null +++ b/Assets/Scripts/AnalyticsManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2b35eb15ca26bc34ebaca3a50d53259f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GameManager.cs b/Assets/Scripts/GameManager.cs new file mode 100644 index 0000000..5e066fd --- /dev/null +++ b/Assets/Scripts/GameManager.cs @@ -0,0 +1,196 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class GameManager : MonoBehaviour +{ + private static GameManager _instance = null; + public static GameManager Instance + { + get + { + if (_instance == null) + { + _instance = FindObjectOfType(); + } + + return _instance; + } + } + + // Fungsi [Range (min, max)] ialah menjaga value agar tetap berada di antara min dan max-nya + [Range(0f, 1f)] + public float AutoCollectPercentage = 0.1f; + public float SaveDelay = 5f; + public ResourceConfig[] ResourcesConfigs; + public Sprite[] ResourcesSprites; + + public Transform ResourcesParent; + public ResourceController ResourcePrefab; + public TapText TapTextPrefab; + + public Transform CoinIcon; + public Text GoldInfo; + public Text AutoCollectInfo; + + private List _activeResources = new List(); + private List _tapTextPool = new List(); + private float _saveDelayCounter; + private float _collectSecond; + + private void Start() + { + AddAllResources(); + GoldInfo.text = $"Gold: { UserDataManager.Progress.Gold.ToString("0") }"; + } + + private void Update() + { + float deltaTime = Time.unscaledDeltaTime; + _saveDelayCounter -= deltaTime; + // Fungsi untuk selalu mengeksekusi CollectPerSecond setiap detik + _collectSecond += deltaTime; + if (_collectSecond >= 1f) + { + CollectPerSecond(); + _collectSecond = 0f; + } + + CheckResourceCost(); + + CoinIcon.transform.localScale = Vector3.LerpUnclamped(CoinIcon.transform.localScale, Vector3.one * 2f, 0.15f); + CoinIcon.transform.Rotate(0f, 0f, Time.deltaTime * -100f); + } + + private void AddAllResources() + { + bool showResources = true; + int index = 0; + foreach (ResourceConfig config in ResourcesConfigs) + { + GameObject obj = Instantiate(ResourcePrefab.gameObject, ResourcesParent, false); + ResourceController resource = obj.GetComponent(); + + resource.SetConfig(index, config); + obj.gameObject.SetActive(showResources); + + if (showResources && !resource.IsUnlocked) + { + showResources = false; + } + + _activeResources.Add(resource); + index++; + } + } + + public void ShowNextResource() + { + foreach (ResourceController resource in _activeResources) + { + if (!resource.gameObject.activeSelf) + { + resource.gameObject.SetActive(true); + break; + } + } + } + + private void CheckResourceCost() + { + foreach (ResourceController resource in _activeResources) + { + bool isBuyable = false; + if (resource.IsUnlocked) + { + isBuyable = UserDataManager.Progress.Gold >= resource.GetUpgradeCost(); + } + else + { + isBuyable = UserDataManager.Progress.Gold >= resource.GetUnlockCost(); + } + + resource.ResourceImage.sprite = ResourcesSprites[isBuyable ? 1 : 0]; + } + } + + private void CollectPerSecond() + { + double output = 0; + foreach (ResourceController resource in _activeResources) + { + if (resource.IsUnlocked) + { + output += resource.GetOutput(); + } + } + + output *= AutoCollectPercentage; + // Fungsi ToString("F1") ialah membulatkan angka menjadi desimal yang memiliki 1 angka di belakang koma + AutoCollectInfo.text = $"Auto Collect: { output.ToString("F1") } / second"; + + AddGold(output); + } + + public void AddGold(double value) + { + UserDataManager.Progress.Gold += value; + GoldInfo.text = $"Gold: { UserDataManager.Progress.Gold.ToString("0") }"; + UserDataManager.Save(_saveDelayCounter < 0f); + + + + if (_saveDelayCounter < 0f) + + { + + _saveDelayCounter = SaveDelay; + + } + } + + public void CollectByTap(Vector3 tapPosition, Transform parent) + { + double output = 0; + foreach (ResourceController resource in _activeResources) + { + if (resource.IsUnlocked) + { + output += resource.GetOutput(); + } + } + + TapText tapText = GetOrCreateTapText(); + tapText.transform.SetParent(parent, false); + tapText.transform.position = tapPosition; + + tapText.Text.text = $"+{ output.ToString("0") }"; + tapText.gameObject.SetActive(true); + CoinIcon.transform.localScale = Vector3.one * 1.75f; + + AddGold(output); + } + + private TapText GetOrCreateTapText() + { + TapText tapText = _tapTextPool.Find(t => !t.gameObject.activeSelf); + if (tapText == null) + { + tapText = Instantiate(TapTextPrefab).GetComponent(); + _tapTextPool.Add(tapText); + } + + return tapText; + } +} + +// Fungsi System.Serializable adalah agar object bisa di-serialize dan +// value dapat di-set dari inspector +[System.Serializable] +public struct ResourceConfig +{ + public string Name; + public double UnlockCost; + public double UpgradeCost; + public double Output; +} \ No newline at end of file diff --git a/Assets/Scripts/GameManager.cs.meta b/Assets/Scripts/GameManager.cs.meta new file mode 100644 index 0000000..8bc41c3 --- /dev/null +++ b/Assets/Scripts/GameManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6467a47a6a8000c4d9e563c946aa9004 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/LoadingController.cs b/Assets/Scripts/LoadingController.cs new file mode 100644 index 0000000..1beed5b --- /dev/null +++ b/Assets/Scripts/LoadingController.cs @@ -0,0 +1,63 @@ + +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.SceneManagement; + + + +public class LoadingController : MonoBehaviour +{ + [SerializeField] private Button _localButton; + + [SerializeField] private Button _cloudButton; + private void Start() + + { + + _localButton.onClick.AddListener(() => + + { + + SetButtonInteractable(false); + + UserDataManager.LoadFromLocal(); + + SceneManager.LoadScene(1); + + }); + + + + _cloudButton.onClick.AddListener(() => + + { + + SetButtonInteractable(false); + + StartCoroutine(UserDataManager.LoadFromCloud(() => SceneManager.LoadScene(1))); + + }); + + + + // Button didisable agar mencegah tidak terjadinya spam klik ketika + + // proses onclick pada button sedang berjalan + + } + + + + // Mendisable button agar tidak bisa ditekan + + private void SetButtonInteractable(bool interactable) + + { + + _localButton.interactable = interactable; + + _cloudButton.interactable = interactable; + + } + +} \ No newline at end of file diff --git a/Assets/Scripts/LoadingController.cs.meta b/Assets/Scripts/LoadingController.cs.meta new file mode 100644 index 0000000..01ea0c6 --- /dev/null +++ b/Assets/Scripts/LoadingController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c08bf813bd2f69f47929cd35471e2a2d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/ResourceController.cs b/Assets/Scripts/ResourceController.cs new file mode 100644 index 0000000..b8661a2 --- /dev/null +++ b/Assets/Scripts/ResourceController.cs @@ -0,0 +1,128 @@ +using UnityEngine; +using UnityEngine.UI; + +public class ResourceController : MonoBehaviour +{ + public Button ResourceButton; + public Image ResourceImage; + public Text ResourceDescription; + public Text ResourceUpgradeCost; + public Text ResourceUnlockCost; + + private ResourceConfig _config; + + //private int _level = 1; + + public bool IsUnlocked { get; private set; } + + private int index; + private int _level + { + set + { + //simpan value level ke progress di data manager + UserDataManager.Progress.ResourcesLevels[index] = value; + UserDataManager.Save(true); + } + get + { + if (!UserDataManager.HasResources(index)) //cek jika punya resource yang sudah di save sebelumnya, kalau tidak set jadi 1 + { + return 1; + } + + return UserDataManager.Progress.ResourcesLevels[index]; + } + } + + private void Start() + { + ResourceButton.onClick.AddListener(() => + { + if (IsUnlocked) + { + UpgradeLevel(); + } + else + { + UnlockResource(); + } + }); + } + + public void SetConfig(int index, ResourceConfig config) + { + this.index = index; + _config = config; + + // ToString("0") berfungsi untuk membuang angka di belakang koma + ResourceDescription.text = $"{ _config.Name } Lv. { _level }\n+{ GetOutput().ToString("0") }"; + ResourceUnlockCost.text = $"Unlock Cost\n{ _config.UnlockCost }"; + ResourceUpgradeCost.text = $"Upgrade Cost\n{ GetUpgradeCost() }"; + + SetUnlocked(_config.UnlockCost == 0 || UserDataManager.HasResources(index)); + } + + public double GetOutput() + { + return _config.Output * _level; + } + + public double GetUpgradeCost() + { + return _config.UpgradeCost * _level; + } + + public double GetUnlockCost() + { + return _config.UnlockCost; + } + + public void UpgradeLevel() + { + double upgradeCost = GetUpgradeCost(); + if (UserDataManager.Progress.Gold < upgradeCost) + { + return; + } + + GameManager.Instance.AddGold(-upgradeCost); + _level++; + + ResourceUpgradeCost.text = $"Upgrade Cost\n{ GetUpgradeCost() }"; + ResourceDescription.text = $"{ _config.Name } Lv. { _level }\n+{ GetOutput().ToString("0") }"; + + AnalyticsManager.LogUpgradeEvent(index, _level); + } + + public void UnlockResource() + { + double unlockCost = GetUnlockCost(); + if (UserDataManager.Progress.Gold < unlockCost) + { + return; + } + + SetUnlocked(true); + GameManager.Instance.ShowNextResource(); + AchievementController.Instance.UnlockAchievement(AchievementType.UnlockResource, _config.Name); + + AnalyticsManager.LogUnlockEvent(index); + } + + public void SetUnlocked(bool unlocked) + { + IsUnlocked = unlocked; + if (unlocked) + { + if (!UserDataManager.HasResources(index)) + { + UserDataManager.Progress.ResourcesLevels.Add(_level); + UserDataManager.Save(true); + } + } + ResourceImage.color = IsUnlocked ? Color.white : Color.grey; + ResourceUnlockCost.gameObject.SetActive(!unlocked); + ResourceUpgradeCost.gameObject.SetActive(unlocked); + } +} \ No newline at end of file diff --git a/Assets/Scripts/ResourceController.cs.meta b/Assets/Scripts/ResourceController.cs.meta new file mode 100644 index 0000000..db37ec0 --- /dev/null +++ b/Assets/Scripts/ResourceController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2eee83938b04ae44ab3a4aea02aefda0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/TapArea.cs b/Assets/Scripts/TapArea.cs new file mode 100644 index 0000000..2a7749e --- /dev/null +++ b/Assets/Scripts/TapArea.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class TapArea : MonoBehaviour, IPointerDownHandler +{ + public void OnPointerDown(PointerEventData eventData) + { + GameManager.Instance.CollectByTap(eventData.position, transform); + } +} diff --git a/Assets/Scripts/TapArea.cs.meta b/Assets/Scripts/TapArea.cs.meta new file mode 100644 index 0000000..d099ee0 --- /dev/null +++ b/Assets/Scripts/TapArea.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8ad43d3bff195104ca949e6c8eb8443c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/TapText.cs b/Assets/Scripts/TapText.cs new file mode 100644 index 0000000..43590a7 --- /dev/null +++ b/Assets/Scripts/TapText.cs @@ -0,0 +1,36 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class TapText : MonoBehaviour +{ + public float SpawnTime = 0.5f; + public Text Text; + + private float _spawnTime; + + private void OnEnable() + { + _spawnTime = SpawnTime; + } + + // Update is called once per frame + private void Update() + { + _spawnTime -= Time.unscaledDeltaTime; + + if (_spawnTime <= 0f) + { + gameObject.SetActive(false); + } + else + { + Text.CrossFadeAlpha(0f, 0.5f, false); + if (Text.color.a == 0f) + { + gameObject.SetActive(false); + } + } + } +} diff --git a/Assets/Scripts/TapText.cs.meta b/Assets/Scripts/TapText.cs.meta new file mode 100644 index 0000000..5a35f5d --- /dev/null +++ b/Assets/Scripts/TapText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b57095fc1e07e56489313d3e69e2a7a9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UserDataManager.cs b/Assets/Scripts/UserDataManager.cs new file mode 100644 index 0000000..fd170a9 --- /dev/null +++ b/Assets/Scripts/UserDataManager.cs @@ -0,0 +1,102 @@ +using System.Collections; +using System.Collections.Generic; +using Firebase.Storage; +using System.Text; +using System.Threading.Tasks; +using UnityEngine; + +public static class UserDataManager +{ + private const string PROGRESS_KEY = "Progress"; + + public static UserProgressData Progress; + + public static void LoadFromLocal() + { + //melakukan pengecekan apakah ada data yang menggunakan key PROGRESS_KEY + + if (!PlayerPrefs.HasKey(PROGRESS_KEY)) //Jika belum ada key tersebut, buat baru + { + Progress = new UserProgressData(); + // dan upload ke Cloud + Save(true); + } + else //jika sudah ada, langsung ambil dari playerprefs + { + string json = PlayerPrefs.GetString(PROGRESS_KEY); + Progress = JsonUtility.FromJson(json); + } + } + public static IEnumerator LoadFromCloud(System.Action onComplete) + + { + StorageReference targetStorage = GetTargetCloudStorage(); + bool isCompleted = false; + bool isSuccessfull = false; + const long maxAllowedSize = 1024 * 1024; // Sama dengan 1 MB + targetStorage.GetBytesAsync(maxAllowedSize).ContinueWith((Task task) => + { + if (!task.IsFaulted) + { + string json = Encoding.Default.GetString(task.Result); + Progress = JsonUtility.FromJson(json); + isSuccessfull = true; + } + isCompleted = true; + }); + + while (!isCompleted) + { + yield return null; + } + // Jika sukses mendownload, maka simpan data hasil download + if (isSuccessfull) + { + Save(); + } + else + { + // Jika tidak ada data di cloud, maka load data dari local + LoadFromLocal(); + } + onComplete?.Invoke(); + } + public static void Save(bool uploadToCloud = false) + { + //menyimpan json ke playerprefs + string json = JsonUtility.ToJson(Progress); + PlayerPrefs.SetString(PROGRESS_KEY, json); + if (uploadToCloud) + + { + AnalyticsManager.SetUserProperties("gold", Progress.Gold.ToString()); + byte[] data = Encoding.Default.GetBytes(json); + + StorageReference targetStorage = GetTargetCloudStorage(); + + + + targetStorage.PutBytesAsync(data); + + } + } + private static StorageReference GetTargetCloudStorage() + + { + + // Gunakan Device ID sebagai nama file yang akan disimpan di cloud + + string deviceID = SystemInfo.deviceUniqueIdentifier; + + FirebaseStorage storage = FirebaseStorage.DefaultInstance; + + + + return storage.GetReferenceFromUrl($"{storage.RootReference}/{deviceID}"); + + } + public static bool HasResources(int index) + { + return index + 1 <= Progress.ResourcesLevels.Count; + } +} \ No newline at end of file diff --git a/Assets/Scripts/UserDataManager.cs.meta b/Assets/Scripts/UserDataManager.cs.meta new file mode 100644 index 0000000..c342ab2 --- /dev/null +++ b/Assets/Scripts/UserDataManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e7b4027494fc1e4ea37ef3f28d9e6c7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UserProgressData.cs b/Assets/Scripts/UserProgressData.cs new file mode 100644 index 0000000..dd08203 --- /dev/null +++ b/Assets/Scripts/UserProgressData.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class UserProgressData + +{ + + public double Gold = 0; + + public List ResourcesLevels = new List(); + +} \ No newline at end of file diff --git a/Assets/Scripts/UserProgressData.cs.meta b/Assets/Scripts/UserProgressData.cs.meta new file mode 100644 index 0000000..cb879af --- /dev/null +++ b/Assets/Scripts/UserProgressData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a321f38b9dbfb0a49bbdc6c56547de42 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Sprites.meta b/Assets/Sprites.meta new file mode 100644 index 0000000..a07f3bc --- /dev/null +++ b/Assets/Sprites.meta 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AchievementController.cs +# Save Cloud via Firebase and Analytics +# Using FirebaseCppApp-8_3_0.so file lebih dari 100MB \ No newline at end of file