diff --git a/.github/workflows/publish.yml b/.github/workflows/publish.yml new file mode 100644 index 0000000..4df939b --- /dev/null +++ b/.github/workflows/publish.yml @@ -0,0 +1,58 @@ +# This is a basic workflow to help you get started with Actions + +name: ๐Ÿš€ Publish TapsellPlus Unity Release TAG + +# Controls when the workflow will run +on: push + +jobs: + build: + name: โš™๏ธ Release + runs-on: ubuntu-latest + steps: + + - name: ๐Ÿ› ๏ธ Get Current Date + id: date + run: | + echo "::set-output name=date::$(date +'%Y-%m-%d')" + + - name: ๐Ÿ”ƒ Checkout branch "master" + uses: actions/checkout@v3 + with: + ref: 'master' + + - name: ๐Ÿ”– Get Unity Version + id: version + run: | + TAG_VERSION=$(cat ProjectSettings/ProjectSettings.asset | grep "bundleVersion:.*" | awk '{ print $2}') + echo "$TAG_VERSION" + echo "::set-output name=tag_name::v${TAG_VERSION}" + echo "::set-output name=release_name::TapsellPlusUnity-v${TAG_VERSION:-Package}" + + + - name: ๐Ÿ“ข Prepare Release Notes + id: release_notes + run: | + awk '/^# / {s++} s == 1 {print}' CHANGELOG.md > /tmp/release_notes.md + echo "::set-output name=path::/tmp/release_notes.md" + + + - name: ๐Ÿ›Ž๏ธ Create Release + TAG + id: release-snapshot + uses: softprops/action-gh-release@v1 + env: + GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} + with: + tag_name: ${{ steps.version.outputs.tag_name }} + name: ${{ steps.version.outputs.release_name }} + body: ${{ steps.date.outputs.date }} + body_path: ${{ steps.release_notes.outputs.path }} + target_commitish: ${{ github.sha }} + draft: false + prerelease: false + generate_release_notes: true + + files: | + release/tapsell-plus-unity-*.unitypackage + release/tapsell-plus-admob-lite-*.unitypackage + CHANGELOG.md \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..4b10b2a --- /dev/null +++ b/.gitignore @@ -0,0 +1,75 @@ +# =============== # +# Unity generated # +# =============== # +Logs/ +[Bb]uild/ +/[Bb]uilds/ +[Ll]ibrary/ +[Ll]ocal[Cc]ache/ +[Oo]bj/ +[Tt]emp/ +[Uu]nityGenerated/ +UserSettings/ +/Assets/AssetStoreTools* +*.apk +*.meta +*.aar + +# =============== # +# License files # +# =============== # +*.alf +*.ulf + +# =============== # +# Crash reports # +# =============== # +sysinfo.txt +*.stackdump + +# =============== # +# Local persoanl configs # +# =============== # +config.properties + +# ===================================== # +# Visual Studio / Rider /MonoDevelop generated # +# ===================================== # +[Ee]xported[Oo]bj/ +.vs/ +.idea/ +/*.userprefs +/*.csproj +/*.pidb +*.pidb.meta +/*.suo +/*.sln* +/*.user +/*.unityproj +/*.booproj +.consulo/ +/*.tmp +/*.svd + +# ============ # +# OS generated # +# ============ # +.DS_Store* +._* +.Spotlight-V100 +.Trashes +Icon? +ehthumbs.db +[Tt]humbs.db +[Dd]esktop.ini +Corridor/Library/ShaderCache/ +Corridor/Library/metadata/ + + +# ============ # +# Tapsell plus # +# ============ # + +Assets/Plugins/Android/*.[ja]ar +# Avoid publishing manually created packages. CI must do that +#tapsell-plus-unity-*.unitypackage \ No newline at end of file diff --git a/.vsconfig b/.vsconfig new file mode 100644 index 0000000..d70cd98 --- /dev/null +++ b/.vsconfig @@ -0,0 +1,6 @@ +๏ปฟ{ + "version": "1.0", + "components": [ + "Microsoft.VisualStudio.Workload.ManagedGame" + ] +} diff --git a/Assets/ArabicSupport/Scripts/ArabicSupport.cs b/Assets/ArabicSupport/Scripts/ArabicSupport.cs new file mode 100644 index 0000000..af4e70d --- /dev/null +++ b/Assets/ArabicSupport/Scripts/ArabicSupport.cs @@ -0,0 +1,950 @@ +#region File Description + +//----------------------------------------------------------------------------- +/// +/// This is an Open Source File Created by: Abdullah Konash (http://abdullahkonash.com/) Twitter: @konash +/// This File allow the users to use arabic text in XNA and Unity platform. +/// It flips the characters and replace them with the appropriate ones to connect the letters in the correct way. +/// +//----------------------------------------------------------------------------- + +#endregion + + +#region Using Statements + +using System; +using System.Collections.Generic; + +#endregion + +namespace ArabicSupport +{ + public class ArabicFixer + { + /// + /// Fix the specified string. + /// + /// + /// String to be fixed. + /// + public static string Fix(string str) + { + return Fix(str, false, true); + } + + public static string Fix(string str, bool rtl) + { + if (rtl) return Fix(str); + + var words = str.Split(' '); + var result = ""; + var arabicToIgnore = ""; + foreach (var word in words) + if (char.IsLower(word.ToLower()[word.Length / 2])) + { + result += Fix(arabicToIgnore) + word + " "; + arabicToIgnore = ""; + } + else + { + arabicToIgnore += word + " "; + } + + if (arabicToIgnore != "") + result += Fix(arabicToIgnore); + + return result; + } + + /// + /// Fix the specified string with customization options. + /// + /// + /// String to be fixed. + /// + /// + /// Show tashkeel. + /// + /// + /// Use hindu numbers. + /// + public static string Fix(string str, bool showTashkeel, bool useHinduNumbers) + { + ArabicFixerTool.showTashkeel = showTashkeel; + ArabicFixerTool.useHinduNumbers = useHinduNumbers; + + if (str.Contains("\n")) + str = str.Replace("\n", Environment.NewLine); + + if (str.Contains(Environment.NewLine)) + { + string[] stringSeparators = {Environment.NewLine}; + var strSplit = str.Split(stringSeparators, StringSplitOptions.None); + + if (strSplit.Length == 0) return ArabicFixerTool.FixLine(str); + + if (strSplit.Length == 1) + { + return ArabicFixerTool.FixLine(str); + } + + var outputString = ArabicFixerTool.FixLine(strSplit[0]); + var iteration = 1; + if (strSplit.Length > 1) + while (iteration < strSplit.Length) + { + outputString += Environment.NewLine + ArabicFixerTool.FixLine(strSplit[iteration]); + iteration++; + } + + return outputString; + } + + return ArabicFixerTool.FixLine(str); + } + } +} + +/// +/// Arabic Contextual forms General - Unicode +/// +internal enum IsolatedArabicLetters +{ + Hamza = 0xFE80, + Alef = 0xFE8D, + AlefHamza = 0xFE83, + WawHamza = 0xFE85, + AlefMaksoor = 0xFE87, + AlefMaksora = 0xFBFC, + HamzaNabera = 0xFE89, + Ba = 0xFE8F, + Ta = 0xFE95, + Tha2 = 0xFE99, + Jeem = 0xFE9D, + H7aa = 0xFEA1, + Khaa2 = 0xFEA5, + Dal = 0xFEA9, + Thal = 0xFEAB, + Ra2 = 0xFEAD, + Zeen = 0xFEAF, + Seen = 0xFEB1, + Sheen = 0xFEB5, + S9a = 0xFEB9, + Dha = 0xFEBD, + T6a = 0xFEC1, + T6ha = 0xFEC5, + Ain = 0xFEC9, + Gain = 0xFECD, + Fa = 0xFED1, + Gaf = 0xFED5, + Kaf = 0xFED9, + Lam = 0xFEDD, + Meem = 0xFEE1, + Noon = 0xFEE5, + Ha = 0xFEE9, + Waw = 0xFEED, + Ya = 0xFEF1, + AlefMad = 0xFE81, + TaMarboota = 0xFE93, + PersianPe = 0xFB56, // Persian Letters; + PersianChe = 0xFB7A, + PersianZe = 0xFB8A, + PersianGaf = 0xFB92, + PersianGaf2 = 0xFB8E +} + +/// +/// Arabic Contextual forms - Isolated +/// +internal enum GeneralArabicLetters +{ + Hamza = 0x0621, + Alef = 0x0627, + AlefHamza = 0x0623, + WawHamza = 0x0624, + AlefMaksoor = 0x0625, + AlefMagsora = 0x0649, + HamzaNabera = 0x0626, + Ba = 0x0628, + Ta = 0x062A, + Tha2 = 0x062B, + Jeem = 0x062C, + H7aa = 0x062D, + Khaa2 = 0x062E, + Dal = 0x062F, + Thal = 0x0630, + Ra2 = 0x0631, + Zeen = 0x0632, + Seen = 0x0633, + Sheen = 0x0634, + S9a = 0x0635, + Dha = 0x0636, + T6a = 0x0637, + T6ha = 0x0638, + Ain = 0x0639, + Gain = 0x063A, + Fa = 0x0641, + Gaf = 0x0642, + Kaf = 0x0643, + Lam = 0x0644, + Meem = 0x0645, + Noon = 0x0646, + Ha = 0x0647, + Waw = 0x0648, + Ya = 0x064A, + AlefMad = 0x0622, + TaMarboota = 0x0629, + PersianPe = 0x067E, // Persian Letters; + PersianChe = 0x0686, + PersianZe = 0x0698, + PersianGaf = 0x06AF, + PersianGaf2 = 0x06A9 +} + +/// +/// Data Structure for conversion +/// +internal class ArabicMapping +{ + public int from; + public int to; + + public ArabicMapping(int from, int to) + { + this.from = from; + this.to = to; + } +} + +/// +/// Sets up and creates the conversion table +/// +internal class ArabicTable +{ + private static List mapList; + private static ArabicTable arabicMapper; + + /// + /// Setting up the conversion table + /// + private ArabicTable() + { + mapList = new List(); + + + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Hamza, (int) IsolatedArabicLetters.Hamza)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Alef, (int) IsolatedArabicLetters.Alef)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefHamza, (int) IsolatedArabicLetters.AlefHamza)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.WawHamza, (int) IsolatedArabicLetters.WawHamza)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefMaksoor, (int) IsolatedArabicLetters.AlefMaksoor)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefMagsora, (int) IsolatedArabicLetters.AlefMaksora)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.HamzaNabera, (int) IsolatedArabicLetters.HamzaNabera)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ba, (int) IsolatedArabicLetters.Ba)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ta, (int) IsolatedArabicLetters.Ta)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Tha2, (int) IsolatedArabicLetters.Tha2)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Jeem, (int) IsolatedArabicLetters.Jeem)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.H7aa, (int) IsolatedArabicLetters.H7aa)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Khaa2, (int) IsolatedArabicLetters.Khaa2)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Dal, (int) IsolatedArabicLetters.Dal)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Thal, (int) IsolatedArabicLetters.Thal)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ra2, (int) IsolatedArabicLetters.Ra2)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Zeen, (int) IsolatedArabicLetters.Zeen)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Seen, (int) IsolatedArabicLetters.Seen)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Sheen, (int) IsolatedArabicLetters.Sheen)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.S9a, (int) IsolatedArabicLetters.S9a)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Dha, (int) IsolatedArabicLetters.Dha)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.T6a, (int) IsolatedArabicLetters.T6a)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.T6ha, (int) IsolatedArabicLetters.T6ha)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ain, (int) IsolatedArabicLetters.Ain)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Gain, (int) IsolatedArabicLetters.Gain)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Fa, (int) IsolatedArabicLetters.Fa)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Gaf, (int) IsolatedArabicLetters.Gaf)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Kaf, (int) IsolatedArabicLetters.Kaf)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Lam, (int) IsolatedArabicLetters.Lam)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Meem, (int) IsolatedArabicLetters.Meem)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Noon, (int) IsolatedArabicLetters.Noon)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ha, (int) IsolatedArabicLetters.Ha)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Waw, (int) IsolatedArabicLetters.Waw)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.Ya, (int) IsolatedArabicLetters.Ya)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.AlefMad, (int) IsolatedArabicLetters.AlefMad)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.TaMarboota, (int) IsolatedArabicLetters.TaMarboota)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianPe, + (int) IsolatedArabicLetters.PersianPe)); // Persian Letters; + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianChe, (int) IsolatedArabicLetters.PersianChe)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianZe, (int) IsolatedArabicLetters.PersianZe)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianGaf, (int) IsolatedArabicLetters.PersianGaf)); + mapList.Add(new ArabicMapping((int) GeneralArabicLetters.PersianGaf2, (int) IsolatedArabicLetters.PersianGaf2)); + + + //for (int i = 0; i < generalArabic.Length; i++) + // mapList.Add(new ArabicMapping((int)generalArabic.GetValue(i), (int)isolatedArabic.GetValue(i))); // I + } + + /// + /// Singleton design pattern, Get the mapper. If it was not created before, create it. + /// + internal static ArabicTable ArabicMapper + { + get + { + if (arabicMapper == null) + arabicMapper = new ArabicTable(); + return arabicMapper; + } + } + + internal int Convert(int toBeConverted) + { + foreach (var arabicMap in mapList) + if (arabicMap.from == toBeConverted) + return arabicMap.to; + return toBeConverted; + } +} + + +internal class TashkeelLocation +{ + public int position; + public char tashkeel; + + public TashkeelLocation(char tashkeel, int position) + { + this.tashkeel = tashkeel; + this.position = position; + } +} + + +internal class ArabicFixerTool +{ + internal static bool showTashkeel = true; + internal static bool useHinduNumbers; + + + internal static string RemoveTashkeel(string str, out List tashkeelLocation) + { + tashkeelLocation = new List(); + var letters = str.ToCharArray(); + + var index = 0; + for (var i = 0; i < letters.Length; i++) + if (letters[i] == (char) 0x064B) + { + // Tanween Fatha + tashkeelLocation.Add(new TashkeelLocation((char) 0x064B, i)); + index++; + } + else if (letters[i] == (char) 0x064C) + { + // DAMMATAN + tashkeelLocation.Add(new TashkeelLocation((char) 0x064C, i)); + index++; + } + else if (letters[i] == (char) 0x064D) + { + // KASRATAN + tashkeelLocation.Add(new TashkeelLocation((char) 0x064D, i)); + index++; + } + else if (letters[i] == (char) 0x064E) + { + // FATHA + if (index > 0) + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0651) // SHADDA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC60; // Shadda With Fatha + continue; + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x064E, i)); + index++; + } + else if (letters[i] == (char) 0x064F) + { + // DAMMA + if (index > 0) + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0651) + { + // SHADDA + tashkeelLocation[index - 1].tashkeel = (char) 0xFC61; // Shadda With DAMMA + continue; + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x064F, i)); + index++; + } + else if (letters[i] == (char) 0x0650) + { + // KASRA + if (index > 0) + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0651) + { + // SHADDA + tashkeelLocation[index - 1].tashkeel = (char) 0xFC62; // Shadda With KASRA + continue; + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x0650, i)); + index++; + } + else if (letters[i] == (char) 0x0651) + { + // SHADDA + if (index > 0) + { + if (tashkeelLocation[index - 1].tashkeel == (char) 0x064E) // FATHA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC60; // Shadda With Fatha + continue; + } + + if (tashkeelLocation[index - 1].tashkeel == (char) 0x064F) // DAMMA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC61; // Shadda With DAMMA + continue; + } + + if (tashkeelLocation[index - 1].tashkeel == (char) 0x0650) // KASRA + { + tashkeelLocation[index - 1].tashkeel = (char) 0xFC62; // Shadda With KASRA + continue; + } + } + + tashkeelLocation.Add(new TashkeelLocation((char) 0x0651, i)); + index++; + } + else if (letters[i] == (char) 0x0652) + { + // SUKUN + tashkeelLocation.Add(new TashkeelLocation((char) 0x0652, i)); + index++; + } + else if (letters[i] == (char) 0x0653) + { + // MADDAH ABOVE + tashkeelLocation.Add(new TashkeelLocation((char) 0x0653, i)); + index++; + } + + var split = str.Split((char) 0x064B, (char) 0x064C, (char) 0x064D, (char) 0x064E, (char) 0x064F, (char) 0x0650, + (char) 0x0651, (char) 0x0652, (char) 0x0653, (char) 0xFC60, (char) 0xFC61, (char) 0xFC62); + str = ""; + + foreach (var s in split) str += s; + + return str; + } + + internal static char[] ReturnTashkeel(char[] letters, List tashkeelLocation) + { + var lettersWithTashkeel = new char[letters.Length + tashkeelLocation.Count]; + + var letterWithTashkeelTracker = 0; + for (var i = 0; i < letters.Length; i++) + { + lettersWithTashkeel[letterWithTashkeelTracker] = letters[i]; + letterWithTashkeelTracker++; + foreach (var hLocation in tashkeelLocation) + if (hLocation.position == letterWithTashkeelTracker) + { + lettersWithTashkeel[letterWithTashkeelTracker] = hLocation.tashkeel; + letterWithTashkeelTracker++; + } + } + + return lettersWithTashkeel; + } + + /// + /// Converts a string to a form in which the sting will be displayed correctly for arabic text. + /// + /// String to be converted. Example: "Aaa" + /// Converted string. Example: "aa aaa A" without the spaces. + internal static string FixLine(string str) + { + var test = ""; + + List tashkeelLocation; + + var originString = RemoveTashkeel(str, out tashkeelLocation); + + var lettersOrigin = originString.ToCharArray(); + var lettersFinal = originString.ToCharArray(); + + + for (var i = 0; i < lettersOrigin.Length; i++) + lettersOrigin[i] = (char) ArabicTable.ArabicMapper.Convert(lettersOrigin[i]); + + for (var i = 0; i < lettersOrigin.Length; i++) + { + var skip = false; + + + //lettersOrigin[i] = (char)ArabicTable.ArabicMapper.Convert(lettersOrigin[i]); + + + // For special Lam Letter connections. + if (lettersOrigin[i] == (char) IsolatedArabicLetters.Lam) + if (i < lettersOrigin.Length - 1) + { + //lettersOrigin[i + 1] = (char)ArabicTable.ArabicMapper.Convert(lettersOrigin[i + 1]); + if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.AlefMaksoor) + { + lettersOrigin[i] = (char) 0xFEF7; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + else if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.Alef) + { + lettersOrigin[i] = (char) 0xFEF9; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + else if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.AlefHamza) + { + lettersOrigin[i] = (char) 0xFEF5; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + else if (lettersOrigin[i + 1] == (char) IsolatedArabicLetters.AlefMad) + { + lettersOrigin[i] = (char) 0xFEF3; + lettersFinal[i + 1] = (char) 0xFFFF; + skip = true; + } + } + + + if (!IsIgnoredCharacter(lettersOrigin[i])) + { + if (IsMiddleLetter(lettersOrigin, i)) + lettersFinal[i] = (char) (lettersOrigin[i] + 3); + else if (IsFinishingLetter(lettersOrigin, i)) + lettersFinal[i] = (char) (lettersOrigin[i] + 1); + else if (IsLeadingLetter(lettersOrigin, i)) + lettersFinal[i] = (char) (lettersOrigin[i] + 2); + } + + //string strOut = String.Format(@"\x{0:x4}", (ushort)lettersOrigin[i]); + //UnityEngine.Debug.Log(strOut); + + //strOut = String.Format(@"\x{0:x4}", (ushort)lettersFinal[i]); + //UnityEngine.Debug.Log(strOut); + + test += Convert.ToString(lettersOrigin[i], 16) + " "; + if (skip) + i++; + + + //chaning numbers to hindu + if (useHinduNumbers) + { + if (lettersOrigin[i] == (char) 0x0030) + lettersFinal[i] = (char) 0x0660; + else if (lettersOrigin[i] == (char) 0x0031) + lettersFinal[i] = (char) 0x0661; + else if (lettersOrigin[i] == (char) 0x0032) + lettersFinal[i] = (char) 0x0662; + else if (lettersOrigin[i] == (char) 0x0033) + lettersFinal[i] = (char) 0x0663; + else if (lettersOrigin[i] == (char) 0x0034) + lettersFinal[i] = (char) 0x0664; + else if (lettersOrigin[i] == (char) 0x0035) + lettersFinal[i] = (char) 0x0665; + else if (lettersOrigin[i] == (char) 0x0036) + lettersFinal[i] = (char) 0x0666; + else if (lettersOrigin[i] == (char) 0x0037) + lettersFinal[i] = (char) 0x0667; + else if (lettersOrigin[i] == (char) 0x0038) + lettersFinal[i] = (char) 0x0668; + else if (lettersOrigin[i] == (char) 0x0039) + lettersFinal[i] = (char) 0x0669; + } + } + + + //Return the Tashkeel to their places. + if (showTashkeel) + lettersFinal = ReturnTashkeel(lettersFinal, tashkeelLocation); + + + var list = new List(); + + var numberList = new List(); + + for (var i = lettersFinal.Length - 1; i >= 0; i--) + // if (lettersFinal[i] == '(') + // numberList.Add(')'); + // else if (lettersFinal[i] == ')') + // numberList.Add('('); + // else if (lettersFinal[i] == '<') + // numberList.Add('>'); + // else if (lettersFinal[i] == '>') + // numberList.Add('<'); + // else + if (char.IsPunctuation(lettersFinal[i]) && i > 0 && i < lettersFinal.Length - 1 && + (char.IsPunctuation(lettersFinal[i - 1]) || char.IsPunctuation(lettersFinal[i + 1]))) + { + if (lettersFinal[i] == '(') + list.Add(')'); + else if (lettersFinal[i] == ')') + list.Add('('); + else if (lettersFinal[i] == '<') + list.Add('>'); + else if (lettersFinal[i] == '>') + list.Add('<'); + else if (lettersFinal[i] == '[') + list.Add(']'); + else if (lettersFinal[i] == ']') + list.Add('['); + else if (lettersFinal[i] != 0xFFFF) + list.Add(lettersFinal[i]); + } + // For cases where english words and arabic are mixed. This allows for using arabic, english and numbers in one sentence. + else if (lettersFinal[i] == ' ' && i > 0 && i < lettersFinal.Length - 1 && + (char.IsLower(lettersFinal[i - 1]) || char.IsUpper(lettersFinal[i - 1]) || + char.IsNumber(lettersFinal[i - 1])) && + (char.IsLower(lettersFinal[i + 1]) || char.IsUpper(lettersFinal[i + 1]) || + char.IsNumber(lettersFinal[i + 1]))) + + { + numberList.Add(lettersFinal[i]); + } + + else if (char.IsNumber(lettersFinal[i]) || char.IsLower(lettersFinal[i]) || + char.IsUpper(lettersFinal[i]) || char.IsSymbol(lettersFinal[i]) || + char.IsPunctuation(lettersFinal[i])) // || lettersFinal[i] == '^') //) + { + if (lettersFinal[i] == '(') + numberList.Add(')'); + else if (lettersFinal[i] == ')') + numberList.Add('('); + else if (lettersFinal[i] == '<') + numberList.Add('>'); + else if (lettersFinal[i] == '>') + numberList.Add('<'); + else if (lettersFinal[i] == '[') + list.Add(']'); + else if (lettersFinal[i] == ']') + list.Add('['); + else + numberList.Add(lettersFinal[i]); + } + else if ((lettersFinal[i] >= (char) 0xD800 && lettersFinal[i] <= (char) 0xDBFF) || + (lettersFinal[i] >= (char) 0xDC00 && lettersFinal[i] <= (char) 0xDFFF)) + { + numberList.Add(lettersFinal[i]); + } + else + { + if (numberList.Count > 0) + { + for (var j = 0; j < numberList.Count; j++) + list.Add(numberList[numberList.Count - 1 - j]); + numberList.Clear(); + } + + if (lettersFinal[i] != 0xFFFF) + list.Add(lettersFinal[i]); + } + + if (numberList.Count > 0) + { + for (var j = 0; j < numberList.Count; j++) + list.Add(numberList[numberList.Count - 1 - j]); + numberList.Clear(); + } + + // Moving letters from a list to an array. + lettersFinal = new char[list.Count]; + for (var i = 0; i < lettersFinal.Length; i++) + lettersFinal[i] = list[i]; + + + str = new string(lettersFinal); + return str; + } + + /// + /// English letters, numbers and punctuation characters are ignored. This checks if the ch is an ignored character. + /// + /// The character to be checked for skipping + /// True if the character should be ignored, false if it should not be ignored. + internal static bool IsIgnoredCharacter(char ch) + { + var isPunctuation = char.IsPunctuation(ch); + var isNumber = char.IsNumber(ch); + var isLower = char.IsLower(ch); + var isUpper = char.IsUpper(ch); + var isSymbol = char.IsSymbol(ch); + var isPersianCharacter = ch == (char) 0xFB56 || ch == (char) 0xFB7A || ch == (char) 0xFB8A || + ch == (char) 0xFB92 || ch == (char) 0xFB8E; + var isPresentationFormB = ch <= (char) 0xFEFF && ch >= (char) 0xFE70; + var isAcceptableCharacter = isPresentationFormB || isPersianCharacter || ch == (char) 0xFBFC; + + + return isPunctuation || + isNumber || + isLower || + isUpper || + isSymbol || + !isAcceptableCharacter || + ch == 'a' || ch == '>' || ch == '<' || ch == (char) 0x061B; + + // return char.IsPunctuation(ch) || char.IsNumber(ch) || ch == 'a' || ch == '>' || ch == '<' || + // char.IsLower(ch) || char.IsUpper(ch) || ch == (char)0x061B || char.IsSymbol(ch) + // || !(ch <= (char)0xFEFF && ch >= (char)0xFE70) // Presentation Form B + // || ch == (char)0xFB56 || ch == (char)0xFB7A || ch == (char)0xFB8A || ch == (char)0xFB92; // Persian Characters + + // PersianPe = 0xFB56, + // PersianChe = 0xFB7A, + // PersianZe = 0xFB8A, + // PersianGaf = 0xFB92 + //lettersOrigin[i] <= (char)0xFEFF && lettersOrigin[i] >= (char)0xFE70 + } + + /// + /// Checks if the letter at index value is a leading character in Arabic or not. + /// + /// The whole word that contains the character to be checked + /// The index of the character to be checked + /// True if the character at index is a leading character, else, returns false + internal static bool IsLeadingLetter(char[] letters, int index) + { + var lettersThatCannotBeBeforeALeadingLetter = index == 0 + || letters[index - 1] == ' ' + || letters[index - 1] == '*' // ??? Remove? + || letters[index - 1] == 'A' // ??? Remove? + || char.IsPunctuation(letters[index - 1]) + || letters[index - 1] == '>' + || letters[index - 1] == '<' + || letters[index - 1] == (int) IsolatedArabicLetters.Alef + || letters[index - 1] == (int) IsolatedArabicLetters.Dal + || letters[index - 1] == (int) IsolatedArabicLetters.Thal + || letters[index - 1] == (int) IsolatedArabicLetters.Ra2 + || letters[index - 1] == (int) IsolatedArabicLetters.Zeen + || letters[index - 1] == (int) IsolatedArabicLetters.PersianZe + //|| letters[index - 1] == (int)IsolatedArabicLetters.AlefMaksora + || letters[index - 1] == (int) IsolatedArabicLetters.Waw + || letters[index - 1] == (int) IsolatedArabicLetters.AlefMad + || letters[index - 1] == (int) IsolatedArabicLetters.AlefHamza + || letters[index - 1] == (int) IsolatedArabicLetters.Hamza + || letters[index - 1] == (int) IsolatedArabicLetters.AlefMaksoor + || letters[index - 1] == (int) IsolatedArabicLetters.WawHamza; + + var lettersThatCannotBeALeadingLetter = letters[index] != ' ' + && letters[index] != (int) IsolatedArabicLetters.Dal + && letters[index] != (int) IsolatedArabicLetters.Thal + && letters[index] != (int) IsolatedArabicLetters.Ra2 + && letters[index] != (int) IsolatedArabicLetters.Zeen + && letters[index] != (int) IsolatedArabicLetters.PersianZe + && letters[index] != (int) IsolatedArabicLetters.Alef + && letters[index] != (int) IsolatedArabicLetters.AlefHamza + && letters[index] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index] != (int) IsolatedArabicLetters.AlefMad + && letters[index] != (int) IsolatedArabicLetters.WawHamza + && letters[index] != (int) IsolatedArabicLetters.Waw + && letters[index] != (int) IsolatedArabicLetters.Hamza; + + var lettersThatCannotBeAfterLeadingLetter = index < letters.Length - 1 + && letters[index + 1] != ' ' + && !char.IsPunctuation(letters[index + 1]) + && !char.IsNumber(letters[index + 1]) + && !char.IsSymbol(letters[index + 1]) + && !char.IsLower(letters[index + 1]) + && !char.IsUpper(letters[index + 1]) + && letters[index + 1] != (int) IsolatedArabicLetters.Hamza; + + if (lettersThatCannotBeBeforeALeadingLetter && lettersThatCannotBeALeadingLetter && + lettersThatCannotBeAfterLeadingLetter) + +// if ((index == 0 || letters[index - 1] == ' ' || letters[index - 1] == '*' || letters[index - 1] == 'A' || char.IsPunctuation(letters[index - 1]) +// || letters[index - 1] == '>' || letters[index - 1] == '<' +// || letters[index - 1] == (int)IsolatedArabicLetters.Alef +// || letters[index - 1] == (int)IsolatedArabicLetters.Dal || letters[index - 1] == (int)IsolatedArabicLetters.Thal +// || letters[index - 1] == (int)IsolatedArabicLetters.Ra2 +// || letters[index - 1] == (int)IsolatedArabicLetters.Zeen || letters[index - 1] == (int)IsolatedArabicLetters.PersianZe +// || letters[index - 1] == (int)IsolatedArabicLetters.AlefMaksora || letters[index - 1] == (int)IsolatedArabicLetters.Waw +// || letters[index - 1] == (int)IsolatedArabicLetters.AlefMad || letters[index - 1] == (int)IsolatedArabicLetters.AlefHamza +// || letters[index - 1] == (int)IsolatedArabicLetters.AlefMaksoor || letters[index - 1] == (int)IsolatedArabicLetters.WawHamza) +// && letters[index] != ' ' && letters[index] != (int)IsolatedArabicLetters.Dal +// && letters[index] != (int)IsolatedArabicLetters.Thal +// && letters[index] != (int)IsolatedArabicLetters.Ra2 +// && letters[index] != (int)IsolatedArabicLetters.Zeen && letters[index] != (int)IsolatedArabicLetters.PersianZe +// && letters[index] != (int)IsolatedArabicLetters.Alef && letters[index] != (int)IsolatedArabicLetters.AlefHamza +// && letters[index] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index] != (int)IsolatedArabicLetters.AlefMad +// && letters[index] != (int)IsolatedArabicLetters.WawHamza +// && letters[index] != (int)IsolatedArabicLetters.Waw +// && letters[index] != (int)IsolatedArabicLetters.Hamza +// && index < letters.Length - 1 && letters[index + 1] != ' ' && !char.IsPunctuation(letters[index + 1] ) && !char.IsNumber(letters[index + 1]) +// && letters[index + 1] != (int)IsolatedArabicLetters.Hamza ) + return true; + return false; + } + + /// + /// Checks if the letter at index value is a finishing character in Arabic or not. + /// + /// The whole word that contains the character to be checked + /// The index of the character to be checked + /// True if the character at index is a finishing character, else, returns false + internal static bool IsFinishingLetter(char[] letters, int index) + { + var indexZero = index != 0; + var lettersThatCannotBeBeforeAFinishingLetter = index == 0 + ? false + : letters[index - 1] != ' ' +// && char.IsDigit(letters[index-1]) +// && char.IsLower(letters[index-1]) +// && char.IsUpper(letters[index-1]) +// && char.IsNumber(letters[index-1]) +// && char.IsWhiteSpace(letters[index-1]) +// && char.IsPunctuation(letters[index-1]) +// && char.IsSymbol(letters[index-1]) + && letters[index - 1] != (int) IsolatedArabicLetters.Dal + && letters[index - 1] != (int) IsolatedArabicLetters.Thal + && letters[index - 1] != (int) IsolatedArabicLetters.Ra2 + && letters[index - 1] != (int) IsolatedArabicLetters.Zeen + && letters[index - 1] != (int) IsolatedArabicLetters.PersianZe + //&& letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora + && letters[index - 1] != (int) IsolatedArabicLetters.Waw + && letters[index - 1] != (int) IsolatedArabicLetters.Alef + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMad + && letters[index - 1] != (int) IsolatedArabicLetters.AlefHamza + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index - 1] != (int) IsolatedArabicLetters.WawHamza + && letters[index - 1] != (int) IsolatedArabicLetters.Hamza + && !char.IsPunctuation(letters[index - 1]) + && letters[index - 1] != '>' + && letters[index - 1] != '<'; + + + var lettersThatCannotBeFinishingLetters = + letters[index] != ' ' && letters[index] != (int) IsolatedArabicLetters.Hamza; + + + if (lettersThatCannotBeBeforeAFinishingLetter && lettersThatCannotBeFinishingLetters) + +// if (index != 0 && letters[index - 1] != ' ' && letters[index - 1] != '*' && letters[index - 1] != 'A' +// && letters[index - 1] != (int)IsolatedArabicLetters.Dal && letters[index - 1] != (int)IsolatedArabicLetters.Thal +// && letters[index - 1] != (int)IsolatedArabicLetters.Ra2 +// && letters[index - 1] != (int)IsolatedArabicLetters.Zeen && letters[index - 1] != (int)IsolatedArabicLetters.PersianZe +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora && letters[index - 1] != (int)IsolatedArabicLetters.Waw +// && letters[index - 1] != (int)IsolatedArabicLetters.Alef && letters[index - 1] != (int)IsolatedArabicLetters.AlefMad +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefHamza && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index - 1] != (int)IsolatedArabicLetters.WawHamza && letters[index - 1] != (int)IsolatedArabicLetters.Hamza +// && !char.IsPunctuation(letters[index - 1]) && letters[index - 1] != '>' && letters[index - 1] != '<' +// && letters[index] != ' ' && index < letters.Length +// && letters[index] != (int)IsolatedArabicLetters.Hamza) + //try + //{ + // if (char.IsPunctuation(letters[index + 1])) + // return true; + // else + // return false; + //} + //catch (Exception e) + //{ + // return false; + //} + + return true; + //return true; + return false; + } + + /// + /// Checks if the letter at index value is a middle character in Arabic or not. + /// + /// The whole word that contains the character to be checked + /// The index of the character to be checked + /// True if the character at index is a middle character, else, returns false + internal static bool IsMiddleLetter(char[] letters, int index) + { + var lettersThatCannotBeMiddleLetters = index == 0 + ? false + : letters[index] != (int) IsolatedArabicLetters.Alef + && letters[index] != (int) IsolatedArabicLetters.Dal + && letters[index] != (int) IsolatedArabicLetters.Thal + && letters[index] != (int) IsolatedArabicLetters.Ra2 + && letters[index] != (int) IsolatedArabicLetters.Zeen + && letters[index] != (int) IsolatedArabicLetters.PersianZe + //&& letters[index] != (int)IsolatedArabicLetters.AlefMaksora + && letters[index] != (int) IsolatedArabicLetters.Waw + && letters[index] != (int) IsolatedArabicLetters.AlefMad + && letters[index] != (int) IsolatedArabicLetters.AlefHamza + && letters[index] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index] != (int) IsolatedArabicLetters.WawHamza + && letters[index] != (int) IsolatedArabicLetters.Hamza; + + var lettersThatCannotBeBeforeMiddleCharacters = index == 0 + ? false + : letters[index - 1] != (int) IsolatedArabicLetters.Alef + && letters[index - 1] != (int) IsolatedArabicLetters.Dal + && letters[index - 1] != (int) IsolatedArabicLetters.Thal + && letters[index - 1] != (int) IsolatedArabicLetters.Ra2 + && letters[index - 1] != (int) IsolatedArabicLetters.Zeen + && letters[index - 1] != (int) IsolatedArabicLetters.PersianZe + //&& letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora + && letters[index - 1] != (int) IsolatedArabicLetters.Waw + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMad + && letters[index - 1] != (int) IsolatedArabicLetters.AlefHamza + && letters[index - 1] != (int) IsolatedArabicLetters.AlefMaksoor + && letters[index - 1] != (int) IsolatedArabicLetters.WawHamza + && letters[index - 1] != (int) IsolatedArabicLetters.Hamza + && !char.IsPunctuation(letters[index - 1]) + && letters[index - 1] != '>' + && letters[index - 1] != '<' + && letters[index - 1] != ' ' + && letters[index - 1] != '*'; + + var lettersThatCannotBeAfterMiddleCharacters = index >= letters.Length - 1 + ? false + : letters[index + 1] != ' ' + && letters[index + 1] != '\r' + && letters[index + 1] != (int) IsolatedArabicLetters.Hamza + && !char.IsNumber(letters[index + 1]) + && !char.IsSymbol(letters[index + 1]) + && !char.IsPunctuation(letters[index + 1]); + if (lettersThatCannotBeAfterMiddleCharacters && lettersThatCannotBeBeforeMiddleCharacters && + lettersThatCannotBeMiddleLetters) + +// if (index != 0 && letters[index] != ' ' +// && letters[index] != (int)IsolatedArabicLetters.Alef && letters[index] != (int)IsolatedArabicLetters.Dal +// && letters[index] != (int)IsolatedArabicLetters.Thal && letters[index] != (int)IsolatedArabicLetters.Ra2 +// && letters[index] != (int)IsolatedArabicLetters.Zeen && letters[index] != (int)IsolatedArabicLetters.PersianZe +// && letters[index] != (int)IsolatedArabicLetters.AlefMaksora +// && letters[index] != (int)IsolatedArabicLetters.Waw && letters[index] != (int)IsolatedArabicLetters.AlefMad +// && letters[index] != (int)IsolatedArabicLetters.AlefHamza && letters[index] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index] != (int)IsolatedArabicLetters.WawHamza && letters[index] != (int)IsolatedArabicLetters.Hamza +// && letters[index - 1] != (int)IsolatedArabicLetters.Alef && letters[index - 1] != (int)IsolatedArabicLetters.Dal +// && letters[index - 1] != (int)IsolatedArabicLetters.Thal && letters[index - 1] != (int)IsolatedArabicLetters.Ra2 +// && letters[index - 1] != (int)IsolatedArabicLetters.Zeen && letters[index - 1] != (int)IsolatedArabicLetters.PersianZe +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksora +// && letters[index - 1] != (int)IsolatedArabicLetters.Waw && letters[index - 1] != (int)IsolatedArabicLetters.AlefMad +// && letters[index - 1] != (int)IsolatedArabicLetters.AlefHamza && letters[index - 1] != (int)IsolatedArabicLetters.AlefMaksoor +// && letters[index - 1] != (int)IsolatedArabicLetters.WawHamza && letters[index - 1] != (int)IsolatedArabicLetters.Hamza +// && letters[index - 1] != '>' && letters[index - 1] != '<' +// && letters[index - 1] != ' ' && letters[index - 1] != '*' && !char.IsPunctuation(letters[index - 1]) +// && index < letters.Length - 1 && letters[index + 1] != ' ' && letters[index + 1] != '\r' && letters[index + 1] != 'A' +// && letters[index + 1] != '>' && letters[index + 1] != '>' && letters[index + 1] != (int)IsolatedArabicLetters.Hamza +// ) + try + { + if (char.IsPunctuation(letters[index + 1])) + return false; + return true; + } + catch + { + return false; + } + //return true; + + return false; + } +} \ No newline at end of file diff --git a/Assets/ArabicSupport/Scripts/Editor/ArabicSupportTool.cs b/Assets/ArabicSupport/Scripts/Editor/ArabicSupportTool.cs new file mode 100644 index 0000000..4d29401 --- /dev/null +++ b/Assets/ArabicSupport/Scripts/Editor/ArabicSupportTool.cs @@ -0,0 +1,50 @@ +๏ปฟusing ArabicSupport; +using UnityEditor; +using UnityEngine; + +public class ArabicSupportTool : EditorWindow +{ + string rawText; + string fixedText; + + bool showTashkeel = true; + bool useHinduNumbers = true; + + // Add menu item named "Arabic Support Tool" to the Tools menu + [MenuItem("Tools/Arabic Support Tool")] + public static void ShowWindow() + { + //Show existing window instance. If one doesn't exist, make one. + EditorWindow.GetWindow(typeof(ArabicSupportTool)); + } + + void OnGUI() + { + if (string.IsNullOrEmpty(rawText)) + { + fixedText = ""; + } + else + { + fixedText = ArabicFixer.Fix(rawText, showTashkeel, useHinduNumbers); + } + + GUILayout.Label("Options:", EditorStyles.boldLabel); + showTashkeel = EditorGUILayout.Toggle("Use Tashkeel", showTashkeel); + useHinduNumbers = EditorGUILayout.Toggle("Use Hindu Numbers", useHinduNumbers); + + GUILayout.Label("Input (Not Fixed)", EditorStyles.boldLabel); + rawText = EditorGUILayout.TextArea(rawText); + + GUILayout.Label("Output (Fixed)", EditorStyles.boldLabel); + fixedText = EditorGUILayout.TextArea(fixedText); + if (GUILayout.Button("Copy")) { + var tempTextEditor = new TextEditor(); + tempTextEditor.text = fixedText; + tempTextEditor.SelectAll(); + tempTextEditor.Copy(); + } + + } + +} \ No newline at end of file diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.IOSResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.IOSResolver.dll new file mode 100755 index 0000000..214390d Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.IOSResolver.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.IOSResolver.dll.mdb b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.IOSResolver.dll.mdb new file mode 100755 index 0000000..3b1af32 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.IOSResolver.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.JarResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.JarResolver.dll new file mode 100755 index 0000000..4761399 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.JarResolver.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.JarResolver.dll.mdb b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.JarResolver.dll.mdb new file mode 100755 index 0000000..40fa73e Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.JarResolver.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.PackageManagerResolver.dll b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.PackageManagerResolver.dll new file mode 100755 index 0000000..b23356b Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.PackageManagerResolver.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.PackageManagerResolver.dll.mdb b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.PackageManagerResolver.dll.mdb new file mode 100755 index 0000000..eba1506 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.PackageManagerResolver.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.VersionHandlerImpl.dll b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.VersionHandlerImpl.dll new file mode 100755 index 0000000..215b999 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.VersionHandlerImpl.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/1.2.169/Google.VersionHandlerImpl.dll.mdb b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.VersionHandlerImpl.dll.mdb new file mode 100755 index 0000000..266cfec Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/1.2.169/Google.VersionHandlerImpl.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/CHANGELOG.md b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md new file mode 100755 index 0000000..79d7b94 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/CHANGELOG.md @@ -0,0 +1,1338 @@ +# Version 1.2.169 - Jan 20, 2021 +* General - Fixes #425 - Change to save `GvhProjectSettings.xml` without + Unicode byte order mark (BoM). +* Android Resolver - Remove reference to `jcenter()` +* iOS Resolver - Force setting `LANG` when executing Cocoapods in shell mode on + Mac. + +# Version 1.2.168 - Dec 9, 2021 +* All - Fixes #472 by removing the use of `System.Diagnostics.Debug.Assert` +* All - Fixed #477 by properly enabling EDM4U libraries for Unity 2021.2+ when + the package is installed through `.tgz` + +# Version 1.2.167 - Oct 6, 2021 +* All - Moved versioned `.dll` in EDM4U to a versioned folder and remove their + version postfix in their filename. For instance, `IOSResolver.dll` will be + placed at `ExternalDependencyManager/Editor/1.2.167/Google.IOSResolver.dll`. +* Android Resolver - Fixed #243 by only using the highest version in + `mainTemplate.gradle` when duplicated dependencies are presented. +* Android Resolver - Added supports to x86_64 to ABI list for Android apps on + Chrome OS. + +# Version 1.2.166 - Jun 30, 2021 +* All - Fixed #440 and fixed #447 by specifying the parameter type while calling + `GetApplicationIdentifier()` Unity API using reflection, due to a new + overloaded method introduced in Unity 2021.2. +* Android Resolver - Fixed #442 by patching `Dependency.IsGreater()` when the + version strings end '+'. + +# Version 1.2.165 - Apr 28, 2021 +## Bug Fixes +* Version Handler - Fixed #431 by replacing the use of `HttpUtility.UrlEncode()` + which causes NullReferenceException in certain version of Unity. +* Android Resolver - Check that androidSdkRootPath directory exists before using + as sdkPath. +* Android Resolver - Fixed Android Resolver integration tests with Unity + 2019.3+. + +# Version 1.2.164 - Feb 4, 2021 +## New Features +* Android Resolver - Added support for Android packages with classifier in their + namespaces. +* iOS Resolver - Added new settings in iOS Resolver to configure generated + Podfile. +* iOS Resolver - Added a new attribute `addToAllTargets` in Dependencies.xml. + +## Bug Fixes +* iOS Resolver - Fixed XML parsing for `bitcodeEnabled` attribute in + Dependencies.xml. + +# Version 1.2.163 - Dec 15, 2020 +## Bug Fixes +* Version Handler - Fixed measurement reporting + +# Version 1.2.162 - Nov 19, 2020 +## Bug Fixes +* Version Handler - Improved #413 by preventing Version Handler from running + from static constructor when it is disabled. +* Package Manager Resolver - Remove GPR + +# Version 1.2.161 - Oct 12, 2020 +## Bug Fixes +* Android Resolver - Fixed the issue that Android Resolver does not resolve + again before build in Unity 2020 if it failed to resolve previously. + +# Version 1.2.160 - Sep 30, 2020 +## Bug Fixes +* Android Resolver - Fixed a regression that gradleResolver can be null until + Initialize() is called. +* Android Resolver - Fixed a regression that Android Resolver failed in Unity + 2019.3+ due to `gradleTemplate.properties` not enabled when + `mainTemplate.gradle` is not enabled at all. + +# Version 1.2.159 - Sep 11, 2020 +## Bug Fixes +* Android Resolver - Fixed #322 where the Unity editor will lose its target SDK + setting between Unity restarts if `>28` is selected in 2019. This is due to + Unity AndroidSdkVersions enum does not contain values above 28. +* Android Resolver - Fixed #360 where building Android app with Untiy 2019.3+ + may fail due to Jetifier and AndroidX not enabled properly in generated + Gradle project. This fix requires the user to enable + `Custom Gradle Properties Template` found under + `Player Settings > Settings for Android > Publishing Settings`. + +# Version 1.2.158 - Sep 3, 2020 +## Bug Fixes +* Version Handler: Fixed editor freeze when `-executeMethod` is used in + non-batch mode. +* Android Resolver: Normalized file paths when generating local Maven repo + since the path may contains a mix of forward and backward slash on Windows. +* Export Unity Package: Fixed generation of .unitypackage with tarfile on + Windows. + +# Version 1.2.157 - Aug 6, 2020 +## Bug Fixes +* Android Resolver: Delay initialization until active build target is Android + and the editor is not in play mode. +* iOS Resolver: Delay initialization until active build target is iOS + and the editor is not in play mode. +* Export Unity Package: Workaround directory creation racy if multiple export + operations are spawned at the same time. + +# Version 1.2.156 - June 10, 2020 +## Bug Fixes +* Android Resolver: Fixed that the generated local repo assets contains + redundent labels which are causing Version Handler to failed while + uninstalling packages. +* Android Resolver: Fixed that the repo url injected into mainTemplate.gradle + is incorrect when Unity is configured to export gradle project. +* Android Resolver: Limited to only create local Maven repo when the source + repo contains ".srcaar" file. + +## Changes +* All: Described EDM4U analytics data usage in readme. + +# Version 1.2.155 - May 14, 2020 +## Bug Fixes +* All: Fixed compiler error when build with Unity 5.4 or below due to the + usage of Rect.zero. +* All: Ignore cases when checking command line arguments. + +# Version 1.2.154 - May 14, 2020 +## Bug Fixes +* All: Make each MultiSelectWindow for different purposes to have its own + unique window. + +## Changes +* All: Replace all dialog with DialogWindow which is implemented from + EditorWindow. +* Package Manager Resolver: Clarify how manifest.json will be changed in Package + Manager Resolver window. + +# Version 1.2.153 - Apr 24, 2020 +## Bug Fixes +* Android Resolver: Fixed an exception when repainting the Android resolution + window in Unity 2019.3.x. + +# Version 1.2.152 - Apr 17, 2020 +## Bug Fixes +* Version Handler: Fixed exception when waiting for enabled editor DLLs to + load. +* Android Resolver: Fixed regression when using a Custom Gradle Template + on Windows. + +# Version 1.2.151 - Apr 16, 2020 +## Bug Fixes +* Version Handler: When waiting for newly enabled editor DLLs to load, ignore + all DLLs that do not have a file-system location. +* Android Resolver: Fixed resolution when using a Custom Gradle Template with + libraries stored in a local maven repository distributed with a plugin + installed with the Unity Package Manager. + +# Version 1.2.150 - Apr 9, 2020 +## Bug Fixes +* All: The new packaging script when run on MacOS was generating a + .unitypackage archive that could not be read by Unity on Windows. + This release simply repackages the plugin with tar/gzip to fix the problem. + +# Version 1.2.149 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed spurious error message when resuming + migration after installing a UPM package. + +# Version 1.2.148 - Apr 8, 2020 +## Bug Fixes +* Package Manager Resolver: Fixed an exception when resuming migration + after installing a UPM package. + +# Version 1.2.147 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed alias traversal bug which caused problems when + migrating from installed .unitypackage files to UPM packages. + +# Version 1.2.146 - Apr 8, 2020 +## Bug Fixes +* Version Handler: Fixed exception in manifest parsing when a manifest is + detected with no aliases. + +# Version 1.2.145 - Apr 2, 2020 +## New Features +* Package Manager Resolver: Added a method to migrate Version Handler + managed packages installed via `.unitypackage` to Unity Package Manager + packages. This is initially used to migrate the External Dependency Manager + to UPM. + +## Changes +* All: Verbose logging is now no longer automatically enabled in batch mode + across all components. Instead logging can be configured using each + component's verbose logging setting or by using the `-gvh_log_debug` command + line flag when starting Unity. +* Version Handler: Sped up version handler updates when the app domain isn't + reloaded. + +## Bug Fixes +* Version Handler: Fixed the display of the obsolete files clean up dialog + when the asset database refreshes. +* Version Handler: Improved reliability of callback from + the VersionHandler.UpdateCompleteMethods event when an asset database + refresh occurs. +* Version Handler: Fixed duplicate exportPath labels when 'Assets/' is the + root of paths assigned to files. +* Version Handler: Handle empty lines in manifest files. + +# Version 1.2.144 - Mar 23, 2020 +## Changed +* iOS Resolver: Removed the ability to configure the Xcode target a Cocoapod + is added to. + +## Bug Fixes +* iOS Resolver: Reverted support for adding Cocoapods to multiple targets as + it caused a regression (exception thrown during post-build step) in some + versions of Unity. + +# Version 1.2.143 - Mar 20, 2020 +## Bug Fixes +* Android Resolver: Fixed caching of resolution state which was causing + the resolver to always run when no dependencies had changed. + +# Version 1.2.142 - Mar 19, 2020 +## Changes +* Package Manager Resolver: Enabled auto-add by default. + +# Version 1.2.141 - Mar 19, 2020 +## Bug Fixes +* Fixed a bug when retrieving project settings. If a plugin was configured + to fetch project settings, if a setting was fetched (e.g "foo") and this + setting existed in the system settings but not the project settings the + system value would override the default value leading to unexpected + behavior. +* Fixed a warning when caching web request classes in Unity 5.6. + +# Version 1.2.140 - Mar 19, 2020 +## Bug Fixes +* Fixed measurement reporting in Unity 5.x. +* Version Handler: Fixed NullReferenceException when an asset doesn't have + an AssetImporter. + +# Version 1.2.139 - Mar 18, 2020 +## Changed +* Added documentation to the built plugin. + +# Version 1.2.138 - Mar 17, 2020 +## New Features +* Package Manager Resolver: Added the Package Manager Resolver + component that allows developers to easily boostrap Unity Package Manager + (UPM) registry addition using unitypackage plugins. +* Version Handler: Added a window that allows plugins to managed by the + Version Handler to be uninstalled. +* Version Handler: Added support for displaying installed plugins. +* Version Handler: Added support for moving files in plugins to their install + locations (if the plugin has been configured to support this). +* iOS Resolver: Added the ability to configure the Xcode target a Cocoapod is + added to. + +## Bug Fixes +* Fixed upgrade from version 1.2.137 and below after the plugin rename to + EDM4U broke the upgrade process. +* Android Resolver: Worked around PlayerSettings.Android.targetSdkVersion + returning empty names for some values in 2019.x. +* Version Handler: Fixed the display of the obsolete files clean up window. +* Version Handler: Fixed managed file check when assets are modified in the + project after plugin import. + +# Version 1.2.137 - Mar 6, 2020 +## Changed +* Renamed package to External Package Manager for Unity (EDM4U). + We changed this to reflect what this plugin is doing today which is far more + than the original scope which just consisted of importing jar files from the + Android SDK maven repository. + Scripts that used to pull `play-services-resolver*.unitypackage` will now have + to request `external-dependency-manager*.unitypackage` instead. + We'll still be shipping a `play-services-resolver*_manifest.txt` file to + handle upgrading from older versions of the plugin. + +## New Features +* All Components: Added reporting of usage so that we can remotely detect + errors and target improvements. +* Android Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. +* iOS Resolver: Added support for *Dependencies.xml files in Unity Package + Manager packages. + +## Bug Fixes +* Version Handler: Disabled attempts to disable asset metadata modification + when assets are in a Unity Package Manager managed package. + +# Version 1.2.136 - Feb 19, 2019 +## Bug Fixes +* Android Resolver: Fixed OpenJDK path discovery in Unity 2019.3.1. + +# Version 1.2.135 - Dec 5, 2019 +## Bug Fixes +* All Components: Fixed stack overflow when loading project settings. + +# Version 1.2.134 - Dec 4, 2019 +## Bug Fixes +* All Components: Fixed an issue which caused project settings to be cleared + when running in batch mode. + +# Version 1.2.133 - Nov 18, 2019 +## Bug Fixes +* All Components: Failure to save project settings will now report an error + to the log rather than throwing an exception. + +# Version 1.2.132 - Nov 11, 2019 +## Bug Fixes +* Android Resolver: Worked around expansion of DIR_UNITYPROJECT on Windows + breaking Gradle builds when used as part of a file URI. +* Android Resolver: mainTemplate.gradle is only written if it needs to be + modified. + +# Version 1.2.131 - Oct 29, 2019 +## Bug Fixes +* Version Handler: Improved execution of events on the main thread in batch + mode. +* Version Handler: Improved log level configuration at startup. +* Version Handler: Improved performance of class lookup in deferred method + calls. +* Version Handler: Fixed rename to enable / disable for editor assets. +* iOS Resolver: Improved log level configuration at startup. +* Android Resolver: Improved local maven repo path reference in + mainTemplate.gradle using DIR_UNITYPROJECT. DIR_UNITYPROJECT by Unity + to point to the local filesystem path of the Unity project when Unity + generates the Gradle project. + +# Version 1.2.130 - Oct 23, 2019 +## New Features +* iOS Resolver: Added support for modifying the Podfile before `pod install` + is executed. + +## Bug Fixes +* Version Handler: Fixed invalid classname error when calling + `VersionHandler.UpdateVersionedAssets()`. + +# Version 1.2.129 - Oct 2, 2019 +## Bug Fixes +* iOS Resolver: Changed Cocoapod integration in Unity 2019.3+ to + only add Pods to the UnityFramework target. + +# Version 1.2.128 - Oct 1, 2019 +## Bug Fixes +* iOS Resolver: Fixed Cocoapod project integration mode with Unity + 2019.3+. + +# Version 1.2.127 - Sep 30, 2019 +## Changes +* Android Resolver: All Android Resolver settings File paths are now + serialized with POSIX directory separators. + +# Version 1.2.126 - Sep 27, 2019 +## Changes +* Android Resolver: File paths are now serialized with POSIX directory + separators. +## Bug Fixes +* Android Resolver: Fixed resolution when the parent directory of a Unity + project contains a Gradle project (i.e `settings.gradle` file). + +# Version 1.2.125 - Sep 23, 2019 +## Bug Fixes +* All components: Silenced a warning about not being able to set the console + encoding to UTF8. +* Android Resolver: Worked around broken AndroidSDKTools class in some + versions of Unity. +* iOS Resolver: Fixed iOS target SDK version check +* Version Handler: Changed clean up obsolete files window so that it doesn't + exceed the screen size. + +# Version 1.2.124 - Jul 28, 2019 +## Bug Fixes +* All components: Fixed regression with source control integration when using + Unity 2019.1+. + +# Version 1.2.123 - Jul 23, 2019 +## New Features +* All components: Source control integration for project settings. +## Changes +* Android Resolver: Removed AAR cache as it now makes little difference to + incremental resolution performance. +* Android Resolver: Improved embedded resource management so that embedded + resources should upgrade when the plugin is updated without restarting + the Unity editor. +## Bug Fixes +* Version Handler: Fixed InvokeMethod() and InvokeStaticMethod() when calling + methods that have interface typed arguments. + +# Version 1.2.122 - Jul 2, 2019 +## Bug Fixes +* iOS Resolver: Worked around Unity not loading the iOS Resolver DLL as it + referenced the Xcode extension in a public interface. The iOS Resolver + DLL still references the Xcode extension internally and just handles + missing type exceptions dynamically. + +# Version 1.2.121 - Jun 27, 2019 +## Bug Fixes +* Android Resolver: Fixed warning about missing Packages folder when loading + XML dependencies files in versions of Unity without the package manager. +* Android Resolver: Fixed resolution window progress bar exceeding 100%. +* Android Resolver: If AndroidX is detected in the set of resolved libraries, + the user will be prompted to enable the Jetifier. +* Android Resolver: Improved text splitting in text area windows. +* iOS Resolver: Added support for Unity's breaking changes to the Xcode API + in 2019.3.+. Cocoapods are now added to build targets, Unity-iPhone and + UnityFramework in Unity 2019.3+. + +# Version 1.2.120 - Jun 26, 2019 +## New Features +* Android Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +* Android Resolver: Resolution window is now closed if resolution runs as + a pre-build step. +* iOS Resolver: Added support for loading *Dependencies.xml files from + Unity Package Manager packages. +## Bug Fixes +* Android Resolver: Fixed generation of relative repo paths when using + mainTemplate.gradle resolver. +* Android Resolver: Fixed copy of .srcaar to .aar files in repos embedded in a + project when a project path has characters (e.g whitespace) that are escaped + during conversion to URIs. +* Android Resolver: Fixed auto-resolution always running if the Android SDK + is managed by Unity Hub. + +# Version 1.2.119 - Jun 19, 2019 +## Bug Fixes +* Android Resolver: Fixed error reported when using Jetifier integration + in Unity 2018+ if the target SDK is set to "highest installed". + +# Version 1.2.118 - Jun 18, 2019 +## New Features +* Android Resolver: Added initial + [Jetifier](https://developer.android.com/studio/command-line/jetifier) + integration which simplifies + [migration](ttps://developer.android.com/jetpack/androidx/migrate) + to Jetpack ([AndroidX](https://developer.android.com/jetpack/androidx)) + libraries in cases where all dependencies are managed by the Android + Resolver. + This can be enabled via the `Use Jetifier` option in the + `Assets > Play Services Resolver > Android Resolver > Settings` menu. + Caveats: + - If your project contains legacy Android Support Library .jar and .aar + files, these files will need to be removed and replaced with references to + artifacts on Maven via `*Dependencies.xml` files so that the Jetifier + can map them to Jetpack (AndroidX) libraries. + For example, remove the file `support-v4-27.0.2.jar` and replace it with + `` in a + `*Dependencies.xml` file. + - If your project contains .jar or .aar files that use the legacy Android + Support Libraries, these will need to be moved into a local Maven repo + [See this guide](https://maven.apache.org/guides/mini/guide-3rd-party-jars-local.html) + and then these files should be removed from your Unity project and instead + referenced via `*Dependencies.xml` files so that the Jetifier can + patch them to reference the Jetpack lirbaries. + +## Bug Fixes +* Android Resolver: Disabled version locking of com.android.support:multidex + does not use the same versioning scheme as other legacy Android support + libraries. +* Version Handler: Made Google.VersionHandler.dll's asset GUID stable across + releases. This faciliates error-free import into projects where + Google.VersionHandler.dll is moved from the default install location. + +# Version 1.2.117 - Jun 12, 2019 +## Bug Fixes +* Android Resolver: Fix copying of .srcaar to .aar files for + mainTemplate.gradle resolution. PluginImporter configuration was previously + not being applied to .aar files unless the Unity project was saved. + +# Version 1.2.116 - Jun 7, 2019 +## Bug Fixes +* Android Resolver: Fixed resolution of Android dependencies without version + specifiers. +* Android Resolver: Fixed Maven repo not found warning in Android Resolver. +* Android Resolver: Fixed Android Player directory not found exception in + Unity 2019.x when the Android Player isn't installed. + +# Version 1.2.115 - May 28, 2019 +## Bug Fixes +* Android Resolver: Fixed exception due to Unity 2019.3.0a4 removing + x86 from the set of supported ABIs. + +# Version 1.2.114 - May 27, 2019 +## New Features +* Android Resolver: Added support for ABI stripping when using + mainTemplate.gradle. This only works with AARs stored in repos + on the local filesystem. + +# Version 1.2.113 - May 24, 2019 +## New Features +* Android Resolver: If local repos are moved, the plugin will search the + project for matching directories in an attempt to correct the error. +* Version Handler: Files can be now targeted to multiple build targets + using multiple "gvh_" asset labels. +## Bug Fixes +* Android Resolver: "implementation" or "compile" are now added correctly + to mainTemplate.gradle in Unity versions prior to 2019. + +# Version 1.2.112 - May 22, 2019 +## New Features +* Android Resolver: Added option to disable addition of dependencies to + mainTemplate.gradle. + See `Assets > Play Services Resolver > Android Resolver > Settings`. +* Android Resolver: Made paths to local maven repositories in + mainTemplate.gradle relative to the Unity project when a project is not + being exported. +## Bug Fixes +* Android Resolver: Fixed builds with mainTemplate.gradle integration in + Unity 2019. +* Android Resolver: Changed dependency inclusion in mainTemplate.gradle to + use "implementation" or "compile" depending upon the version of Gradle + included with Unity. +* Android Resolver: Gracefully handled exceptions if the console encoding + can't be modified. +* Android Resolver: Now gracefully fails if the AndroidPlayer directory + can't be found. + +# Version 1.2.111 - May 9, 2019 +## Bug Fixes +* Version Handler: Fixed invocation of methods with named arguments. +* Version Handler: Fixed occasional hang when the editor is compiling + while activating plugins. + +# Version 1.2.110 - May 7, 2019 +## Bug Fixes +* Android Resolver: Fixed inclusion of some srcaar artifacts in builds with + Gradle builds when using mainTemplate.gradle. + +# Version 1.2.109 - May 6, 2019 +## New Features: +* Added links to documentation from menu. +* Android Resolver: Added option to auto-resolve Android libraries on build. +* Android Resolver: Added support for packaging specs of Android libraries. +* Android Resolver: Pop up a window when displaying Android dependencies. + +## Bug Fixes +* Android Resolver: Support for Unity 2019 Android SDK and JDK install locations +* Android Resolver: e-enable AAR explosion if internal builds are enabled. +* Android Resolver: Gracefully handle exceptions on file deletion. +* Android Resolver: Fixed Android Resolver log spam on load. +* Android Resolver: Fixed save of Android Resolver PromptBeforeAutoResolution + setting. +* Android Resolver: Fixed AAR processing failure when an AAR without + classes.jar is found. +* Android Resolver: Removed use of EditorUtility.DisplayProgressBar which + was occasionally left displayed when resolution had completed. +* Version Handler: Fixed asset rename to disable when a disabled file exists. + +# Version 1.2.108 - May 3, 2019 +## Bug Fixes: +* Version Handler: Fixed occasional hang on startup. + +# Version 1.2.107 - May 3, 2019 +## New Features: +* Version Handler: Added support for enabling / disabling assets that do not + support the PluginImporter, based upon build target selection. +* Android Resolver: Added support for the global specification of maven repos. +* iOS Resolver: Added support for the global specification of Cocoapod sources. + +# Version 1.2.106 - May 1, 2019 +## New Features +* iOS Resolver: Added support for development pods in Xcode project integration + mode. +* iOS Resolver: Added support for source pods with resources in Xcode project + integration mode. + +# Version 1.2.105 - Apr 30, 2019 +## Bug fixes +* Android Resolver: Fixed reference to Java tool path in logs. +* Android and iOS Resolvers: Changed command line execution to emit a warning + rather than throwing an exception and failing, when it is not possible to + change the console input and output encoding to UTF-8. +* Android Resolver: Added menu option and API to delete resolved libraries. +* Android Resolver: Added menu option and API to log the repos and libraries + currently included in the project. +* Android Resolver: If Plugins/Android/mainTemplate.gradle file is present and + Gradle is selected as the build type, resolution will simply patch the file + with Android dependencies specified by plugins in the project. + +# Version 1.2.104 - Apr 10, 2019 +## Bug Fixes +* Android Resolver: Changed Android ABI selection method from using whitelisted + Unity versions to type availability. This fixes an exception on resolution + in some versions of Unity 2017.4. + +# Version 1.2.103 - Apr 2, 2019 +## Bug Fixes +* Android Resolver: Whitelisted Unity 2017.4 and above with ARM64 support. +* Android Resolver: Fixed Java version check to work with Java SE 12 and above. + +# Version 1.2.102 - Feb 13, 2019 +## Bug Fixes +* Android Resolver: Fixed the text overflow on the Android Resolver + prompt before initial run to fit inside the buttons for + smaller screens. + +# Version 1.2.101 - Feb 12, 2019 +## New Features +* Android Resolver: Prompt the user before the resolver runs for the + first time and allow the user to elect to disable from the prompt. +* Android Resolver: Change popup warning when resolver is disabled + to be a console warning. + +# Version 1.2.100 - Jan 25, 2019 +## Bug Fixes +* Android Resolver: Fixed AAR processing sometimes failing on Windows + due to file permissions. + +# Version 1.2.99 - Jan 23, 2019 +## Bug Fixes +* Android Resolver: Improved performance of project property polling. +* Version Handler: Fixed callback of VersionHandler.UpdateCompleteMethods + when the update process is complete. + +# Version 1.2.98 - Jan 9, 2019 +## New Features +* iOS Resolver: Pod declaration properties can now be set via XML pod + references. For example, this can enable pods for a subset of build + configurations. +## Bug Fixes +* iOS Resolver: Fixed incremental builds after local pods support caused + regression in 1.2.96. + +# Version 1.2.97 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Reduced memory allocation for logic that monitors build + settings when auto-resolution is enabled. If auto-resolution is disabled, + almost all build settings are no longer polled for changes. + +# Version 1.2.96 - Dec 17, 2018 +## Bug Fixes +* Android Resolver: Fixed repacking of AARs to exclude .meta files. +* Android Resolver: Only perform auto-resolution on the first scene while + building. +* Android Resolver: Fixed parsing of version ranges that include whitespace. +* iOS Resolver: Added support for local development pods. +* Version Handler: Fixed Version Handler failing to rename some files. + +# Version 1.2.95 - Oct 23, 2018 +## Bug Fixes: +* Android Resolver: Fixed auto-resolution running in a loop in some scenarios. + +# Version 1.2.94 - Oct 22, 2018 +## Bug Fixes +* iOS Resolver: Added support for PODS_TARGET_SRCROOT in source Cocoapods. + +# Version 1.2.93 - Oct 22, 2018 +## Bug Fixes +* Android Resolver: Fixed removal of Android libraries on auto-resolution when + `*Dependencies.xml` files are deleted. + +# Version 1.2.92 - Oct 2, 2018 +## Bug Fixes +* Android Resolver: Worked around auto-resolution hang on Windows if + resolution starts before compilation is finished. + +# Version 1.2.91 - Sep 27, 2018 +## Bug Fixes +* Android Resolver: Fixed Android Resolution when the selected build target + isn't Android. +* Added C# assembly symbols the plugin to simplify debugging bug reports. + +# Version 1.2.90 - Sep 21, 2018 +## Bug Fixes +* Android Resolver: Fixed transitive dependency selection of version locked + packages. + +# Version 1.2.89 - Aug 31, 2018 +## Bug Fixes +* Fixed FileLoadException in ResolveUnityEditoriOSXcodeExtension an assembly + can't be loaded. + +# Version 1.2.88 - Aug 29, 2018 +## Changed +* Improved reporting of resolution attempts and conflicts found in the Android + Resolver. +## Bug Fixes +* iOS Resolver now correctly handles sample code in CocoaPods. Previously it + would add all sample code to the project when using project level + integration. +* Android Resolver now correctly handles Gradle conflict resolution when the + resolution results in a package that is compatible with all requested + dependencies. + +# Version 1.2.87 - Aug 23, 2018 +## Bug Fixes +* Fixed Android Resolver "Processing AARs" dialog getting stuck in Unity 5.6. + +# Version 1.2.86 - Aug 22, 2018 +## Bug Fixes +* Fixed Android Resolver exception in OnPostProcessScene() when the Android + platform isn't selected. + +# Version 1.2.85 - Aug 17, 2018 +## Changes +* Added support for synchronous resolution in the Android Resolver. + PlayServicesResolver.ResolveSync() now performs resolution synchronously. +* Auto-resolution in the Android Resolver now results in synchronous resolution + of Android dependencies before the Android application build starts via + UnityEditor.Callbacks.PostProcessSceneAttribute. + +# Version 1.2.84 - Aug 16, 2018 +## Bug Fixes +* Fixed Android Resolver crash when the AndroidResolverDependencies.xml + file can't be written. +* Reduced log spam when a conflicting Android library is pinned to a + specific version. + +# Version 1.2.83 - Aug 15, 2018 +## Bug Fixes +* Fixed Android Resolver failures due to an in-accessible AAR / JAR explode + cache file. If the cache can't be read / written the resolver now continues + with reduced performance following recompilation / DLL reloads. +* Fixed incorrect version number in plugin manifest on install. + This was a minor issue since the version handler rewrote the metadata + after installation. + +# Version 1.2.82 - Aug 14, 2018 +## Changed +* Added support for alphanumeric versions in the Android Resolver. + +## Bug Fixes +* Fixed Android Resolver selection of latest duplicated library. +* Fixed Android Resolver conflict resolution when version locked and non-version + locked dependencies are specified. +* Fixed Android Resolver conflict resolution when non-existent artifacts are + referenced. + +# Version 1.2.81 - Aug 9, 2018 +## Bug Fixes +* Fixed editor error that would occur when when + `PlayerSettings.Android.targetArchitectures` was set to + `AndroidArchitecture.All`. + +# Version 1.2.80 - Jul 24, 2018 +## Bug Fixes +* Fixed project level settings incorrectly falling back to system wide settings + when default property values were set. + +# Version 1.2.79 - Jul 23, 2018 +## Bug Fixes +* Fixed AndroidManifest.xml patching on Android Resolver load in Unity 2018.x. + +# Version 1.2.78 - Jul 19, 2018 +## Changed +* Added support for overriding conflicting dependencies. + +# Version 1.2.77 - Jul 19, 2018 +## Changed +* Android Resolver now supports Unity's 2018 ABI filter (i.e arm64-v8a). +* Reduced Android Resolver build option polling frequency. +* Disabled Android Resolver auto-resolution in batch mode. Users now need + to explicitly kick off resolution through the API. +* All Android Resolver and Version Handler dialogs are now disabled in batch + mode. +* Verbose logging for all plugins is now enabled by default in batch mode. +* Version Handler bootstrapper has been improved to no longer call + UpdateComplete multiple times. However, since Unity can still reload the + app domain after plugins have been enabled, users still need to store their + plugin state to persistent storage to handle reloads. + +## Bug Fixes +* Android Resolver no longer incorrectly adds MANIFEST.MF files to AARs. +* Android Resolver auto-resolution jobs are now unscheduled when an explicit + resolve job is started. + +# Version 1.2.76 - Jul 16, 2018 +## Bug Fixes +* Fixed variable replacement in AndroidManifest.xml files in the Android + Resolver. + Version 1.2.75 introduced a regression which caused all variable replacement + to replace the *entire* property value rather than the component of the + property that referenced a variable. For example, + given "applicationId = com.my.app", "${applicationId}.foo" would be + incorrectly expanded as "com.my.app" rather than "com.my.app.foo". This + resulted in numerous issues for Android builds where content provider + initialization would fail and services may not start. + +## Changed +* Gradle prebuild experimental feature has been removed from the Android + Resolver. The feature has been broken for some time and added around 8MB + to the plugin size. +* Added better support for execution of plugin components in batch mode. + In batch mode UnityEditor.update is sometimes never called - like when a + single method is executed - so the new job scheduler will execute all jobs + synchronously from the main thread. + +# Version 1.2.75 - Jun 20, 2018 +## New Features +* Android Resolver now monitors the Android SDK path when + auto-resolution is enabled and triggers resolution when the path is + modified. + +## Changed +* Android auto-resolution is now delayed by 3 seconds when the following build + settings are changed: + - Target ABI. + - Gradle build vs. internal build. + - Project export. +* Added a progress bar display when AARs are being processed during Android + resolution. + +## Bug Fixes +* Fixed incorrect Android package version selection when a mix of + version-locked and non-version-locked packages are specified. +* Fixed non-deterministic Android package version selection to select + the highest version of a specified package rather than the last + package specification passed to the Gradle resolution script. + +# Version 1.2.74 - Jun 19, 2018 +## New Features +* Added workaround for broken AndroidManifest.xml variable replacement in + Unity 2018.x. By default ${applicationId} variables will be replaced by + the bundle ID in the Plugins/Android/AndroidManifest.xml file. The + behavior can be disabled via the Android Resolver settings menu. + +# Version 1.2.73 - May 30, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory on + Windows. + +# Version 1.2.72 - May 23, 2018 +## Bug Fixes +* Fixed spurious warning message about missing Android plugins directory. + +# Version 1.2.71 - May 10, 2018 +## Bug Fixes +* Fixed resolution of Android dependencies when the `Assets/Plugins/Android` + directory is named in a different case e.g `Assets/plugins/Android`. + +# Version 1.2.70 - May 7, 2018 +## Bug Fixes +* Fixed bitcode flag being ignored for iOS pods. + +# Version 1.2.69 - May 7, 2018 +## Bug Fixes +* Fixed escaping of local repository paths in Android Resolver. + +# Version 1.2.68 - May 3, 2018 +## Changes +* Added support for granular builds of Google Play Services. + +# Version 1.2.67 - May 1, 2018 +## Changes +* Improved support for iOS source-only pods in Unity 5.5 and below. + +# Version 1.2.66 - April 27, 2018 +## Bug Fixes +* Fixed Version Handler renaming of Linux libraries with hyphens in filenames. + Previously, libraries named Foo-1.2.3.so were not being renamed to + libFoo-1.2.3.so on Linux which could break native library loading on some + versions of Unity. + +# Version 1.2.65 - April 26, 2018 +## Bug Fixes +* Fix CocoaPods casing in logs and comments. + +# Version 1.2.64 - Mar 16, 2018 +## Bug Fixes +* Fixed bug in download_artifacts.gradle (used by Android Resolver) which + reported a failure if required artifacts already exist. + +# Version 1.2.63 - Mar 15, 2018 +## Bug Fixes +* Fixed iOS Resolver include search paths taking precedence over system headers + when using project level resolution. +* Fixed iOS Resolver includes relative to library root, when using project level + resolution. + +# Version 1.2.62 - Mar 12, 2018 +## Changes +* Improved error reporting when a file can't be moved to trash by the + Version Handler. +## Bug Fixes +* Fixed Android Resolver throwing NullReferenceException when the Android SDK + path isn't set. +* Fixed Version Handler renaming files with underscores if the + "Rename to Canonical Filenames" setting is enabled. + +# Version 1.2.61 - Jan 22, 2018 +## Bug Fixes +* Fixed Android Resolver reporting non-existent conflicting dependencies when + Gradle build system is enabled. + +# Version 1.2.60 - Jan 12, 2018 +## Changes +* Added support for Maven / Ivy version specifications for Android packages. +* Added support for Android SNAPSHOT packages. + +## Bug Fixes +* Fixed Openjdk version check. +* Fixed non-deterministic Android package resolution when two packages contain + an artifact with the same name. + +# Version 1.2.59 - Oct 19, 2017 +## Bug Fixes +* Fixed execution of Android Gradle resolution script when it's located + in a path with whitespace. + +# Version 1.2.58 - Oct 19, 2017 +## Changes +* Removed legacy resolution method from Android Resolver. + It is now only possible to use the Gradle or Gradle prebuild resolution + methods. + +# Version 1.2.57 - Oct 18, 2017 +## Bug Fixes +* Updated Gradle wrapper to 4.2.1 to fix issues using Gradle with the + latest Openjdk. +* Android Gradle resolution now also uses gradle.properties to pass + parameters to Gradle in an attempt to workaround problems with + command line argument parsing on Windows 10. + +# Version 1.2.56 - Oct 12, 2017 +## Bug Fixes +* Fixed Gradle artifact download with non-version locked artifacts. +* Changed iOS resolver to only load dependencies at build time. + +# Version 1.2.55 - Oct 4, 2017 +## Bug Fixes +* Force Android Resolution when the "Install Android Packages" setting changes. + +# Version 1.2.54 - Oct 4, 2017 +## Bug Fixes +* Fixed execution of command line tools on Windows when the path to the tool + contains a single quote (apostrophe). In this case we fallback to executing + the tool via the system shell. + +# Version 1.2.53 - Oct 2, 2017 +## New Features +* Changed Android Resolver "resolution complete" dialog so that it now displays + failures. +* Android Resolver now detects conflicting libraries that it does not manage + warning the user if they're newer than the managed libraries and prompting + the user to clean them up if they're older or at the same version. + +## Bug Fixes +* Improved Android Resolver auto-resolution speed. +* Fixed bug in the Gradle Android Resolver which would result in resolution + succeeding when some dependencies are not found. + +# Version 1.2.52 - Sep 25, 2017 +## New Features +* Changed Android Resolver's Gradle resolution to resolve conflicting + dependencies across Google Play services and Android Support library packages. + +# Version 1.2.51 - Sep 20, 2017 +## Changes +* Changed iOS Resolver to execute the CocoaPods "pod" command via the shell + by default. Some developers customize their shell environment to use + custom ssh certs to access internal git repositories that host pods so + executing "pod" via the shell will work for these scenarios. + The drawback of executing "pod" via the shell could potentially cause + users problems if they break their shell environment. Though users who + customize their shell environments will be able to resolve these issues. + +# Version 1.2.50 - Sep 18, 2017 +## New Features +* Added option to disable the Gradle daemon in the Android Resolver. + This daemon is now disabled by default as some users are getting into a state + where multiple daemon instances are being spawned when changing dependencies + which eventually results in Android resolution failing until all daemon + processes are manually killed. + +## Bug Fixes +* Android resolution is now always executed if the user declines the update + of their Android SDK. This ensure users can continue to use out of date + Android SDK packages if they desire. + +# Version 1.2.49 - Sep 18, 2017 +## Bug Fixes +* Removed modulemap parsing in iOS Resolver. + The framework *.modulemap did not need to be parsed by the iOS Resolver + when injecting Cocoapods into a Xcode project. Simply adding a modular + framework to a Xcode project results in Xcode's Clang parsing the associated + modulemap and injecting any compile and link flags into the build process. + +# Version 1.2.48 - Sep 12, 2017 +## New Features +* Changed settings to be per-project by default. + +## Bug Fixes +* Added Google maven repository to fix GradlePrebuild resolution with Google + components. +* Fixed Android Resolution failure with spaces in paths. + +# Version 1.2.47 - Aug 29, 2017 +## New Features +* Android and iOS dependencies can now be specified using *Dependencies.xml + files. This is now the preferred method for registering dependencies, + we may remove the API for dependency addition in future. +* Added "Reset to Defaults" button to each settings dialog to restore default + settings. +* Android Resolver now validates the configured JDK is new enough to build + recently released Android libraries. +## Bug Fixes +* Fixed a bug that caused dependencies with the "LATEST" version specification + to be ignored when using the Gradle mode of the Android Resolver. +* Fixed a race condition when running Android Resolution. +* Fixed Android Resolver logging if a PlayServicesSupport instance is created + with no logging enabled before the Android Resolver is initialized. +* Fixed iOS resolver dialog in Unity 4. +* Fixed iOS Cocoapod Xcode project integration in Unity 4. + +# Version 1.2.46 - Aug 22, 2017 +## Bug Fixes +* GradlePrebuild Android resolver on Windows now correctly locates dependent + data files. + +# Version 1.2.45 - Aug 22, 2017 +## Bug Fixes +* Improved Android package auto-resolution and fixed clean up of stale + dependencies when using Gradle dependency resolution. + +# Version 1.2.44 - Aug 21, 2017 +## Bug Fixes +* Enabled autoresolution for Gradle Prebuild. +* Made the command line dialog windows have selectable text. +* Fixed incorrect "Android Settings" dialog disabled groups. +* Updated PlayServicesResolver android platform detection to use the package + manager instead of the 'android' tool. +* UnityCompat reflection methods 'GetAndroidPlatform' and + 'GetAndroidBuildToolsVersion' are now Obsolete due to dependence on the + obsolete 'android' build tool. + +# Version 1.2.43 - Aug 18, 2017 +## Bug Fixes +* Fixed Gradle resolution in the Android Resolver when running + PlayServicesResolver.Resolve() in parallel or spawning multiple + resolutions before the previous resolve completed. + +# Version 1.2.42 - Aug 17, 2017 +## Bug Fixes +* Fixed Xcode project level settings not being applied by IOS Resolver when + Xcode project pod integration is enabled. + +# Version 1.2.41 - Aug 15, 2017 +## Bug Fixes +* IOS Resolver's Xcode workspace pod integration is now disabled when Unity + Cloud Build is detected. Unity Cloud Build does not follow the same build + process as the Unity editor and fails to open the generated xcworkspace at + this time. + +# Version 1.2.40 - Aug 15, 2017 +## Bug Fixes +* Moved Android Resolver Gradle Prebuild scripts into Google.JarResolver.dll. + They are now extracted from the DLL when required. +* AARs / JARs are now cleaned up when switching the Android resolution + strategy. + +# Version 1.2.39 - Aug 10, 2017 +## New Features +* Android Resolver now supports resolution with Gradle. This enables support + for non-local artifacts. +## Bug Fixes +* Android Resolver's Gradle Prebuild now uses Android build tools to determine + the Android platform tools version rather than relying upon internal Unity + APIs. +* Android Resolver's Gradle Prebuild now correctly strips binaries that are + not required for the target ABI. + +# Version 1.2.38 - Aug 7, 2017 +## Bug Fixes +* Fixed an issue in VersionHandler where disabled targets are ignored if + the "Any Platform" flag is set on a plugin DLL. + +# Version 1.2.37 - Aug 3, 2017 +## New Features +* Exposed GooglePlayServices.PlayServicesResolver.Resolve() so that it's + possible for a script to be notified when AAR / Jar resolution is complete. + This makes it easier to setup a project to build from the command line. + +# Version 1.2.36 - Aug 3, 2017 +## New Features +* VersionHandler.UpdateCompleteMethods allows a user to provide a list of + methods to be called when VersionHandlerImpl has completed an update. + This makes it easier to import a plugin and wait for VersionHandler to + execute prior executing a build. + +# Version 1.2.35 - Jul 28, 2017 +## New Features +* VersionHandler will now rename Linux libraries so they can target Unity + versions that require different file naming. Libraries need to be labelled + gvh_linuxlibname-${basename} in order to be considered for renaming. + e.g gvh\_linuxlibname-MyLib will be named MyLib.so in Unity 5.5 and below and + libMyLib.so in Unity 5.6 and above. + +# Version 1.2.34 - Jul 28, 2017 +## Bug Fixes +* Made VersionHandler bootstrap module more robust when calling static + methods before the implementation DLL is loaded. + +# Version 1.2.33 - Jul 27, 2017 +## New Features +* Added a bootstrap module for VersionHandler so the implementation + of the VersionHandler module can be versioned without resulting in + a compile error when imported at different versions across multiple + plugins. + +# Version 1.2.32 - Jul 20, 2017 +## New Features +* Added support for build target selection based upon .NET framework + version in the VersionHandler. + When applying either gvh\_dotnet-3.5 or gvh\_dotnet-4.5 labels to + assets, the VersionHandler will only enable the asset for the + specified set of build targets when the matching .NET framework version + is selected in Unity 2017's project settings. This allows assets + to be provided in a plugin that need to differ based upon .NET version. + +# Version 1.2.31 - Jul 5, 2017 +## Bug Fixes +* Force expansion of AARs with native components when using Unity 2017 + with the internal build system. In contrast to Unity 5.x, Unity 2017's + internal build system does not include native libraries included in AARs. + Forcing expansion of AARs with native components generates an + Ant / Eclipse project for each AAR which is correctly included by Unity + 2017's internal build system. + +# Version 1.2.30 - Jul 5, 2017 +## Bug Fixes +* Fixed Cocoapods being installed when the build target isn't iOS. +* Added support for malformed AARs with missing classes.jar. + +# Version 1.2.29 - Jun 16, 2017 +## New Features +* Added support for the Android sdkmanager tool. + +# Version 1.2.28 - Jun 8, 2017 +## Bug Fixes +* Fixed non-shell command line execution (regression from + Cocoapod installation patch). + +# Version 1.2.27 - Jun 7, 2017 +## Bug Fixes +* Added support for stdout / stderr redirection when executing + commands in shell mode. + This fixes CocoaPod tool installation when shell mode is + enabled. +* Fixed incremental builds when additional sources are specified + in the Podfile. + +# Version 1.2.26 - Jun 7, 2017 +## Bug Fixes +* Fixed a crash when importing Version Handler into Unity 4.7.x. + +# Version 1.2.25 - Jun 7, 2017 +## Bug Fixes +* Fixed an issue in the Jar Resolver which incorrectly notified + event handlers of bundle ID changes when the currently selected + (not active) build target changed in Unity 5.6 and above. + +# Version 1.2.24 - Jun 6, 2017 +## New Features +* Added option to control file renaming in Version Handler settings. + Disabling file renaming (default option) significantly increases + the speed of file version management operations with the downside + that any files that are referenced directly by canonical filename + rather than asset ID will no longer be valid. +* Improved logging in the Version Handler. +## Bug Fixes +* Fixed an issue in the Version Handler which caused it to not + re-enable plugins when re-importing a custom package with disabled + version managed files. + +# Version 1.2.23 - May 26, 2017 +## Bug Fixes +* Fixed a bug with gradle prebuild resolver on windows. + +# Version 1.2.22 - May 19, 2017 +## Bug Fixes +* Fixed a bug in the iOS resolver with incremental builds. +* Fixed misdetection of Cocoapods support with Unity beta 5.6. + +# Version 1.2.21 - May 8, 2017 +## Bug Fixes +* Fix for https://github.com/googlesamples/unity-jar-resolver/issues/48 + Android dependency version number parsing when "-alpha" (etc.) are + included in dependency (AAR / JAR) versions. + +# Version 1.2.20 - May 8, 2017 +## Bug Fixes +* Attempted to fix + https://github.com/googlesamples/unity-jar-resolver/issues/48 + where a NullReferenceException could occur if a target file does not + have a valid version string. + +# Version 1.2.19 - May 4, 2017 +## Bug Fixes +* Fixed Jar Resolver exploding and deleting AAR files it isn't managing. + +# Version 1.2.18 - May 4, 2017 +## New Features +* Added support for preserving Unity pods such as when GVR is enabled. + +# Version 1.2.17 - Apr 20, 2017 +## Bug Fixes +* Fixed auto-resolution when an Android application ID is modified. + +# Version 1.2.16 - Apr 17, 2017 +## Bug Fixes +* Fixed Unity version number parsing on machines with a locale that uses + "," for decimal points. +* Fixed null reference exception if JDK path isn't set. + +# Version 1.2.15 - Mar 17, 2017 +## New Features +* Added warning when the Jar Resolver's background resolution is disabled. +## Bug Fixes +* Fixed support of AARs with native libraries when using Gradle. +* Fixed extra repository paths when resolving dependencies. + +# Version 1.2.14 - Mar 7, 2017 +## New Features +* Added experimental Android resolution using Gradle. + This alternative resolver supports proguard stripping with Unity's + internal build system. +* Added Android support for single ABI builds when using AARs include + native libraries. +* Disabled Android resolution on changes to all .cs and .js files. + File patterns that are monitored for auto-resolution can be added + using PlayServicesResolver.AddAutoResolutionFilePatterns(). +* Added tracking of resolved AARs and JARs so they can be cleaned up + if they're no longer referenced by a project. +* Added persistence of AAR / JAR version replacement for each Unity + session. +* Added settings dialog to the iOS resolver. +* Integrated Cocoapod tool installation in the iOS resolver. +* Added option to run pod tool via the shell. +## Bug Fixes +* Fixed build of some source Cocoapods (e.g Protobuf). +* VersionHandler no longer prompts to delete obsolete manifests. +* iOS resolver handles Cocoapod installation when using Ruby < 2.2.2. +* Added workaround for package version selection when including + Google Play Services on Android. +* Fixed support for pods that reference static libraries. +* Fixed support for resource-only pods. + +# Version 1.2.12 - Feb 14, 2017 +## Bug Fixes +* Fixed re-explosion of AARs when the bundle ID is modified. + +# Version 1.2.11 - Jan 30, 2017 +## New Features +* Added support for Android Studio builds. +* Added support for native (C/C++) shared libraries in AARs. + +# Version 1.2.10 - Jan 11, 2017 +## Bug Fixes +* Fixed SDK manager path retrieval. +* Also, report stderr when it's not possible to run the "pod" tool. +* Handle exceptions thrown by Unity.Cecil on asset rename +* Fixed IOSResolver to handle PlayerSettings.iOS.targetOSVersionString + +# Version 1.2.9 - Dec 7, 2016 +## Bug Fixes +* Improved error reporting when "pod repo update" fails. +* Added detection of xml format xcode projects generated by old Cocoapods + installations. + +# Version 1.2.8 - Dec 6, 2016 +## Bug Fixes +* Increased speed of JarResolver resolution. +* Fixed JarResolver caches getting out of sync with requested dependencies + by removing the caches. +* Fixed JarResolver explode cache always being rewritten even when no + dependencies change. + +# Version 1.2.7 - Dec 2, 2016 +## Bug Fixes +* Fixed VersionHandler build errors with Unity 5.5, due to the constantly + changing BuildTarget enum. +* Added support for Unity configured JDK Path rather than requiring + JAVA_HOME to be set in the Jar Resolver. + +# Version 1.2.6 - Nov 15, 2016 +## Bug Fixes +* Fixed IOSResolver errors when iOS support is not installed. +* Added fallback to "pod" executable search which queries the Ruby Gems + package manager for the binary install location. + +# Version 1.2.5 - Nov 3, 2016 +## Bug Fixes +* Added crude support for source only Cocoapods to the IOSResolver. + +# Version 1.2.4 - Oct 27, 2016 +## Bug Fixes +* Automated resolution of out of date pod repositories. + +# Version 1.2.3 - Oct 25, 2016 +## Bug Fixes +* Fixed exception when reporting conflicting dependencies. + +# Version 1.2.2 - Oct 17, 2016 +## Bug Fixes +* Fixed issue working with Unity 5.5 +* Fixed issue with PlayServicesResolver corrupting other iOS dependencies. +* Updated build script to use Unity distributed tools for building. + +# Version 1.2.1 - Jul 25, 2016 +## Bug Fixes +* Removed 1.2 Resolver and hardcoded whitelist of AARs to expand. +* Improved error reporting when the "jar" executable can't be found. +* Removed the need to set JAVA_HOME if "jar" is in the user's path. +* Fixed spurious copying of partially matching AARs. +* Changed resolver to only copy / expand when source AARs change. +* Auto-resolution of dependencies is now performed when the Android + build target is selected. + +## New Features +* Expand AARs that contain manifests with variable expansion like + ${applicationId}. +* Added optional logging in the JarResolverLib module. +* Integration with the Android SDK manager for dependencies that + declare required Android SDK packages. + +# Version 1.2.0 - May 11 2016 +## Bug Fixes +* Handles resolving dependencies when the artifacts are split across 2 repos. +* #4 Misdetecting version for versions like 1.2-alpha. These are now string + compared if alphanumeric +* Removed resolver creation via reflection since it did not work all the time. + Now a resolver needs to be loaded externally (which is existing behavior). + +## New Features +* Expose PlayServicesResolver properties to allow for script access. +* Explodes firebase-common and firebase-measurement aar files to support + ${applicationId} substitution. + +# Version 1.1.1 - 25 Feb 2016 +## Bug Fixes +* #1 Spaces in project path not handled when exploding Aar file. +* #2 Script compilation error: TypeLoadException. + +# Version 1.1.0 - 5 Feb 2016 +## New Features +* Adds friendly alert when JAVA_HOME is not set on Windows platforms. +* Adds flag for disabling background resolution. +* Expands play-services-measurement and replaces ${applicationId} with the + bundle Id. + + ## Bug Fixes +* Fixes infinite loop of resolution triggered by resolution. diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll new file mode 100755 index 0000000..bcf0890 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll differ diff --git a/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.mdb b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.mdb new file mode 100755 index 0000000..4c395a1 Binary files /dev/null and b/Assets/ExternalDependencyManager/Editor/Google.VersionHandler.dll.mdb differ diff --git a/Assets/ExternalDependencyManager/Editor/README.md b/Assets/ExternalDependencyManager/Editor/README.md new file mode 100755 index 0000000..cbc98e1 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/README.md @@ -0,0 +1,768 @@ +External Dependency Manager for Unity +======== + +# Overview + +The External Dependency Manager for Unity (EDM4U) +(formerly Play Services Resolver / Jar Resolver) is intended to be used by any +Unity plugin that requires: + + * Android specific libraries (e.g + [AARs](https://developer.android.com/studio/projects/android-library.html)). + * iOS [CocoaPods](https://cocoapods.org/). + * Version management of transitive dependencies. + * Management of Package Manager (PM) Registries. + +Updated releases are available on +[GitHub](https://github.com/googlesamples/unity-jar-resolver) + +# Background + +Many Unity plugins have dependencies upon Android specific libraries, iOS +CocoaPods, and sometimes have transitive dependencies upon other Unity plugins. +This causes the following problems: + + * Integrating platform specific (e.g Android and iOS) libraries within a + Unity project can be complex and a burden on a Unity plugin maintainer. + * The process of resolving conflicting dependencies on platform specific + libraries is pushed to the developer attempting to use a Unity plugin. + The developer trying to use you plugin is very likely to give up when + faced with Android or iOS specific build errors. + * The process of resolving conflicting Unity plugins (due to shared Unity + plugin components) is pushed to the developer attempting to use your Unity + plugin. In an effort to resolve conflicts, the developer will very likely + attempt to resolve problems by deleting random files in your plugin, + report bugs when that doesn't work and finally give up. + +EDM provides solutions for each of these problems. + +## Android Dependency Management + +The *Android Resolver* component of this plugin will download and integrate +Android library dependencies and handle any conflicts between plugins that share +the same dependencies. + +Without the Android Resolver, typically Unity plugins bundle their AAR and +JAR dependencies, e.g. a Unity plugin `SomePlugin` that requires the Google +Play Games Android library would redistribute the library and its transitive +dependencies in the folder `SomePlugin/Android/`. When a user imports +`SomeOtherPlugin` that includes the same libraries (potentially at different +versions) in `SomeOtherPlugin/Android/`, the developer using `SomePlugin` and +`SomeOtherPlugin` will see an error when building for Android that can be hard +to interpret. + +Using the Android Resolver to manage Android library dependencies: + + * Solves Android library conflicts between plugins. + * Handles all of the various processing steps required to use Android + libraries (AARs, JARs) in Unity 4.x and above projects. Almost all + versions of Unity have - at best - partial support for AARs. + * (Experimental) Supports minification of included Java components without + exporting a project. + +## iOS Dependency Management + +The *iOS Resolver* component of this plugin integrates with +[CocoaPods](https://cocoapods.org/) to download and integrate iOS libraries +and frameworks into the Xcode project Unity generates when building for iOS. +Using CocoaPods allows multiple plugins to utilize shared components without +forcing developers to fix either duplicate or incompatible versions of +libraries included through multiple Unity plugins in their project. + +## Package Manager Registry Setup + +The [Package Manager](https://docs.unity3d.com/Manual/Packages.html) +(PM) makes use of [NPM](https://www.npmjs.com/) registry servers for package +hosting and provides ways to discover, install, upgrade and uninstall packages. +This makes it easier for developers to manage plugins within their projects. + +However, installing additional package registries requires a few manual steps +that can potentially be error prone. The *Package Manager Resolver* +component of this plugin integrates with +[PM](https://docs.unity3d.com/Manual/Packages.html) to provide a way to +auto-install PM package registries when a `.unitypackage` is installed which +allows plugin maintainers to ship a `.unitypackage` that can provide access +to their own PM registry server to make it easier for developers to +manage their plugins. + +## Unity Plugin Version Management + +Finally, the *Version Handler* component of this plugin simplifies the process +of managing transitive dependencies of Unity plugins and each plugin's upgrade +process. + +For example, without the Version Handler plugin, if: + + * Unity plugin `SomePlugin` includes `EDM4U` plugin at + version 1.1. + * Unity plugin `SomeOtherPlugin` includes `EDM4U` + plugin at version 1.2. + +The version of `EDM4U` included in the developer's project depends upon the +order the developer imports `SomePlugin` or `SomeOtherPlugin`. + +This results in: + + * `EDM4U` at version 1.2, if `SomePlugin` is imported then `SomeOtherPlugin` + is imported. + * `EDM4U` at version 1.1, if `SomeOtherPlugin` is imported then + `SomePlugin` is imported. + +The Version Handler solves the problem of managing transitive dependencies by: + + * Specifying a set of packaging requirements that enable a plugin at + different versions to be imported into a Unity project. + * Providing activation logic that selects the latest version of a plugin + within a project. + +When using the Version Handler to manage `EDM4U` included in `SomePlugin` and +`SomeOtherPlugin`, from the prior example, version 1.2 will always be the +version activated in a developer's Unity project. + +Plugin creators are encouraged to adopt this library to ease integration for +their customers. For more information about integrating EDM4U +into your own plugin, see the [Plugin Redistribution](#plugin-redistribution) +section of this document. + +# Analytics + +The External Dependency Manager for Unity plugin by default logs usage to Google +Analytics. The purpose of the logging is to quantitatively measure the usage of +functionality, to gather reports on integration failures and to inform future +improvements to the developer experience of the External Dependency Manager +plugin. Note that the analytics collected are limited to the scope of the EDM4U +pluginโ€™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/external-dependency-manager_version-1.2.169_manifest.txt b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.169_manifest.txt new file mode 100755 index 0000000..63e8150 --- /dev/null +++ b/Assets/ExternalDependencyManager/Editor/external-dependency-manager_version-1.2.169_manifest.txt @@ -0,0 +1,13 @@ 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0000000..f4c7dd3 --- /dev/null +++ b/Assets/Scripts/InterstitialScene.cs @@ -0,0 +1,29 @@ +๏ปฟusing TapsellPlusSDK; +using UnityEngine; + +public class InterstitialScene : MonoBehaviour +{ + private const string ZoneID = "5cfaa942e8d17f0001ffb292"; + private static string _responseId; + + public void Request() + { + TapsellPlus.RequestInterstitialAd(ZoneID, + tapsellPlusAdModel => + { + Debug.Log("on response " + tapsellPlusAdModel.responseId); + _responseId = tapsellPlusAdModel.responseId; + }, + error => { Debug.Log("Error " + error.message); } + ); + } + + public void Show() + { + TapsellPlus.ShowInterstitialAd(_responseId, + tapsellPlusAdModel => { Debug.Log("onOpenAd " + tapsellPlusAdModel.zoneId); }, + tapsellPlusAdModel => { Debug.Log("onCloseAd " + tapsellPlusAdModel.zoneId); }, + error => { Debug.Log("onError " + error.errorMessage); } + ); + } +} \ No newline at end of file diff --git a/Assets/Scripts/NativeBannerScene.cs b/Assets/Scripts/NativeBannerScene.cs new file mode 100644 index 0000000..e4fa11d --- /dev/null +++ b/Assets/Scripts/NativeBannerScene.cs @@ -0,0 +1,46 @@ +๏ปฟusing ArabicSupport; +using TapsellPlusSDK; +using UnityEngine; +using UnityEngine.UI; + +public class NativeBannerScene : MonoBehaviour +{ + private const string ZoneID = "5cfaa9deaede570001d5553a"; + private static string _responseId; + [SerializeField] private RawImage adImage; + [SerializeField] private Text adHeadline; + [SerializeField] private Text adCallToAction; + [SerializeField] private Text adBody; + + public void Request() + { + TapsellPlus.RequestNativeBannerAd(ZoneID, + tapsellPlusAdModel => + { + Debug.Log("On Response " + tapsellPlusAdModel.responseId); + _responseId = tapsellPlusAdModel.responseId; + }, + error => { Debug.Log("Error " + error.message); } + ); + } + + public void Show() + { + TapsellPlus.ShowNativeBannerAd(_responseId, this, + tapsellPlusNativeBannerAd => + { + Debug.Log("onOpenAd " + tapsellPlusNativeBannerAd.zoneId); + adHeadline.text = ArabicFixer.Fix(tapsellPlusNativeBannerAd.title); + adCallToAction.text = ArabicFixer.Fix(tapsellPlusNativeBannerAd.callToActionText); + adBody.text = ArabicFixer.Fix(tapsellPlusNativeBannerAd.description); + adImage.texture = tapsellPlusNativeBannerAd.landscapeBannerImage; + + tapsellPlusNativeBannerAd.RegisterImageGameObject(adImage.gameObject); + tapsellPlusNativeBannerAd.RegisterHeadlineTextGameObject(adHeadline.gameObject); + tapsellPlusNativeBannerAd.RegisterCallToActionGameObject(adCallToAction.gameObject); + tapsellPlusNativeBannerAd.RegisterBodyTextGameObject(adBody.gameObject); + }, + error => { Debug.Log("onError " + error.errorMessage); } + ); + } +} \ No newline at end of file diff --git a/Assets/Scripts/RewardedScene.cs b/Assets/Scripts/RewardedScene.cs new file mode 100644 index 0000000..c3c15ac --- /dev/null +++ b/Assets/Scripts/RewardedScene.cs @@ -0,0 +1,30 @@ +๏ปฟusing TapsellPlusSDK; +using UnityEngine; + +public class RewardedScene : MonoBehaviour +{ + private const string ZoneID = "5cfaa802e8d17f0001ffb28e"; + private static string _responseId; + + public void Request() + { + TapsellPlus.RequestRewardedVideoAd(ZoneID, + tapsellPlusAdModel => + { + Debug.Log("on response " + tapsellPlusAdModel.responseId); + _responseId = tapsellPlusAdModel.responseId; + }, + error => { Debug.Log("Error " + error.message); } + ); + } + + public void Show() + { + TapsellPlus.ShowRewardedVideoAd(_responseId, + tapsellPlusAdModel => { Debug.Log("onOpenAd " + tapsellPlusAdModel.zoneId); }, + tapsellPlusAdModel => { Debug.Log("onReward " + tapsellPlusAdModel.zoneId); }, + tapsellPlusAdModel => { Debug.Log("onCloseAd " + tapsellPlusAdModel.zoneId); }, + error => { Debug.Log("onError " + error.errorMessage); } + ); + } +} \ No newline at end of file diff --git a/Assets/Scripts/StandardBannerScene.cs b/Assets/Scripts/StandardBannerScene.cs new file mode 100644 index 0000000..04a8462 --- /dev/null +++ b/Assets/Scripts/StandardBannerScene.cs @@ -0,0 +1,44 @@ +๏ปฟusing TapsellPlusSDK; +using TapsellPlusSDK.models; +using UnityEngine; + +public class StandardBannerScene : MonoBehaviour +{ + private const string ZoneID = "5cfaaa30e8d17f0001ffb294"; + private static string _responseId; + + public void Request() + { + TapsellPlus.RequestStandardBannerAd(ZoneID, BannerType.Banner320X50, + tapsellPlusAdModel => + { + Debug.Log("on response " + tapsellPlusAdModel.responseId); + _responseId = tapsellPlusAdModel.responseId; + }, + error => { Debug.Log("Error " + error.message); } + ); + } + + public void Show() + { + TapsellPlus.ShowStandardBannerAd(_responseId, Gravity.Bottom, Gravity.Center, + tapsellPlusAdModel => { Debug.Log("onOpenAd " + tapsellPlusAdModel.zoneId); }, + error => { Debug.Log("onError " + error.errorMessage); } + ); + } + + public void Hide() + { + TapsellPlus.HideStandardBannerAd(); + } + + public void Display() + { + TapsellPlus.DisplayStandardBannerAd(); + } + + public void Destroy() + { + TapsellPlus.DestroyStandardBannerAd(_responseId); + } +} \ No newline at end of file diff --git a/Assets/TapsellPlusSDK/ClickHandler.cs b/Assets/TapsellPlusSDK/ClickHandler.cs new file mode 100755 index 0000000..e63a0a4 --- /dev/null +++ b/Assets/TapsellPlusSDK/ClickHandler.cs @@ -0,0 +1,15 @@ +๏ปฟusing System; +using UnityEngine; + +namespace TapsellPlusSDK +{ + public class ClickHandler : MonoBehaviour + { + private void OnMouseUpAsButton() + { + OnClick?.Invoke(); + } + + public event Action OnClick; + } +} \ No newline at end of file diff --git a/Assets/TapsellPlusSDK/Editor/TapsellPlusDependencies.xml b/Assets/TapsellPlusSDK/Editor/TapsellPlusDependencies.xml new file mode 100755 index 0000000..adc13fe --- /dev/null +++ b/Assets/TapsellPlusSDK/Editor/TapsellPlusDependencies.xml @@ -0,0 +1,35 @@ +๏ปฟ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Assets/TapsellPlusSDK/README.md b/Assets/TapsellPlusSDK/README.md new file mode 100644 index 0000000..e82fa5e --- /dev/null +++ b/Assets/TapsellPlusSDK/README.md @@ -0,0 +1,5 @@ +# TapsellPlus Usage Guide + +## Using Gradle + +## Using Unity Jar Resolver ([ED4U](https://github.com/googlesamples/unity-jar-resolver)) diff --git a/Assets/TapsellPlusSDK/TapsellPlus.cs b/Assets/TapsellPlusSDK/TapsellPlus.cs new file mode 100755 index 0000000..5bc5b29 --- /dev/null +++ b/Assets/TapsellPlusSDK/TapsellPlus.cs @@ -0,0 +1,420 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Diagnostics.CodeAnalysis; +using GoogleMobileAds.Api; +using TapsellPlusSDK.models; +using UnityEngine; +using UnityEngine.Networking; +using Object = UnityEngine.Object; + +namespace TapsellPlusSDK +{ + [SuppressMessage("ReSharper", "UnusedMember.Local")] + [SuppressMessage("ReSharper", "UnusedMember.Global")] + public class TapsellPlus + { + private static Action _successInitializeCallback; + private static Action _failedInitializeCallback; + + private static readonly Dictionary> RequestResponseCallbackPool + = new Dictionary>(); + + private static readonly Dictionary> RequestErrorCallbackPool + = new Dictionary>(); + + private static readonly Dictionary> OpenAdCallbackPool + = new Dictionary>(); + + private static readonly Dictionary> CloseAdCallbackPool + = new Dictionary>(); + + private static readonly Dictionary> RewardAdCallbackPool + = new Dictionary>(); + + private static readonly Dictionary> ShowErrorAdCallbackPool + = new Dictionary>(); + + private static readonly Dictionary> OpenNativeAdCallbackPool + = new Dictionary>(); + + private static MonoBehaviour _mMonoBehaviour; + private static GameObject _tapsellPlusManager; + private static TapsellPlusPlugin _plugin; + + private static string _adMobNativeAdResponseId; + private static string _adMobNativeAdNetworkZoneId; + private static string _adMobNativeAdZoneId; + private static TapsellPlusNativeBannerAd _adMobNativeBannerAd; + + public static void Initialize(string key, Action onInitializeSuccess, + Action onInitializeFailed) + { + if (_tapsellPlusManager != null) return; + _tapsellPlusManager = new GameObject("TapsellPlusManager"); + Object.DontDestroyOnLoad(_tapsellPlusManager); + _tapsellPlusManager.AddComponent(); + + _plugin = new TapsellPlusPlugin(); +#if UNITY_ANDROID + _plugin = new TapsellPlusAndroidPlugin(); +#endif + + _successInitializeCallback = onInitializeSuccess; + _failedInitializeCallback = onInitializeFailed; + _plugin.Initialize(key); + } + + public static void RequestRewardedVideoAd(string zoneId, Action onRequestResponse, + Action onRequestError) + { +#if UNITY_ANDROID + AddToPool(RequestResponseCallbackPool, zoneId, onRequestResponse); + AddToPool(RequestErrorCallbackPool, zoneId, onRequestError); + + _plugin.RequestRewardedVideoAd(zoneId); +#endif + } + + public static void ShowRewardedVideoAd(string responseId, Action onAdOpened, + Action onAdRewarded, Action onAdClosed, + Action onShowError) + { +#if UNITY_ANDROID + AddToPool(OpenAdCallbackPool, responseId, onAdOpened); + AddToPool(RewardAdCallbackPool, responseId, onAdRewarded); + AddToPool(CloseAdCallbackPool, responseId, onAdClosed); + AddToPool(ShowErrorAdCallbackPool, responseId, onShowError); + + _plugin.ShowRewardedVideoAd(responseId); +#endif + } + + public static void RequestInterstitialAd(string zoneId, Action onRequestResponse, + Action onRequestError) + { +#if UNITY_ANDROID + AddToPool(RequestResponseCallbackPool, zoneId, onRequestResponse); + AddToPool(RequestErrorCallbackPool, zoneId, onRequestError); + + _plugin.RequestInterstitialAd(zoneId); +#endif + } + + public static void ShowInterstitialAd(string responseId, Action onAdOpened, + Action onAdClosed, Action onShowError) + { +#if UNITY_ANDROID + AddToPool(OpenAdCallbackPool, responseId, onAdOpened); + AddToPool(CloseAdCallbackPool, responseId, onAdClosed); + AddToPool(ShowErrorAdCallbackPool, responseId, onShowError); + + _plugin.ShowInterstitialAd(responseId); +#endif + } + + public static void RequestStandardBannerAd(string zoneId, int bannerSize, + Action onRequestResponse, Action onRequestError) + { +#if UNITY_ANDROID + AddToPool(RequestResponseCallbackPool, zoneId, onRequestResponse); + AddToPool(RequestErrorCallbackPool, zoneId, onRequestError); + + _plugin.RequestStandardBannerAd(zoneId, bannerSize); +#endif + } + + public static void ShowStandardBannerAd(string responseId, int horizontalGravity, int verticalGravity, + Action onAdOpened, Action onShowError) + { +#if UNITY_ANDROID + AddToPool(OpenAdCallbackPool, responseId, onAdOpened); + AddToPool(ShowErrorAdCallbackPool, responseId, onShowError); + + _plugin.ShowStandardBannerAd(responseId, horizontalGravity, verticalGravity); +#endif + } + + public static void DestroyStandardBannerAd(string responseId) + { +#if UNITY_ANDROID + _plugin.DestroyStandardBannerAd(responseId); +#endif + } + + public static void HideStandardBannerAd() + { +#if UNITY_ANDROID + _plugin.HideStandardBannerAd(); +#endif + } + + public static void DisplayStandardBannerAd() + { +#if UNITY_ANDROID + _plugin.DisplayStandardBannerAd(); +#endif + } + + public static void RequestNativeBannerAd(string zoneId, Action onRequestResponse, + Action onRequestError) + { +#if UNITY_ANDROID + AddToPool(RequestResponseCallbackPool, zoneId, onRequestResponse); + AddToPool(RequestErrorCallbackPool, zoneId, onRequestError); + + _plugin.RequestNativeBannerAd(zoneId); +#endif + } + + public static void ShowNativeBannerAd(string responseId, MonoBehaviour monoBehaviour, + Action onAdOpened, Action onShowError) + { +#if UNITY_ANDROID + AddToPool(OpenNativeAdCallbackPool, responseId, onAdOpened); + AddToPool(ShowErrorAdCallbackPool, responseId, onShowError); + _mMonoBehaviour = monoBehaviour; + + if (responseId.Equals(_adMobNativeAdResponseId)) + { + Debug.Log(_adMobNativeAdNetworkZoneId); + SendAdMobNativeAdShowStart(_adMobNativeAdResponseId, _adMobNativeAdNetworkZoneId); + CallIfAvailable(OpenNativeAdCallbackPool, _adMobNativeAdResponseId, _adMobNativeBannerAd); + SendAdMobNativeAdWin(_adMobNativeAdResponseId, _adMobNativeAdNetworkZoneId); + } + else + { + _plugin.ShowNativeBannerAd(responseId); + } +#endif + } + + internal static void OnTapsellNativeAdOpened(TapsellPlusNativeAd tapsellPlusNativeAd) + { + if (tapsellPlusNativeAd.generalNativeAdModel != null) + { + if (_mMonoBehaviour != null && _mMonoBehaviour.isActiveAndEnabled) + { + if (tapsellPlusNativeAd.generalNativeAdModel.adNetwork.Equals("TAPSELL", + StringComparison.InvariantCultureIgnoreCase)) + _mMonoBehaviour.StartCoroutine(LoadTapsellNativeAdComponents(tapsellPlusNativeAd)); + } + else + { + Debug.Log("Invalid MonoBehaviour Object"); + OnAdShowError(new TapsellPlusErrorModel(tapsellPlusNativeAd.responseId, tapsellPlusNativeAd.zoneId, + "Invalid MonoBehaviour Object")); + } + } + else + { + Debug.Log("Invalid Native Banner Ad Result"); + OnAdShowError(new TapsellPlusErrorModel(tapsellPlusNativeAd.responseId, tapsellPlusNativeAd.zoneId, + "Invalid Native Banner Ad Result")); + } + } + + private static IEnumerator LoadTapsellNativeAdComponents(TapsellPlusNativeAd tapsellPlusNativeAd) + { + var tapsellNativeAd = tapsellPlusNativeAd.generalNativeAdModel; + Texture2D iconImage = null; + Texture2D portraitBannerImage = null; + Texture2D landscapeBannerImage = null; + if (tapsellNativeAd.iconUrl != null && !tapsellNativeAd.iconUrl.Equals("")) + { + var wwwIcon = UnityWebRequestTexture.GetTexture(tapsellNativeAd.iconUrl); + yield return wwwIcon.SendWebRequest(); + if (wwwIcon.result == UnityWebRequest.Result.ConnectionError || + wwwIcon.result == UnityWebRequest.Result.ProtocolError) + Debug.Log(wwwIcon.error); + else + iconImage = ((DownloadHandlerTexture) wwwIcon.downloadHandler).texture; + } + + if (tapsellNativeAd.portraitStaticImageUrl != null && !tapsellNativeAd.portraitStaticImageUrl.Equals("")) + { + var wwwPortrait = UnityWebRequestTexture.GetTexture(tapsellNativeAd.portraitStaticImageUrl); + yield return wwwPortrait.SendWebRequest(); + if (wwwPortrait.result == UnityWebRequest.Result.ConnectionError || + wwwPortrait.result == UnityWebRequest.Result.ProtocolError) + Debug.Log(wwwPortrait.error); + else + portraitBannerImage = ((DownloadHandlerTexture) wwwPortrait.downloadHandler).texture; + } + + if (tapsellNativeAd.landscapeStaticImageUrl != null && !tapsellNativeAd.landscapeStaticImageUrl.Equals("")) + { + var wwwLandscape = UnityWebRequestTexture.GetTexture(tapsellNativeAd.landscapeStaticImageUrl); + yield return wwwLandscape.SendWebRequest(); + if (wwwLandscape.result == UnityWebRequest.Result.ConnectionError || + wwwLandscape.result == UnityWebRequest.Result.ProtocolError) + Debug.Log(wwwLandscape.error); + else + landscapeBannerImage = ((DownloadHandlerTexture) wwwLandscape.downloadHandler).texture; + } + + var tapsellPlusNativeBannerAd + = new TapsellPlusNativeBannerAd(tapsellPlusNativeAd.responseId, tapsellPlusNativeAd.zoneId, + "Tapsell", tapsellNativeAd.title, + tapsellNativeAd.description, tapsellNativeAd.callToActionText, + portraitBannerImage, landscapeBannerImage, + iconImage, null); + CallIfAvailable(OpenNativeAdCallbackPool, tapsellPlusNativeAd.responseId, tapsellPlusNativeBannerAd); + } + + public static void OnAdMobNativeAdRequest(AdMobNativeAd adMobNativeAd) + { + _adMobNativeAdZoneId = adMobNativeAd.zoneId; + _adMobNativeAdResponseId = adMobNativeAd.responseId; + _adMobNativeAdNetworkZoneId = adMobNativeAd.adNetworkZoneId; + var adLoader = new AdLoader.Builder(_adMobNativeAdNetworkZoneId).ForNativeAd().Build(); + adLoader.OnNativeAdLoaded += HandleOnUnifiedNativeAdLoaded; + adLoader.OnAdFailedToLoad += HandleNativeAdFailedToLoad; + + adLoader.LoadAd(AdRequestBuild()); + } + + private static void HandleOnUnifiedNativeAdLoaded(object sender, NativeAdEventArgs args) + { + var iconTexture = args.nativeAd.GetIconTexture(); + Texture2D landscapeBannerImage = null; + + if (args.nativeAd.GetImageTextures().Count > 0) + { + var goList = args.nativeAd.GetImageTextures(); + landscapeBannerImage = goList[0]; + } + + SendAdMobNativeAdSuccessReport(_adMobNativeAdResponseId, _adMobNativeAdNetworkZoneId); + var tapsellPlusNativeBannerAd = + new TapsellPlusNativeBannerAd(_adMobNativeAdResponseId, _adMobNativeAdZoneId, + "admob", args.nativeAd.GetHeadlineText(), + args.nativeAd.GetBodyText(), args.nativeAd.GetCallToActionText(), + null, landscapeBannerImage, + iconTexture, args.nativeAd); + _adMobNativeBannerAd = tapsellPlusNativeBannerAd; + OnRequestResponse(new TapsellPlusAdModel(_adMobNativeAdResponseId, _adMobNativeAdZoneId)); + } + + private static void HandleNativeAdFailedToLoad(object sender, AdFailedToLoadEventArgs args) + { + var adNetworkShowErrorModel = + new AdNetworkShowErrorModel(_adMobNativeAdNetworkZoneId, "admob", args.LoadAdError.GetMessage()); + SendAdMobNativeAdFailedReport(_adMobNativeAdResponseId, _adMobNativeAdZoneId, adNetworkShowErrorModel); + _adMobNativeAdZoneId = null; + _adMobNativeAdResponseId = null; + _adMobNativeAdNetworkZoneId = null; + } + + private static void SendAdMobNativeAdSuccessReport(string responseId, string adNetworkZoneId) + { + _plugin.SendAdMobNativeAdSuccessReport(responseId, adNetworkZoneId); + } + + private static void SendAdMobNativeAdFailedReport(string responseId, string zoneId, + AdNetworkShowErrorModel adNetworkShowErrorModel) + { + _plugin.SendAdMobNativeAdFailedReport(zoneId, responseId, JsonUtility.ToJson(adNetworkShowErrorModel)); + } + + private static void SendAdMobNativeAdWin(string responseId, string adNetworkZoneId) + { + _plugin.SendAdMobNativeAdWin(responseId, adNetworkZoneId); + } + + private static void SendAdMobNativeAdShowStart(string responseId, string adNetworkZoneId) + { + _plugin.SendAdMobNativeAdShowStart(responseId, adNetworkZoneId); + } + + internal static GameObject GetTapsellPlusManager() + { + // Used in iOS Plugin + return _tapsellPlusManager; + } + + private static void AddToPool(IDictionary> pool, string key, Action item) + { + if (item == null) return; + RemoveFromPool(pool, key); + pool.Add(key, item); + } + + private static void RemoveFromPool(IDictionary> pool, string key) + { + if (pool.ContainsKey(key)) pool.Remove(key); + } + + private static void CallIfAvailable(IDictionary> pool, string key, T input) + { + if (pool != null && pool.ContainsKey(key)) pool[key](input); + } + + public static void SetDebugMode(int logLevel) + { +#if UNITY_ANDROID + _plugin.SetDebugMode(logLevel); +#endif + } + + public static void SetGdprConsent(bool consent) + { +#if UNITY_ANDROID + _plugin.SetGdprConsent(consent); +#endif + } + + internal static void NativeBannerAdClicked(string responseId) + { + _plugin.NativeBannerAdClicked(responseId); + } + + private static AdRequest AdRequestBuild() + { + return new AdRequest.Builder().Build(); + } + + internal static void OnInitializeSuccess(string adNetworkName) + { + // To Call _successInitializeCallback when it is not null + _successInitializeCallback?.Invoke(adNetworkName); + } + + internal static void OnInitializeFailed(TapsellPlusAdNetworkError tapsellPlusAdNetworkError) + { + // To Call _failedInitializeCallback when it is not null + _failedInitializeCallback?.Invoke(tapsellPlusAdNetworkError); + } + + internal static void OnRequestResponse(TapsellPlusAdModel tapsellPlusAdModel) + { + CallIfAvailable(RequestResponseCallbackPool, tapsellPlusAdModel.zoneId, tapsellPlusAdModel); + } + + internal static void OnRequestError(TapsellPlusRequestError tapsellPlusRequestError) + { + CallIfAvailable(RequestErrorCallbackPool, tapsellPlusRequestError.zoneId, tapsellPlusRequestError); + } + + internal static void OnAdOpened(TapsellPlusAdModel tapsellPlusAdModel) + { + CallIfAvailable(OpenAdCallbackPool, tapsellPlusAdModel.responseId, tapsellPlusAdModel); + } + + internal static void OnAdClosed(TapsellPlusAdModel tapsellPlusAdModel) + { + CallIfAvailable(CloseAdCallbackPool, tapsellPlusAdModel.responseId, tapsellPlusAdModel); + RemoveFromPool(CloseAdCallbackPool, tapsellPlusAdModel.responseId); + } + + internal static void OnAdRewarded(TapsellPlusAdModel tapsellPlusAdModel) + { + CallIfAvailable(RewardAdCallbackPool, tapsellPlusAdModel.responseId, tapsellPlusAdModel); + } + + internal static void OnAdShowError(TapsellPlusErrorModel tapsellPlusErrorModel) + { + CallIfAvailable(ShowErrorAdCallbackPool, tapsellPlusErrorModel.responseId, tapsellPlusErrorModel); + } + } +} \ No newline at end of file diff --git a/Assets/TapsellPlusSDK/TapsellPlusAndroidPlugin.cs b/Assets/TapsellPlusSDK/TapsellPlusAndroidPlugin.cs new file mode 100755 index 0000000..a071186 --- /dev/null +++ b/Assets/TapsellPlusSDK/TapsellPlusAndroidPlugin.cs @@ -0,0 +1,117 @@ +๏ปฟusing UnityEngine; + +namespace TapsellPlusSDK +{ + public class TapsellPlusAndroidPlugin : TapsellPlusPlugin + { +#if UNITY_ANDROID + private static AndroidJavaClass _tapsellPlus; + + private static void SetJavaObject() + { + _tapsellPlus = new AndroidJavaClass("ir.tapsell.plus.TapsellPlus"); + } + + private static void InitializeSDK(string key) + { + _tapsellPlus?.CallStatic("initialize", key); + } + + public override void Initialize(string key) + { + SetJavaObject(); + InitializeSDK(key); + } + + public override void SetDebugMode(int logLevel) + { + _tapsellPlus?.CallStatic("setDebugMode", logLevel); + } + + public override void SetGdprConsent(bool consent) + { + _tapsellPlus?.CallStatic("setGDPRConsent", consent); + } + + public override void RequestRewardedVideoAd(string zoneId) + { + _tapsellPlus?.CallStatic("requestRewardedVideoAd", zoneId); + } + + public override void ShowRewardedVideoAd(string responseId) + { + _tapsellPlus?.CallStatic("showRewardedVideoAd", responseId); + } + + public override void RequestInterstitialAd(string zoneId) + { + _tapsellPlus?.CallStatic("requestInterstitialAd", zoneId); + } + + public override void ShowInterstitialAd(string responseId) + { + _tapsellPlus?.CallStatic("showInterstitialAd", responseId); + } + + public override void RequestStandardBannerAd(string zoneId, int bannerSize) + { + _tapsellPlus?.CallStatic("requestStandardBannerAd", zoneId, bannerSize); + } + + public override void ShowStandardBannerAd(string responseId, int horizontalGravity, int verticalGravity) + { + _tapsellPlus?.CallStatic("showStandardBannerAd", responseId, horizontalGravity, verticalGravity); + } + + public override void DestroyStandardBannerAd(string responseId) + { + _tapsellPlus?.CallStatic("destroyStandardBannerAd", responseId); + } + + public override void DisplayStandardBannerAd() + { + _tapsellPlus?.CallStatic("displayStandardBannerAd"); + } + + public override void HideStandardBannerAd() + { + _tapsellPlus?.CallStatic("hideStandardBannerAd"); + } + + public override void RequestNativeBannerAd(string zoneId) + { + _tapsellPlus?.CallStatic("requestNativeBannerAd", zoneId); + } + + public override void ShowNativeBannerAd(string zoneId) + { + _tapsellPlus?.CallStatic("showNativeBannerAd", zoneId); + } + + public override void NativeBannerAdClicked(string responseId) + { + _tapsellPlus?.CallStatic("nativeBannerAdClicked", responseId); + } + + public override void SendAdMobNativeAdSuccessReport(string responseId, string adNetworkZoneId) + { + _tapsellPlus?.CallStatic("sendAdMobNativeAdSuccessReport", responseId, adNetworkZoneId); + } + + public override void SendAdMobNativeAdWin(string responseId, string adNetworkZoneId) + { + _tapsellPlus?.CallStatic("sendAdMobNativeAdWin", responseId, adNetworkZoneId); + } + + public override void SendAdMobNativeAdShowStart(string responseId, string adNetworkZoneId) + { + _tapsellPlus?.CallStatic("sendAdMobNativeAdShowStart", responseId, adNetworkZoneId); + } + + public override void SendAdMobNativeAdFailedReport(string zoneId, string responseId, string json) + { + _tapsellPlus?.CallStatic("sendAdMobNativeAdFailedReport", zoneId, responseId, json); + } +#endif + } +} \ No newline at end of file diff --git a/Assets/TapsellPlusSDK/TapsellPlusMessageHandler.cs b/Assets/TapsellPlusSDK/TapsellPlusMessageHandler.cs new file mode 100755 index 0000000..56dc50e --- /dev/null +++ b/Assets/TapsellPlusSDK/TapsellPlusMessageHandler.cs @@ -0,0 +1,80 @@ +๏ปฟusing TapsellPlusSDK.models; +using UnityEngine; + +namespace TapsellPlusSDK +{ + /* + * To handle callbacks that call in Android + */ + public class TapsellPlusMessageHandler : MonoBehaviour + { + public void NotifyOnInitializeSuccess(string adNetworkName) + { + Debug.Log("NotifyOnInitializeSuccess() Called."); + TapsellPlus.OnInitializeSuccess(adNetworkName); + } + + public void NotifyOnInitializeFailed(string json) + { + Debug.Log("NotifyOnInitializeFailed() Called."); + var tapsellPlusAdNetworkError = JsonUtility.FromJson(json); + TapsellPlus.OnInitializeFailed(tapsellPlusAdNetworkError); + } + + public void NotifyOnRequestResponse(string json) + { + Debug.Log("NotifyOnRequestResponse() Called."); + var tapsellPlusAdModel = JsonUtility.FromJson(json); + TapsellPlus.OnRequestResponse(tapsellPlusAdModel); + } + + public void NotifyOnRequestError(string json) + { + Debug.Log("NotifyOnRequestError() Called."); + var tapsellPlusRequestError = JsonUtility.FromJson(json); + TapsellPlus.OnRequestError(tapsellPlusRequestError); + } + + public void NotifyOnAdOpened(string json) + { + Debug.Log("NotifyOnAdOpened() Called."); + var tapsellPlusAdModel = JsonUtility.FromJson(json); + TapsellPlus.OnAdOpened(tapsellPlusAdModel); + } + + public void NotifyOnAdClosed(string json) + { + Debug.Log("NotifyOnAdClosed() Called."); + var tapsellPlusAdModel = JsonUtility.FromJson(json); + TapsellPlus.OnAdClosed(tapsellPlusAdModel); + } + + public void NotifyOnAdRewarded(string json) + { + Debug.Log("NotifyOnAdRewarded() Called."); + var tapsellPlusAdModel = JsonUtility.FromJson(json); + TapsellPlus.OnAdRewarded(tapsellPlusAdModel); + } + + public void NotifyOnAdShowError(string json) + { + Debug.Log("NotifyOnAdShowError() Called."); + var tapsellPlusErrorModel = JsonUtility.FromJson(json); + TapsellPlus.OnAdShowError(tapsellPlusErrorModel); + } + + public void NotifyTapsellNativeAdOpened(string json) + { + Debug.Log("NotifyTapsellNativeAdOpened() Called."); + var tapsellPlusNativeAd = JsonUtility.FromJson(json); + TapsellPlus.OnTapsellNativeAdOpened(tapsellPlusNativeAd); + } + + public void NotifyAdMobNativeAdRequestResponse(string json) + { + Debug.Log("NotifyAdMobNativeAdRequestResponse() Called."); + var adMobNativeAd = JsonUtility.FromJson(json); + TapsellPlus.OnAdMobNativeAdRequest(adMobNativeAd); + } + } +} \ No newline at end of file diff --git a/Assets/TapsellPlusSDK/TapsellPlusNativeBannerAd.cs b/Assets/TapsellPlusSDK/TapsellPlusNativeBannerAd.cs new file mode 100755 index 0000000..c3bc056 --- /dev/null +++ b/Assets/TapsellPlusSDK/TapsellPlusNativeBannerAd.cs @@ -0,0 +1,114 @@ +๏ปฟusing System.Collections.Generic; +using GoogleMobileAds.Api; +using TapsellPlusSDK.models; +using UnityEngine; +using UnityEngine.UI; + +namespace TapsellPlusSDK +{ + public class TapsellPlusNativeBannerAd : TapsellPlusAdModel + { + private readonly NativeAd _nativeAd; + public readonly string adNetwork; + public readonly string callToActionText; + public readonly string description; + public readonly Texture2D iconImage; + public readonly Texture2D landscapeBannerImage; + public readonly Texture2D portraitBannerImage; + public readonly string title; + + public TapsellPlusNativeBannerAd(string responseId, string zoneId, + string adNetwork, string title, + string description, string callToActionText, + Texture2D portraitBannerImage, Texture2D landscapeBannerImage, + Texture2D iconImage, NativeAd nativeAd) : base(responseId, zoneId) + { + this.adNetwork = adNetwork; + this.title = title; + this.description = description; + this.callToActionText = callToActionText; + this.portraitBannerImage = portraitBannerImage; + this.landscapeBannerImage = landscapeBannerImage; + this.iconImage = iconImage; + _nativeAd = nativeAd; + } + + private void Clicked() + { + TapsellPlus.NativeBannerAdClicked(responseId); + } + + public void RegisterBodyTextGameObject(GameObject gameObject) + { + if (CallTapsellRegister(gameObject)) return; + _nativeAd.RegisterBodyTextGameObject(gameObject); + } + + public void RegisterCallToActionGameObject(GameObject gameObject) + { + if (CallTapsellRegister(gameObject)) return; + _nativeAd.RegisterCallToActionGameObject(gameObject); + } + + public void RegisterHeadlineTextGameObject(GameObject gameObject) + { + if (CallTapsellRegister(gameObject)) return; + _nativeAd.RegisterHeadlineTextGameObject(gameObject); + } + + public void RegisterIconImageGameObject(GameObject gameObject) + { + if (CallTapsellRegister(gameObject)) return; + _nativeAd.RegisterIconImageGameObject(gameObject); + } + + public void RegisterImageGameObject(GameObject gameObject) + { + if (CallTapsellRegister(gameObject)) return; + var list = new List {gameObject.gameObject}; + _nativeAd.RegisterImageGameObjects(list); + } + + public void Register3DItem(GameObject gameObject) + { + RegisterTapsellComponent(gameObject); + } + + private bool CallTapsellRegister(GameObject gameObject) + { + UnRegisterTapsellComponent(gameObject); + if (_nativeAd != null) return false; + RegisterTapsellComponent(gameObject); + + return true; + } + + private static void UnRegisterTapsellComponent(GameObject gameObject) + { + if (!(gameObject.transform as RectTransform)) return; + var component = gameObject.GetComponent