public static void Resolve()
        {
            svcSupport.ClearDependencies();

            AddDependencies();
            Dictionary <string, Dependency> deps =
                svcSupport.ResolveDependencies(true);

            svcSupport.CopyDependencies(deps, "Assets/Plugins/Android",
                                        HandleOverwriteConfirmation);

            AssetDatabase.Refresh();
            EditorUtility.DisplayDialog("Android Jar Dependencies",
                                        "Resolution Complete", "OK");
        }
        /// <summary>
        /// Perform resolution with no Android package dependency checks.
        /// </summary>
        private void DoResolutionNoAndroidPackageChecks(
            PlayServicesSupport svcSupport, string destinationDirectory,
            PlayServicesSupport.OverwriteConfirmation handleOverwriteConfirmation)
        {
            try
            {
                // Get the collection of dependencies that need to be copied.
                Dictionary <string, Dependency> deps =
                    svcSupport.ResolveDependencies(true);
                // Copy the list
                svcSupport.CopyDependencies(deps,
                                            destinationDirectory,
                                            handleOverwriteConfirmation);
            }
            catch (Google.JarResolver.ResolutionException e)
            {
                Debug.LogError(e.ToString());
                return;
            }

            // we want to look at all the .aars to decide to explode or not.
            // Some aars have variables in their AndroidManifest.xml file,
            // e.g. ${applicationId}.  Unity does not understand how to process
            // these, so we handle it here.
            ProcessAars(destinationDirectory);

            SaveAarExplodeCache();
        }
Beispiel #3
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        /// <summary>
        /// Perform the resolution and the exploding/cleanup as needed.
        /// </summary>
        static void DoResolution()
        {
            // Get the collection of dependencies that need to be copied.
            Dictionary <string, Dependency> deps =
                svcSupport.ResolveDependencies(true);

            // Copy the list
            svcSupport.CopyDependencies(deps,
                                        "Assets/Plugins/Android",
                                        HandleOverwriteConfirmation);

            // If aar files are not supported, explode them into directories.
            // otherwise clean up any exploded directories in favor of the aar files.
            if (!SupportsAarFiles)
            {
                Debug.Log("Exploding");
                // need to explode the .aar file in place.
                ExplodeAarFiles("Assets/Plugins/Android");
            }
            else
            {
                Debug.Log("Cleaning up exploded aars...");
                CleanupExploded("Assets/Plugins/Android");
            }
        }
Beispiel #4
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        /// <summary>
        /// Perform the resolution and the exploding/cleanup as needed.
        /// </summary>
        public override void DoResolution(PlayServicesSupport svcSupport,
                                          string destinationDirectory,
                                          PlayServicesSupport.OverwriteConfirmation handleOverwriteConfirmation)
        {
            // Get the collection of dependencies that need to be copied.
            Dictionary <string, Dependency> deps =
                svcSupport.ResolveDependencies(true);

            // Copy the list
            svcSupport.CopyDependencies(deps,
                                        destinationDirectory,
                                        handleOverwriteConfirmation);

            // we want to look at all the .aars to decide to explode or not.
            // Some aars have variables in their AndroidManifest.xml file,
            // e.g. ${applicationId}.  Unity does not understand how to process
            // these, so we handle it here.
            ProcessAars(destinationDirectory);
        }