private static UMAABMSettingsStore GetThisSettings() { thisSettings = GetEncryptionSettings(); if (thisSettings == null) { thisSettings = new UMAABMSettingsStore(); } return(thisSettings); }
/// <summary> /// Should the bundles be built for use with iOS app slicing /// </summary> public static void SetBuildForSlicing(bool enabled) { var thisSettings = GetEncryptionSettings(); if (thisSettings == null) { thisSettings = new UMAABMSettingsStore(); } thisSettings.buildForAppSlicing = enabled; }
public static void ClearEncryptionSettings() { var thisSettings = GetEncryptionSettings(); var newSettings = new UMAABMSettingsStore(); newSettings.buildForAppSlicing = thisSettings.buildForAppSlicing; newSettings.bundleIndexCustomValue = thisSettings.bundleIndexCustomValue; newSettings.bundleIndexVersioningMethod = thisSettings.bundleIndexVersioningMethod; newSettings.enableBundleIndexVersioning = thisSettings.enableBundleIndexVersioning; File.WriteAllText(Path.Combine(GetSettingsFolderPath(), SETTINGS_FILENAME), JsonUtility.ToJson(newSettings)); }
/// <summary> /// Turns encryption OFF ands unsets any existing password /// </summary> public static void UnsetEncryptionPassword() { var thisSettings = GetEncryptionSettings(); if (thisSettings == null) { thisSettings = new UMAABMSettingsStore(); } thisSettings.encryptionEnabled = false; thisSettings.encryptionPassword = ""; File.WriteAllText(Path.Combine(GetSettingsFolderPath(), SETTINGS_FILENAME), JsonUtility.ToJson(thisSettings)); AssetDatabase.Refresh(); }
public static void SetEncryptionSettings(bool encryptionEnabled, string encryptionPassword = "", string encryptionSuffix = "", bool?encodeNames = null) { var thisSettings = GetEncryptionSettings(); if (thisSettings == null) { thisSettings = new UMAABMSettingsStore(); } thisSettings.encryptionEnabled = encryptionEnabled; thisSettings.encryptionPassword = encryptionPassword != "" ? encryptionPassword : thisSettings.encryptionPassword; thisSettings.encryptionSuffix = encryptionSuffix != "" ? encryptionSuffix : thisSettings.encryptionSuffix; thisSettings.encodeNames = encodeNames != null ? (bool)encodeNames : thisSettings.encodeNames; File.WriteAllText(Path.Combine(GetSettingsFolderPath(), SETTINGS_FILENAME), JsonUtility.ToJson(thisSettings)); AssetDatabase.Refresh(); }
public static void SetEncryptionSettings(bool encryptionEnabled, string encryptionPassword = "", string encryptionSuffix = "", bool?encodeNames = null) { var thisSettings = GetEncryptionSettings(); if (thisSettings == null) { thisSettings = new UMAABMSettingsStore(); } thisSettings.encryptionEnabled = encryptionEnabled; thisSettings.encryptionPassword = encryptionPassword != "" ? encryptionPassword : thisSettings.encryptionPassword; thisSettings.encryptionSuffix = encryptionSuffix != "" ? encryptionSuffix : thisSettings.encryptionSuffix; thisSettings.encodeNames = encodeNames != null ? (bool)encodeNames : thisSettings.encodeNames; File.WriteAllText(Path.Combine(GetSettingsFolderPath(), SETTINGS_FILENAME), JsonUtility.ToJson(thisSettings)); //need to make this show right in Unity when its inspected /*TextAsset textAsset = (TextAsset)AssetDatabase.LoadAssetAtPath(Path.Combine(GetSettingsFolderPath(), SETTINGS_FILENAME), typeof(TextAsset)); * EditorUtility.SetDirty(textAsset); * AssetDatabase.SaveAssets();*/ AssetDatabase.Refresh(); //AssetDatabase.ImportAsset(Path.Combine(GetSettingsFolderPath(), SETTINGS_FILENAME), typeof(TextAsset)); }
public static void ClearEncryptionSettings() { var thisSettings = new UMAABMSettingsStore(); File.WriteAllText(Path.Combine(GetSettingsFolderPath(), SETTINGS_FILENAME), JsonUtility.ToJson(thisSettings)); }