static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
 {
     if (deletedAssets.Select(s => s.ToLower()).Any(s => s.Contains("airship") || s.Contains("airship_config")))
     {
         if (UAConfig.LoadConfig().Apply())
         {
             UnityEngine.Debug.Log("Created Urban Airship config.");
             AssetDatabase.Refresh();
         }
     }
 }
        public static void OnPostProcessBuild(BuildTarget target, string buildPath)
        {
            if (!UAConfig.LoadConfig().IsValid)
            {
                EditorUtility.DisplayDialog("Urban Airship", "Urban Airship not configured. Set the app credentials in Window -> Urban Airship -> Settings", "OK");
            }

#if UNITY_IOS
            if (target == BuildTarget.iOS)
            {
                UpdatePbxProject(buildPath + "/Unity-iPhone.xcodeproj/project.pbxproj", buildPath);
                UpdateProjectPlist(buildPath + "/Info.plist");
            }
#endif

            UnityEngine.Debug.Log("Finished Urban Airship post build steps.");
        }
Exemple #3
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 void OnEnable()
 {
     config = UAConfig.LoadConfig();
 }