Esempio n. 1
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        internal static void DisableNotificationModule(GameObject mainPrefab)
        {
            EM_EditorUtil.RemoveModuleFromPrefab <NotificationManager>(mainPrefab);

            // Remove associated scripting symbol on all platforms it was defined.
            GlobalDefineManager.SDS_RemoveDefineOnAllPlatforms(EM_ScriptingSymbols.OneSignal);
        }
Esempio n. 2
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        internal static void DisableIAPModule(GameObject mainPrefab)
        {
            EM_EditorUtil.RemoveModuleFromPrefab <InAppPurchasing>(mainPrefab);

            // Remove associated scripting symbol on all platforms it was defined.
            GlobalDefineManager.SDS_RemoveDefineOnAllPlatforms(EM_ScriptingSymbols.UnityIAP);
        }
Esempio n. 3
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        internal static void DisableAdModule(GameObject mainPrefab)
        {
            EM_EditorUtil.RemoveModuleFromPrefab <AdManager>(mainPrefab);

            // Remove associated scripting symbols on all platforms if any was defined on that platform.
            GlobalDefineManager.SDS_RemoveDefinesOnAllPlatforms(
                new string[] { EM_ScriptingSymbols.AdMob, EM_ScriptingSymbols.Chartboost, EM_ScriptingSymbols.Heyzap }
                );
        }
Esempio n. 4
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        internal static void DisableGameServiceModule(GameObject mainPrefab)
        {
            EM_EditorUtil.RemoveModuleFromPrefab <GameServiceManager>(mainPrefab);

            // Removed associated scripting symbols if any was defined.
            // Note that we won't remove the NO_GPGS symbol automatically on iOS.
            // Rather we'll let the user delete it manually if they want.
            // This helps prevent potential build issues on iOS due to GPGS dependencies.
            GlobalDefineManager.SDS_RemoveDefineOnAllPlatforms(EM_ScriptingSymbols.GooglePlayGames);
        }