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); }
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); }
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 } ); }
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); }