예제 #1
0
        public AssetStoreDownloadOperation(AssetStoreUtils assetStoreUtils, AssetStoreRestAPI assetStoreRestAPI, AssetStoreCachePathProxy assetStoreCachePathProxy, string productId, string oldPath)
        {
            ResolveDependencies(assetStoreUtils, assetStoreRestAPI, assetStoreCachePathProxy);

            m_ProductId      = productId;
            m_ProductOldPath = oldPath;
        }
예제 #2
0
 public void ResolveDependencies(AssetStoreUtils assetStoreUtils,
                                 AssetStoreRestAPI assetStoreRestAPI,
                                 AssetStoreCachePathProxy assetStoreCachePathProxy)
 {
     m_AssetStoreUtils          = assetStoreUtils;
     m_AssetStoreRestAPI        = assetStoreRestAPI;
     m_AssetStoreCachePathProxy = assetStoreCachePathProxy;
 }
예제 #3
0
        public void ResolveDependencies(UnityConnectProxy unityConnect,
                                        AssetStoreCache assetStoreCache,
                                        AssetStoreUtils assetStoreUtils,
                                        AssetStoreRestAPI assetStoreRestAPI,
                                        UpmClient upmClient,
                                        IOProxy ioProxy)
        {
            m_UnityConnect      = unityConnect;
            m_AssetStoreCache   = assetStoreCache;
            m_AssetStoreUtils   = assetStoreUtils;
            m_AssetStoreRestAPI = assetStoreRestAPI;
            m_UpmClient         = upmClient;
            m_IOProxy           = ioProxy;

            m_ListOperation?.ResolveDependencies(unityConnect, assetStoreRestAPI, assetStoreCache);
        }
        public ServicesContainer()
        {
            // In the constructor we only need to worry about creating a brand new instance.
            // In the case of assembly reload, a deserialize step will automatically happen after the constructor
            // to restore all the serializable states/services and we don't need to worry about that
            m_HttpClientFactory    = new HttpClientFactory();
            m_UnityOAuthProxy      = new UnityOAuthProxy();
            m_SelectionProxy       = new SelectionProxy();
            m_AssetDatabaseProxy   = new AssetDatabaseProxy();
            m_UnityConnectProxy    = new UnityConnectProxy();
            m_ApplicationProxy     = new ApplicationProxy();
            m_EditorAnalyticsProxy = new EditorAnalyticsProxy();
            m_IOProxy       = new IOProxy();
            m_SettingsProxy = new PackageManagerProjectSettingsProxy();
            m_ClientProxy   = new ClientProxy();

            m_ResourceLoader   = new ResourceLoader();
            m_ExtensionManager = new ExtensionManager();

            m_AssetStoreCache           = new AssetStoreCache();
            m_AssetStoreClient          = new AssetStoreClient();
            m_AssetStoreOAuth           = new AssetStoreOAuth();
            m_AssetStoreUtils           = new AssetStoreUtils();
            m_AssetStoreRestAPI         = new AssetStoreRestAPI();
            m_AssetStoreDownloadManager = new AssetStoreDownloadManager();
            m_AssetStoreCallQueue       = new AssetStoreCallQueue();
            m_AssetStoreCachePathProxy  = new AssetStoreCachePathProxy();

            m_UpmCache           = new UpmCache();
            m_UpmClient          = new UpmClient();
            m_UpmRegistryClient  = new UpmRegistryClient();
            m_UpmCacheRootClient = new UpmCacheRootClient();

            m_PackageFiltering    = new PackageFiltering();
            m_PackageManagerPrefs = new PackageManagerPrefs();

            m_PackageDatabase = new PackageDatabase();
            m_PageManager     = new PageManager();

            // Since dictionaries doesn't survive through serialization, we always re-create the default registration
            m_RegisteredObjects = new Dictionary <Type, object>();
            RegisterDefaultServices();

            m_DependenciesResolved = false;
            m_InitializeState      = State.NotInitialized;
        }
예제 #5
0
        public void ResolveDependencies(ApplicationProxy application,
                                        HttpClientFactory httpClientFactory,
                                        UnityConnectProxy unityConnect,
                                        IOProxy ioProxy,
                                        AssetStoreCache assetStoreCache,
                                        AssetStoreUtils assetStoreUtils,
                                        AssetStoreRestAPI assetStoreRestAPI,
                                        AssetStoreCachePathProxy assetStoreCachePathProxy)
        {
            m_Application              = application;
            m_UnityConnect             = unityConnect;
            m_IOProxy                  = ioProxy;
            m_HttpClientFactory        = httpClientFactory;
            m_AssetStoreCache          = assetStoreCache;
            m_AssetStoreUtils          = assetStoreUtils;
            m_AssetStoreRestAPI        = assetStoreRestAPI;
            m_AssetStoreCachePathProxy = assetStoreCachePathProxy;

            foreach (var operation in m_DownloadOperations.Values)
            {
                operation.ResolveDependencies(assetStoreUtils, assetStoreRestAPI, m_AssetStoreCachePathProxy);
            }
        }
 public AssetStoreListOperation(UnityConnectProxy unityConnect, AssetStoreRestAPI assetStoreRestAPI, AssetStoreCache assetStoreCache)
 {
     ResolveDependencies(unityConnect, assetStoreRestAPI, assetStoreCache);
 }
 public void ResolveDependencies(UnityConnectProxy unityConnect, AssetStoreRestAPI assetStoreRestAPI, AssetStoreCache assetStoreCache)
 {
     m_UnityConnect      = unityConnect;
     m_AssetStoreRestAPI = assetStoreRestAPI;
     m_AssetStoreCache   = assetStoreCache;
 }