public static void Resolve() { svcSupport.ClearDependencies(); AddDependencies(); Dictionary <string, Dependency> deps = svcSupport.ResolveDependencies(true); svcSupport.CopyDependencies(deps, "Assets/Plugins/Android", HandleOverwriteConfirmation); AssetDatabase.Refresh(); EditorUtility.DisplayDialog("Android Jar Dependencies", "Resolution Complete", "OK"); }
/// <summary> /// Perform resolution with no Android package dependency checks. /// </summary> private void DoResolutionNoAndroidPackageChecks( PlayServicesSupport svcSupport, string destinationDirectory, PlayServicesSupport.OverwriteConfirmation handleOverwriteConfirmation) { try { // Get the collection of dependencies that need to be copied. Dictionary <string, Dependency> deps = svcSupport.ResolveDependencies(true); // Copy the list svcSupport.CopyDependencies(deps, destinationDirectory, handleOverwriteConfirmation); } catch (Google.JarResolver.ResolutionException e) { Debug.LogError(e.ToString()); return; } // we want to look at all the .aars to decide to explode or not. // Some aars have variables in their AndroidManifest.xml file, // e.g. ${applicationId}. Unity does not understand how to process // these, so we handle it here. ProcessAars(destinationDirectory); SaveAarExplodeCache(); }
/// <summary> /// Perform the resolution and the exploding/cleanup as needed. /// </summary> static void DoResolution() { // Get the collection of dependencies that need to be copied. Dictionary <string, Dependency> deps = svcSupport.ResolveDependencies(true); // Copy the list svcSupport.CopyDependencies(deps, "Assets/Plugins/Android", HandleOverwriteConfirmation); // If aar files are not supported, explode them into directories. // otherwise clean up any exploded directories in favor of the aar files. if (!SupportsAarFiles) { Debug.Log("Exploding"); // need to explode the .aar file in place. ExplodeAarFiles("Assets/Plugins/Android"); } else { Debug.Log("Cleaning up exploded aars..."); CleanupExploded("Assets/Plugins/Android"); } }
/// <summary> /// Perform the resolution and the exploding/cleanup as needed. /// </summary> public override void DoResolution(PlayServicesSupport svcSupport, string destinationDirectory, PlayServicesSupport.OverwriteConfirmation handleOverwriteConfirmation) { // Get the collection of dependencies that need to be copied. Dictionary <string, Dependency> deps = svcSupport.ResolveDependencies(true); // Copy the list svcSupport.CopyDependencies(deps, destinationDirectory, handleOverwriteConfirmation); // we want to look at all the .aars to decide to explode or not. // Some aars have variables in their AndroidManifest.xml file, // e.g. ${applicationId}. Unity does not understand how to process // these, so we handle it here. ProcessAars(destinationDirectory); }