示例#1
0
        public void ResolveDependencies(ApplicationProxy application,
                                        SelectionProxy selection,
                                        UnityConnectProxy unityConnect,
                                        PackageFiltering packageFiltering,
                                        PackageManagerPrefs packageManagerPrefs,
                                        UpmClient upmClient,
                                        AssetStoreClient assetStoreClient,
                                        PackageDatabase packageDatabase,
                                        PackageManagerProjectSettingsProxy settingsProxy)
        {
            m_Application         = application;
            m_Selection           = selection;
            m_UnityConnect        = unityConnect;
            m_PackageFiltering    = packageFiltering;
            m_PackageManagerPrefs = packageManagerPrefs;
            m_UpmClient           = upmClient;
            m_AssetStoreClient    = assetStoreClient;
            m_PackageDatabase     = packageDatabase;
            m_SettingsProxy       = settingsProxy;

            foreach (var page in m_SerializedSimplePages)
            {
                page.ResolveDependencies(packageDatabase, packageFiltering);
            }
            foreach (var page in m_SerializedPaginatedPage)
            {
                page.ResolveDependencies(packageDatabase, assetStoreClient, packageFiltering, packageManagerPrefs);
            }
        }
        private void ResolveDependencies()
        {
            var container = ServicesContainer.instance;

            m_ResourceLoader      = container.Resolve <ResourceLoader>();
            m_Application         = container.Resolve <ApplicationProxy>();
            m_PackageFiltering    = container.Resolve <PackageFiltering>();
            m_PackageManagerPrefs = container.Resolve <PackageManagerPrefs>();
            m_PageManager         = container.Resolve <PageManager>();
            m_UpmClient           = container.Resolve <UpmClient>();
        }
        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);
        }
        public void ResolveDependencies(UnityConnectProxy unityConnect,
                                        AssetDatabaseProxy assetDatabase,
                                        AssetStoreUtils assetStoreUtils,
                                        AssetStoreClient assetStoreClient,
                                        AssetStoreDownloadManager assetStoreDownloadManager,
                                        UpmClient upmClient,
                                        IOProxy ioProxy)
        {
            m_UnityConnect              = unityConnect;
            m_AssetDatabase             = assetDatabase;
            m_AssetStoreClient          = assetStoreClient;
            m_AssetStoreDownloadManager = assetStoreDownloadManager;
            m_UpmClient = upmClient;
            m_IOProxy   = ioProxy;

            foreach (var package in m_SerializedAssetStorePackages)
            {
                package.ResolveDependencies(assetStoreUtils, ioProxy);
            }
        }
示例#5
0
        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_IOProxy            = new IOProxy();
            m_SettingsProxy      = new PackageManagerProjectSettingsProxy();

            m_ResourceLoader = new ResourceLoader();

            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_UpmCache  = new UpmCache();
            m_UpmClient = new UpmClient();

            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;
        }