add new xcodebuild script
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41ae827c99
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42566a7973
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@ -21,53 +21,19 @@ SOFTWARE.
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#if UNITY_IOS
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.IO;
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using System.Text;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEditor.iOS.Xcode;
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using Application = UnityEngine.Application;
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/// <summary>
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/// Adding this post build script to Unity project enables the flutter-unity-widget to access it
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/// </summary>
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public static class XcodePostBuild
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{
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/// <summary>
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/// Path to the root directory of Xcode project.
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/// This should point to the directory of '${XcodeProjectName}.xcodeproj'.
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/// It is recommended to use relative path here.
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/// Current directory is the root directory of this Unity project, i.e. the directory of 'Assets' folder.
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/// Sample value: "../xcode"
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/// </summary>
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private const string XcodeProjectRoot = "../../ios";
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/// <summary>
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/// Name of the Xcode project.
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/// This script looks for '${XcodeProjectName} + ".xcodeproj"' under '${XcodeProjectRoot}'.
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/// Sample value: "DemoApp"
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/// </summary>
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private static string XcodeProjectName = Application.productName;
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/// <summary>
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/// Directories, relative to the root directory of the Xcode project, to put generated Unity iOS build output.
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/// </summary>
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private static string ClassesProjectPath = "UnityExport/Classes";
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private static string LibrariesProjectPath = "UnityExport/Libraries";
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private static string DataProjectPath = "UnityExport/Data";
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/// <summary>
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/// Path, relative to the root directory of the Xcode project, to put information about generated Unity output.
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/// </summary>
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private static string ExportsConfigProjectPath = "UnityExport/Exports.xcconfig";
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private static string PbxFilePath = XcodeProjectName + ".xcodeproj/project.pbxproj";
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private const string BackupExtension = ".bak";
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/// <summary>
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/// The identifier added to touched file to avoid double edits when building to existing directory without
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@ -84,108 +50,6 @@ public static class XcodePostBuild
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}
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PatchUnityNativeCode(pathToBuiltProject);
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}
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/// <summary>
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/// Update pbx project file by adding src files and removing extra files that
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/// exists in dest but not in src any more.
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///
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/// This method only updates the pbx project file. It does not copy or delete
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/// files in Swift Xcode project. The Swift Xcode project will do copy and delete
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/// during build, and it should copy files if contents are different, regardless
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/// of the file time.
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/// </summary>
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/// <param name="pbx">The pbx project.</param>
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/// <param name="src">The directory where Unity project is built.</param>
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/// <param name="dest">The directory of the Swift Xcode project where the
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/// Unity project is embedded into.</param>
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/// <param name="projectPathPrefix">The prefix of project path in Swift Xcode
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/// project for Unity code files. E.g. "DempApp/Unity/Classes" for all files
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/// under Classes folder from Unity iOS build output.</param>
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private static void ProcessUnityDirectory(PBXProject pbx, string src, string dest, string projectPathPrefix)
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{
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var targetGuid = pbx.TargetGuidByName(XcodeProjectName);
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if (string.IsNullOrEmpty(targetGuid)) {
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throw new Exception(string.Format("TargetGuid could not be found for '{0}'", XcodeProjectName));
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}
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// newFiles: array of file names in build output that do not exist in project.pbx manifest.
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// extraFiles: array of file names in project.pbx manifest that do not exist in build output.
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// Build output files that already exist in project.pbx manifest will be skipped to minimize
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// changes to project.pbx file.
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string[] newFiles, extraFiles;
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CompareDirectories(src, dest, out newFiles, out extraFiles);
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foreach (var f in newFiles)
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{
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if (ShouldExcludeFile(f))
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{
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continue;
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}
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var projPath = Path.Combine(projectPathPrefix, f);
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if (!pbx.ContainsFileByProjectPath(projPath))
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{
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var guid = pbx.AddFile(projPath, projPath);
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pbx.AddFileToBuild(targetGuid, guid);
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Debug.LogFormat("Added file to pbx: '{0}'", projPath);
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}
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}
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foreach (var f in extraFiles)
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{
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var projPath = Path.Combine(projectPathPrefix, f);
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if (pbx.ContainsFileByProjectPath(projPath))
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{
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var guid = pbx.FindFileGuidByProjectPath(projPath);
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pbx.RemoveFile(guid);
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Debug.LogFormat("Removed file from pbx: '{0}'", projPath);
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}
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}
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}
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/// <summary>
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/// Compares the directories. Returns files that exists in src and
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/// extra files that exists in dest but not in src any more.
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/// </summary>
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private static void CompareDirectories(string src, string dest, out string[] srcFiles, out string[] extraFiles)
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{
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srcFiles = GetFilesRelativePath(src);
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var destFiles = GetFilesRelativePath(dest);
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var extraFilesSet = new HashSet<string>(destFiles);
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extraFilesSet.ExceptWith(srcFiles);
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extraFiles = extraFilesSet.ToArray();
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}
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private static string[] GetFilesRelativePath(string directory)
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{
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var results = new List<string>();
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if (Directory.Exists(directory))
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{
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foreach (var path in Directory.GetFiles(directory, "*", SearchOption.AllDirectories))
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{
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var relative = path.Substring(directory.Length).TrimStart('/');
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results.Add(relative);
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}
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}
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return results.ToArray();
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}
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private static bool ShouldExcludeFile(string fileName)
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{
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if (fileName.EndsWith(".bak", StringComparison.OrdinalIgnoreCase))
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{
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return true;
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}
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return false;
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}
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/// <summary>
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@ -193,35 +57,41 @@ public static class XcodePostBuild
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/// </summary>
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private static void PatchUnityNativeCode(string pathToBuiltProject)
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{
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EditMainMM(Path.Combine(pathToBuiltProject, "Classes/main.mm"));
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EditUnityFrameworkH(Path.Combine(pathToBuiltProject, "UnityFramework/UnityFramework.h"));
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EditUnityAppControllerH(Path.Combine(pathToBuiltProject, "Classes/UnityAppController.h"));
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EditUnityAppControllerMM(Path.Combine(pathToBuiltProject, "Classes/UnityAppController.mm"));
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if (Application.unityVersion == "2017.1.1f1")
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{
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EditMetalHelperMM(Path.Combine(pathToBuiltProject, "Classes/Unity/MetalHelper.mm"));
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}
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// TODO: Parse unity version number and do range comparison.
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if (Application.unityVersion.StartsWith("2017.3.0f") || Application.unityVersion.StartsWith("2017.3.1f"))
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{
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EditSplashScreenMM(Path.Combine(pathToBuiltProject, "Classes/UI/SplashScreen.mm"));
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}
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}
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/// <summary>
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/// Edit 'main.mm': removes 'main' entry that would conflict with the Xcode project it embeds into.
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/// Edit 'UnityFramework.h': add 'frameworkWarmup'
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/// </summary>
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private static void EditMainMM(string path)
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private static void EditUnityFrameworkH(string path)
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{
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var inScope = false;
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// Add frameworkWarmup method
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EditCodeFile(path, line =>
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{
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if (line.TrimStart().StartsWith("int main", StringComparison.Ordinal))
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inScope |= line.Contains("- (void)runUIApplicationMainWithArgc:");
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if (inScope)
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{
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return line.Replace("int main", "int old_main");
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if (line.Trim() == "")
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{
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inScope = false;
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return new string[]
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{
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"",
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"// Added by " + TouchedMarker,
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"- (void)frameworkWarmup:(int)argc argv:(char*[])argv;",
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""
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};
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}
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}
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return line;
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return new string[] { line };
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});
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}
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@ -264,11 +134,11 @@ public static class XcodePostBuild
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// Modify inline GetAppController
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EditCodeFile(path, line =>
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{
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inScope |= line.Contains("inline UnityAppController");
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inScope |= line.Contains("extern UnityAppController* GetAppController");
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if (inScope && !markerDetected)
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{
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if (line.Trim() == "}")
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if (line.Trim() == "")
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{
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inScope = false;
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markerDetected = true;
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@ -284,21 +154,13 @@ public static class XcodePostBuild
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};
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}
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if (!markerAdded)
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{
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markerAdded = true;
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return new string[]
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{
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"// Modified by " + TouchedMarker,
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"// " + line,
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};
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}
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return new string[] { "// " + line };
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}
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return new string[] { line };
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});
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}
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/// <summary>
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@ -356,100 +218,35 @@ public static class XcodePostBuild
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return new string[] { line };
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});
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}
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/// <summary>
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/// Edit 'MetalHelper.mm': fixes a bug (only in 2017.1.1f1) that causes crash.
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/// </summary>
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private static void EditMetalHelperMM(string path)
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{
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var markerDetected = false;
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inScope = false;
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markerDetected = false;
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// Modify inline GetAppController
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EditCodeFile(path, line =>
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{
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markerDetected |= line.Contains(TouchedMarker);
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if (!markerDetected && line.Trim() == "surface->stencilRB = [surface->device newTextureWithDescriptor: stencilTexDesc];")
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{
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return new string[]
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{
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"",
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" // Modified by " + TouchedMarker,
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" // Default stencilTexDesc.usage has flag 1. In runtime it will cause assertion failure:",
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" // validateRenderPassDescriptor:589: failed assertion `Texture at stencilAttachment has usage (0x01) which doesn't specify MTLTextureUsageRenderTarget (0x04)'",
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" // Adding MTLTextureUsageRenderTarget seems to fix this issue.",
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" stencilTexDesc.usage |= MTLTextureUsageRenderTarget;",
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line,
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};
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}
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return new string[] { line };
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});
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}
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/// <summary>
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/// Edit 'SplashScreen.mm': Unity introduces its own 'LaunchScreen.storyboard' since 2017.3.0f3.
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/// Disable it here and use Swift project's launch screen instead.
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/// </summary>
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private static void EditSplashScreenMM(string path) {
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var markerDetected = false;
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var markerAdded = false;
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var inScope = false;
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var level = 0;
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EditCodeFile(path, line =>
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{
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inScope |= line.Trim() == "void ShowSplashScreen(UIWindow* window)";
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markerDetected |= line.Contains(TouchedMarker);
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inScope |= line.Contains("UnityAppController* GetAppController()");
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if (inScope && !markerDetected)
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{
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if (line.Trim() == "{")
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{
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level++;
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}
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else if (line.Trim() == "}")
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{
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level--;
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}
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if (line.Trim() == "}" && level == 0)
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if (line.Trim() == "}")
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{
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inScope = false;
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}
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markerDetected = true;
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if (level > 0 && line.Trim().StartsWith("bool hasStoryboard"))
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{
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return new string[]
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{
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" // " + line,
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" bool hasStoryboard = false;",
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"",
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};
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}
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if (!markerAdded)
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{
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markerAdded = true;
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return new string[]
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{
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"// Modified by " + TouchedMarker,
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line,
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};
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}
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return new string[] { "// " + line };
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}
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return new string[] { line };
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});
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}
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private static void EditCodeFile(string path, Func<string, string> lineHandler)
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{
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EditCodeFile(path, line =>
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{
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return new string[] { lineHandler(line) };
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});
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}
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private static void EditCodeFile(string path, Func<string, IEnumerable<string>> lineHandler)
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{
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var bakPath = path + ".bak";
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