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AppleHillsProduction/Assets/External/Feel/NiceVibrations/Define/NiceVibrationsDefineSymbols.cs

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C#
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2025-12-11 14:49:16 +01:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Build.Profile;
#endif
namespace MoreMountains.FeedbacksForThirdParty
{
#if UNITY_EDITOR
/// <summary>
/// This class lets you specify (in code, by editing it) symbols that will be added to the build settings' define symbols list automatically
/// </summary>
[InitializeOnLoad]
public class NiceVibrationsDefineSymbols
{
/// <summary>
/// A list of all the symbols you want added to the build settings
/// </summary>
public static readonly string[] Symbols = new string[]
{
"MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED"
};
/// <summary>
/// As soon as this class has finished compiling, adds the specified define symbols to the build settings
/// </summary>
static NiceVibrationsDefineSymbols()
{
BuildProfile activeProfile = BuildProfile.GetActiveBuildProfile();
if (activeProfile != null)
{
var symbols = PlayerSettings.GetScriptingDefineSymbols(
UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings
.selectedBuildTargetGroup));
if (!symbols.Contains("MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED"))
{
string[] currentDefines = activeProfile.scriptingDefines;
if (!Array.Exists(currentDefines, define => define == Symbols[0]))
{
var updatedDefines = new List<string>(currentDefines);
updatedDefines.Add(Symbols[0]);
activeProfile.scriptingDefines = updatedDefines.ToArray();
}
}
}
else
{
string scriptingDefinesString = PlayerSettings.GetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup));
List<string> scriptingDefinesStringList = scriptingDefinesString.Split(';').ToList();
scriptingDefinesStringList.AddRange(Symbols.Except(scriptingDefinesStringList));
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), string.Join(";", scriptingDefinesStringList.ToArray()));
}
}
}
#endif
}