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
///
/// This class lets you specify (in code, by editing it) symbols that will be added to the build settings' define symbols list automatically
///
[InitializeOnLoad]
public class NiceVibrationsDefineSymbols
{
///
/// A list of all the symbols you want added to the build settings
///
public static readonly string[] Symbols = new string[]
{
"MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED"
};
///
/// As soon as this class has finished compiling, adds the specified define symbols to the build settings
///
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(currentDefines);
updatedDefines.Add(Symbols[0]);
activeProfile.scriptingDefines = updatedDefines.ToArray();
}
}
}
else
{
string scriptingDefinesString = PlayerSettings.GetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup));
List scriptingDefinesStringList = scriptingDefinesString.Split(';').ToList();
scriptingDefinesStringList.AddRange(Symbols.Except(scriptingDefinesStringList));
PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), string.Join(";", scriptingDefinesStringList.ToArray()));
}
}
}
#endif
}