Import 2D Level
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using System.Linq;
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using Unity.Play.Publisher.Editor;
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using UnityEngine;
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namespace Unity.Tutorials
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{
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/// <summary>
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/// Contaisn all the callbacks needed for the Build And Publish tutorial
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/// </summary>
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[CreateAssetMenu(fileName = "PublishCriteria", menuName = "Tutorials/Microgame/PublishCriteria")]
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class PublishCriteria : ScriptableObject
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{
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static PublisherWindow publisherWindow;
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public bool IsNotDisplayingFirstTimeInstructions()
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{
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if (!IsWebGLPublisherOpen()) { return false; }
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return (!string.IsNullOrEmpty(publisherWindow.CurrentTab) && publisherWindow.CurrentTab != PublisherWindow.TabIntroduction);
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}
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public bool IsUserLoggedIn()
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{
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if (!IsWebGLPublisherOpen()) { return false; }
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return (publisherWindow.CurrentTab != PublisherWindow.TabNotLoggedIn);
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}
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public bool IsBuildBeingUploaded()
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{
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if (!IsWebGLPublisherOpen()) { return false; }
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switch (PublisherUtils.GetCurrentPublisherState(publisherWindow))
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{
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case PublisherState.Upload:
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case PublisherState.Process:
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return true;
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default: break;
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}
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return !string.IsNullOrEmpty(PublisherUtils.GetUrlOfLastPublishedBuild(publisherWindow));
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}
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public bool IsBuildPublished()
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{
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if (!IsWebGLPublisherOpen()) { return false; }
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return !string.IsNullOrEmpty(PublisherUtils.GetUrlOfLastPublishedBuild(publisherWindow));
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}
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public bool AtLeastOneBuildIsRegistered()
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{
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if (!IsWebGLPublisherOpen()) { return false; }
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switch (PublisherUtils.GetCurrentPublisherState(publisherWindow))
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{
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case PublisherState.Zip:
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case PublisherState.Upload:
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case PublisherState.Process:
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return true;
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default: break;
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}
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int availableBuilds = PublisherUtils.GetAllBuildsDirectories()
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.Where(p => (p != string.Empty)
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&& PublisherUtils.BuildIsValid(p)).Count();
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return availableBuilds > 0;
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}
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bool IsWebGLPublisherOpen()
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{
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if (publisherWindow) { return true; }
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publisherWindow = PublisherWindow.FindInstance();
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return false;
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}
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}
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}
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