fix:1、修复bug 2、删除不用的代码和资源,sdk等
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+1
-28
@@ -22,28 +22,7 @@ namespace AppLovinMax.Scripts.IntegrationManager.Editor
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{
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if (!AppLovinSettings.Instance.QualityServiceEnabled) return;
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#if UNITY_2019_3_OR_NEWER
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// On Unity 2019.3+, the path returned is the path to the unityLibrary's module.
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// The AppLovin Quality Service buildscript closure related lines need to be added to the root build.gradle file.
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var rootGradleBuildFilePath = Path.Combine(path, "../build.gradle");
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var shouldAddQualityServiceToDependencies = ShouldAddQualityServiceToDependencies(rootGradleBuildFilePath);
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var failedToAddPlugin = false;
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if (shouldAddQualityServiceToDependencies)
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{
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// Add the Quality Service Plugin to the dependencies block in the root build.gradle file
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var buildScriptChangesAdded = AddQualityServiceBuildScriptLines(rootGradleBuildFilePath);
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failedToAddPlugin = !buildScriptChangesAdded;
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}
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else
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{
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// Add the Quality Service Plugin to the plugin block in the root build.gradle file
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var rootSettingsGradleFilePath = Path.Combine(path, "../settings.gradle");
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var qualityServiceAdded = AddPluginToRootGradleBuildFile(rootGradleBuildFilePath);
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var appLovinRepositoryAdded = AddAppLovinRepository(rootSettingsGradleFilePath);
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failedToAddPlugin = !(qualityServiceAdded && appLovinRepositoryAdded);
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}
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var failedToAddPlugin = !AddQualityServiceToRootGradleFile(path);
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if (failedToAddPlugin)
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{
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MaxSdkLogger.UserWarning("Failed to add AppLovin Quality Service plugin to the gradle project.");
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@@ -52,12 +31,6 @@ namespace AppLovinMax.Scripts.IntegrationManager.Editor
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// The plugin needs to be added to the application module (named launcher)
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var applicationGradleBuildFilePath = Path.Combine(path, "../launcher/build.gradle");
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#else
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// If Gradle template is enabled, we would have already updated the plugin.
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if (AppLovinIntegrationManager.GradleTemplateEnabled) return;
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var applicationGradleBuildFilePath = Path.Combine(path, "build.gradle");
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#endif
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if (!File.Exists(applicationGradleBuildFilePath))
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{
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