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#if UNITY_IOS
using System;using System.Collections.Generic;using System.IO;using System.IO.Compression;using System.Text;using UnityEngine;using UnityEditor.iOS.Xcode;
namespace UnityEditor.XR.ARKit{ internal class XcodeAssetCatalog { public string name { get; set; }
public XcodeAssetCatalog(string name) { this.name = name; }
public void AddResourceGroup(ARResourceGroup group) { if (group == null) throw new ArgumentNullException("group");
if (m_ResourceGroups.Contains(group)) throw new InvalidOperationException(string.Format("Duplicate resource group '{0}'", group.name));
m_ResourceGroups.Add(group); }
public void WriteAndAddToPBXProject(PBXProject project, string pathToBuiltProject) { var unityTargetName = "Unity-iPhone"; var relativePathToAssetCatalog = Path.Combine(unityTargetName, name + ".xcassets"); var fullPathToAssetCatalog = Path.Combine(pathToBuiltProject, relativePathToAssetCatalog);
// Create the asset catalog, destroying an existing one.
if (Directory.Exists(fullPathToAssetCatalog)) Directory.Delete(fullPathToAssetCatalog, true); Directory.CreateDirectory(fullPathToAssetCatalog);
// Add it to Xcode's build
var folderGuid = project.AddFile(relativePathToAssetCatalog, relativePathToAssetCatalog);#if UNITY_2019_3_OR_NEWER
var targetGuid = project.GetUnityMainTargetGuid();#else
var targetGuid = project.TargetGuidByName(unityTargetName);#endif
project.AddFileToBuild(targetGuid, folderGuid);
foreach (var resourceGroup in m_ResourceGroups) { resourceGroup.Write(fullPathToAssetCatalog); } }
List<ARResourceGroup> m_ResourceGroups = new List<ARResourceGroup>(); }}#endif
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