602 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C#
		
	
	
			
		
		
	
	
			602 lines
		
	
	
		
			24 KiB
		
	
	
	
		
			C#
		
	
	
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using System.IO;
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using System.Linq;
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using System.Runtime.InteropServices;
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using System.Text;
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using AppLovinMax.ThirdParty.MiniJson;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public class MaxSdkUtils
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{
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    /// <summary>
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    /// An Enum to be used when comparing two versions.
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    ///
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    /// If:
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    ///     A < B    return <see cref="Lesser"/>
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    ///     A == B      return <see cref="Equal"/>
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    ///     A > B    return <see cref="Greater"/>
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    /// </summary>
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    public enum VersionComparisonResult
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    {
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        Lesser = -1,
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        Equal = 0,
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        Greater = 1
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    }
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#if UNITY_ANDROID && !UNITY_EDITOR
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    private static readonly AndroidJavaClass MaxUnityPluginClass = new AndroidJavaClass("com.applovin.mediation.unity.MaxUnityPlugin");
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#endif
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#if UNITY_IOS
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    [DllImport("__Internal")]
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    private static extern float _MaxGetAdaptiveBannerHeight(float width);
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#endif
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    /// <summary>
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    /// Get the adaptive banner size for the provided width.
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    /// If the width is not provided, will assume full screen width for the current orientation.
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    ///
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    /// NOTE: Only AdMob / Google Ad Manager currently has support for adaptive banners and the maximum height is 15% the height of the screen.
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    /// </summary>
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    ///
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    /// <param name="width">The width to retrieve the adaptive banner height for.</param>
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    /// <returns>The adaptive banner height for the current orientation and width.</returns>
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    public static float GetAdaptiveBannerHeight(float width = -1.0f)
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    {
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#if UNITY_EDITOR
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        return 50.0f;
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#elif UNITY_IOS
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        return _MaxGetAdaptiveBannerHeight(width);
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#elif UNITY_ANDROID
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        return MaxUnityPluginClass.CallStatic<float>("getAdaptiveBannerHeight", width);
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#else
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        return -1.0f;
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#endif
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    }
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    /// <summary>
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    /// Tries to get a dictionary for the given key if available, returns the default value if unavailable.
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the dictionary</param>
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    /// <param name="key">The key to be used to retrieve the dictionary</param>
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    /// <param name="defaultValue">The default value to be returned when a value for the given key is not found.</param>
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    /// <returns>The dictionary for the given key if available, the default value otherwise.</returns>
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    public static Dictionary<string, object> GetDictionaryFromDictionary(IDictionary<string, object> dictionary, string key, Dictionary<string, object> defaultValue = null)
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    {
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        if (dictionary == null) return defaultValue;
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        object value;
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        if (dictionary.TryGetValue(key, out value) && value is Dictionary<string, object>)
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        {
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            return value as Dictionary<string, object>;
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Tries to get a list from the dictionary for the given key if available, returns the default value if unavailable.
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the list</param>
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    /// <param name="key">The key to be used to retrieve the list</param>
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    /// <param name="defaultValue">The default value to be returned when a value for the given key is not found.</param>
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    /// <returns>The list for the given key if available, the default value otherwise.</returns>
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    public static List<object> GetListFromDictionary(IDictionary<string, object> dictionary, string key, List<object> defaultValue = null)
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    {
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        if (dictionary == null) return defaultValue;
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        object value;
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        if (dictionary.TryGetValue(key, out value) && value is List<object>)
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        {
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            return value as List<object>;
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Tries to get a <c>string</c> value from dictionary for the given key if available, returns the default value if unavailable.  
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the <c>string</c> value.</param>
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    /// <param name="key">The key to be used to retrieve the <c>string</c> value.</param>
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    /// <param name="defaultValue">The default value to be returned when a value for the given key is not found.</param>
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    /// <returns>The <c>string</c> value from the dictionary if available, the default value otherwise.</returns>
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    public static string GetStringFromDictionary(IDictionary<string, object> dictionary, string key, string defaultValue = "")
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    {
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        if (dictionary == null) return defaultValue;
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        object value;
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        if (dictionary.TryGetValue(key, out value) && value != null)
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        {
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            return value.ToString();
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Tries to get a <c>bool</c> value from dictionary for the given key if available, returns the default value if unavailable.
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the <c>bool</c> value.</param>
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    /// <param name="key">The key to be used to retrieve the <c>bool</c> value.</param>
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    /// <param name="defaultValue">The default value to be returned when a <c>bool</c> value for the given key is not found.</param>
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    /// <returns>The <c>bool</c> value from the dictionary if available, the default value otherwise.</returns>
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    public static bool GetBoolFromDictionary(IDictionary<string, object> dictionary, string key, bool defaultValue = false)
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    {
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        if (dictionary == null) return defaultValue;
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        object obj;
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        bool value;
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        if (dictionary.TryGetValue(key, out obj) && obj != null && bool.TryParse(obj.ToString(), out value))
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        {
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            return value;
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Tries to get a <c>int</c> value from dictionary for the given key if available, returns the default value if unavailable.
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the <c>int</c> value.</param>
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    /// <param name="key">The key to be used to retrieve the <c>int</c> value.</param>
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    /// <param name="defaultValue">The default value to be returned when a <c>int</c> value for the given key is not found.</param>
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    /// <returns>The <c>int</c> value from the dictionary if available, the default value otherwise.</returns>
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    public static int GetIntFromDictionary(IDictionary<string, object> dictionary, string key, int defaultValue = 0)
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    {
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        if (dictionary == null) return defaultValue;
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        object obj;
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        int value;
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        if (dictionary.TryGetValue(key, out obj) &&
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            obj != null &&
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            int.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
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        {
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            return value;
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Tries to get a <c>long</c> value from dictionary for the given key if available, returns the default value if unavailable.
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the <c>long</c> value.</param>
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    /// <param name="key">The key to be used to retrieve the <c>long</c> value.</param>
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    /// <param name="defaultValue">The default value to be returned when a <c>long</c> value for the given key is not found.</param>
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    /// <returns>The <c>long</c> value from the dictionary if available, the default value otherwise.</returns>
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    public static long GetLongFromDictionary(IDictionary<string, object> dictionary, string key, long defaultValue = 0L)
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    {
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        if (dictionary == null) return defaultValue;
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        object obj;
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        long value;
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        if (dictionary.TryGetValue(key, out obj) &&
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            obj != null &&
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            long.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
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        {
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            return value;
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Tries to get a <c>float</c> value from dictionary for the given key if available, returns the default value if unavailable.
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the <c>float</c> value.</param>
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    /// <param name="key">The key to be used to retrieve the <c>float</c> value.</param>
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    /// <param name="defaultValue">The default value to be returned when a <c>string</c> value for the given key is not found.</param>
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    /// <returns>The <c>float</c> value from the dictionary if available, the default value otherwise.</returns>
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    public static float GetFloatFromDictionary(IDictionary<string, object> dictionary, string key, float defaultValue = 0F)
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    {
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        if (dictionary == null) return defaultValue;
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        object obj;
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        float value;
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        if (dictionary.TryGetValue(key, out obj) &&
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            obj != null &&
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            float.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
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        {
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            return value;
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Tries to get a <c>double</c> value from dictionary for the given key if available, returns the default value if unavailable.
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    /// </summary>
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    /// <param name="dictionary">The dictionary from which to get the <c>double</c> value.</param>
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    /// <param name="key">The key to be used to retrieve the <c>double</c> value.</param>
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    /// <param name="defaultValue">The default value to be returned when a <c>double</c> value for the given key is not found.</param>
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    /// <returns>The <c>double</c> value from the dictionary if available, the default value otherwise.</returns>
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    public static double GetDoubleFromDictionary(IDictionary<string, object> dictionary, string key, int defaultValue = 0)
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    {
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        if (dictionary == null) return defaultValue;
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        object obj;
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        double value;
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        if (dictionary.TryGetValue(key, out obj) &&
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            obj != null &&
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            double.TryParse(InvariantCultureToString(obj), NumberStyles.Any, CultureInfo.InvariantCulture, out value))
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        {
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            return value;
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        }
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        return defaultValue;
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    }
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    /// <summary>
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    /// Converts the given object to a string without locale specific conversions.
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    /// </summary>
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    public static string InvariantCultureToString(object obj)
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    {
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        return string.Format(CultureInfo.InvariantCulture, "{0}", obj);
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    }
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    /// <summary>
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    /// The native iOS and Android plugins forward JSON arrays of JSON Objects.
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    /// </summary>
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    public static List<T> PropsStringsToList<T>(string str)
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    {
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        var result = new List<T>();
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        if (string.IsNullOrEmpty(str)) return result;
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        var infoArray = Json.Deserialize(str) as List<object>;
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        if (infoArray == null) return result;
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        foreach (var infoObject in infoArray)
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        {
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            var dictionary = infoObject as Dictionary<string, object>;
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            if (dictionary == null) continue;
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            // Dynamically construct generic type with string argument.
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            // The type T must have a constructor that creates a new object from an info string, i.e., new T(infoString)
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            var instance = (T) Activator.CreateInstance(typeof(T), dictionary);
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            result.Add(instance);
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        }
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        return result;
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    }
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    /// <summary>
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    /// Returns the hexidecimal color code string for the given Color.
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    /// </summary>
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    public static String ParseColor(Color color)
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    {
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        int a = (int) (Mathf.Clamp01(color.a) * Byte.MaxValue);
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        int r = (int) (Mathf.Clamp01(color.r) * Byte.MaxValue);
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        int g = (int) (Mathf.Clamp01(color.g) * Byte.MaxValue);
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        int b = (int) (Mathf.Clamp01(color.b) * Byte.MaxValue);
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        return BitConverter.ToString(new[]
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        {
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            Convert.ToByte(a),
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            Convert.ToByte(r),
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            Convert.ToByte(g),
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            Convert.ToByte(b),
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        }).Replace("-", "").Insert(0, "#");
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    }
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#if UNITY_IOS
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    [DllImport("__Internal")]
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    private static extern bool _MaxIsTablet();
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#endif
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    /// <summary>
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    /// Returns whether or not the device is a tablet.
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    /// </summary>
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    public static bool IsTablet()
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    {
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#if UNITY_EDITOR
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        return false;
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#elif UNITY_IOS
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        return _MaxIsTablet();
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#elif UNITY_ANDROID
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        return MaxUnityPluginClass.CallStatic<bool>("isTablet");
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#else
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        return false;
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#endif
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    }
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#if UNITY_IOS
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    [DllImport("__Internal")]
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    private static extern bool _MaxIsPhysicalDevice();
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#endif
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    /// <summary>
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    /// Returns whether or not a physical device is being used, as opposed to an emulator / simulator.
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    /// </summary>
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    public static bool IsPhysicalDevice()
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    {
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#if UNITY_EDITOR
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        return false;
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#elif UNITY_IOS
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        return _MaxIsPhysicalDevice();
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#elif UNITY_ANDROID
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        return MaxUnityPluginClass.CallStatic<bool>("isPhysicalDevice");
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#else
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        return false;
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#endif
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    }
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#if UNITY_IOS
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    [DllImport("__Internal")]
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    private static extern float _MaxScreenDensity();
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#endif
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    /// <summary>
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    /// Returns the screen density.
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    /// </summary>
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    public static float GetScreenDensity()
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    {
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#if UNITY_EDITOR
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        return 1;
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#elif UNITY_IOS
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        return _MaxScreenDensity();
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#elif UNITY_ANDROID
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        return MaxUnityPluginClass.CallStatic<float>("getScreenDensity");
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#else
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        return -1;
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#endif
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    }
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    /// <summary>
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    /// Parses the IAB TCF String to determine the consent status for the IAB vendor with the provided ID.
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    /// </summary>
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    /// <param name="vendorId">Vendor ID as defined in the Global Vendor List.</param>
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    /// <returns>The consent status of the IAB vendor. Returns <c>true</c> if the vendor has consent, <c>false</c> if not, or <c>null</c> if no TCF string is available on disk.</returns>
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    /// <see href="https://vendor-list.consensu.org/v3/vendor-list.json">Current Version of Global Vendor List</see>
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    public static bool? GetTcfConsentStatus(int vendorId)
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    {
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        var tcfConsentStatus = GetPlatformSpecificTcfConsentStatus(vendorId);
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        if (tcfConsentStatus == -1)
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        {
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            return null;
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        }
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        else
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        {
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            return tcfConsentStatus == 1;
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        }
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    }
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#if UNITY_IOS
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    [DllImport("__Internal")]
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    private static extern int _MaxGetTcfConsentStatus(int vendorIdentifier);
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#endif
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    private static int GetPlatformSpecificTcfConsentStatus(int vendorId)
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    {
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#if UNITY_EDITOR
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        return -1;
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#elif UNITY_IOS
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        return _MaxGetTcfConsentStatus(vendorId);
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#elif UNITY_ANDROID
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        return MaxUnityPluginClass.CallStatic<int>("getTcfConsentStatus", vendorId);
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#else
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        return -1;
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#endif
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    }
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    /// <summary>
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    /// Parses the Google UMP's Additional Consent (AC) string to determine the consent status for the advertising entity represented by the provided Ad Technology Provider (ATP) ID.
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    /// </summary>
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    /// <param name="atpId">The ID representing the advertising entity (e.g. 89 for Meta Audience Network).</param>
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    /// <returns>
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    /// The consent status of the advertising entity. Returns <c>true</c> if the entity has consent, <c>false</c> if not, or <c>null</c> if no AC string is available on disk.
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    /// </returns>
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    /// <see href="https://support.google.com/admanager/answer/9681920">Google’s Additional Consent Mode technical specification</see>
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    /// <see href="https://storage.googleapis.com/tcfac/additional-consent-providers.csv">List of Google ATPs and their IDs</see>
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    public static bool? GetAdditionalConsentStatus(int atpId)
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    {
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        var additionalConsentStatus = GetPlatformSpecificAdditionalConsentStatus(atpId);
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        if (additionalConsentStatus == -1)
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        {
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            return null;
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        }
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        else
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        {
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            return additionalConsentStatus == 1;
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        }
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    }
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#if UNITY_IOS
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    [DllImport("__Internal")]
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    private static extern int _MaxGetAdditionalConsentStatus(int atpIdentifier);
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#endif
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    private static int GetPlatformSpecificAdditionalConsentStatus(int atpId)
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    {
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#if UNITY_EDITOR
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        return -1;
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#elif UNITY_IOS
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        return _MaxGetAdditionalConsentStatus(atpId);
 | 
						||
#elif UNITY_ANDROID
 | 
						||
        return MaxUnityPluginClass.CallStatic<int>("getAdditionalConsentStatus", atpId);
 | 
						||
#else
 | 
						||
        return -1;
 | 
						||
#endif
 | 
						||
    }
 | 
						||
 | 
						||
    /// <summary>
 | 
						||
    /// Compares AppLovin MAX Unity mediation adapter plugin versions. Returns <see cref="VersionComparisonResult.Lesser"/>, <see cref="VersionComparisonResult.Equal"/>,
 | 
						||
    /// or <see cref="VersionComparisonResult.Greater"/> as the first version is less than, equal to, or greater than the second.
 | 
						||
    ///
 | 
						||
    /// If a version for a specific platform is only present in one of the provided versions, the one that contains it is considered newer.
 | 
						||
    /// </summary>
 | 
						||
    /// <param name="versionA">The first version to be compared.</param>
 | 
						||
    /// <param name="versionB">The second version to be compared.</param>
 | 
						||
    /// <returns>
 | 
						||
    /// <see cref="VersionComparisonResult.Lesser"/> if versionA is less than versionB.
 | 
						||
    /// <see cref="VersionComparisonResult.Equal"/> if versionA and versionB are equal.
 | 
						||
    /// <see cref="VersionComparisonResult.Greater"/> if versionA is greater than versionB.
 | 
						||
    /// </returns>
 | 
						||
    public static VersionComparisonResult CompareUnityMediationVersions(string versionA, string versionB)
 | 
						||
    {
 | 
						||
        if (versionA.Equals(versionB)) return VersionComparisonResult.Equal;
 | 
						||
 | 
						||
        // Unity version would be of format:      android_w.x.y.z_ios_a.b.c.d
 | 
						||
        // For Android only versions it would be: android_w.x.y.z
 | 
						||
        // For iOS only version it would be:      ios_a.b.c.d
 | 
						||
 | 
						||
        // After splitting into their respective components, the versions would be at the odd indices.
 | 
						||
        var versionAComponents = versionA.Split('_').ToList();
 | 
						||
        var versionBComponents = versionB.Split('_').ToList();
 | 
						||
 | 
						||
        var androidComparison = VersionComparisonResult.Equal;
 | 
						||
        if (versionA.Contains("android") && versionB.Contains("android"))
 | 
						||
        {
 | 
						||
            var androidVersionA = versionAComponents[1];
 | 
						||
            var androidVersionB = versionBComponents[1];
 | 
						||
            androidComparison = CompareVersions(androidVersionA, androidVersionB);
 | 
						||
 | 
						||
            // Remove the Android version component so that iOS versions can be processed.
 | 
						||
            versionAComponents.RemoveRange(0, 2);
 | 
						||
            versionBComponents.RemoveRange(0, 2);
 | 
						||
        }
 | 
						||
        else if (versionA.Contains("android"))
 | 
						||
        {
 | 
						||
            androidComparison = VersionComparisonResult.Greater;
 | 
						||
 | 
						||
            // Remove the Android version component so that iOS versions can be processed.
 | 
						||
            versionAComponents.RemoveRange(0, 2);
 | 
						||
        }
 | 
						||
        else if (versionB.Contains("android"))
 | 
						||
        {
 | 
						||
            androidComparison = VersionComparisonResult.Lesser;
 | 
						||
 | 
						||
            // Remove the Android version component so that iOS version can be processed.
 | 
						||
            versionBComponents.RemoveRange(0, 2);
 | 
						||
        }
 | 
						||
 | 
						||
        var iosComparison = VersionComparisonResult.Equal;
 | 
						||
        if (versionA.Contains("ios") && versionB.Contains("ios"))
 | 
						||
        {
 | 
						||
            var iosVersionA = versionAComponents[1];
 | 
						||
            var iosVersionB = versionBComponents[1];
 | 
						||
            iosComparison = CompareVersions(iosVersionA, iosVersionB);
 | 
						||
        }
 | 
						||
        else if (versionA.Contains("ios"))
 | 
						||
        {
 | 
						||
            iosComparison = VersionComparisonResult.Greater;
 | 
						||
        }
 | 
						||
        else if (versionB.Contains("ios"))
 | 
						||
        {
 | 
						||
            iosComparison = VersionComparisonResult.Lesser;
 | 
						||
        }
 | 
						||
 | 
						||
 | 
						||
        // If either one of the Android or iOS version is greater, the entire version should be greater.
 | 
						||
        return (androidComparison == VersionComparisonResult.Greater || iosComparison == VersionComparisonResult.Greater) ? VersionComparisonResult.Greater : VersionComparisonResult.Lesser;
 | 
						||
    }
 | 
						||
 | 
						||
    /// <summary>
 | 
						||
    /// Compares its two arguments for order.  Returns <see cref="VersionComparisonResult.Lesser"/>, <see cref="VersionComparisonResult.Equal"/>,
 | 
						||
    /// or <see cref="VersionComparisonResult.Greater"/> as the first version is less than, equal to, or greater than the second.
 | 
						||
    /// </summary>
 | 
						||
    /// <param name="versionA">The first version to be compared.</param>
 | 
						||
    /// <param name="versionB">The second version to be compared.</param>
 | 
						||
    /// <returns>
 | 
						||
    /// <see cref="VersionComparisonResult.Lesser"/> if versionA is less than versionB.
 | 
						||
    /// <see cref="VersionComparisonResult.Equal"/> if versionA and versionB are equal.
 | 
						||
    /// <see cref="VersionComparisonResult.Greater"/> if versionA is greater than versionB.
 | 
						||
    /// </returns>
 | 
						||
    public static VersionComparisonResult CompareVersions(string versionA, string versionB)
 | 
						||
    {
 | 
						||
        if (versionA.Equals(versionB)) return VersionComparisonResult.Equal;
 | 
						||
 | 
						||
        // Check if either of the versions are beta versions. Beta versions could be of format x.y.z-beta or x.y.z-betaX.
 | 
						||
        // Split the version string into beta component and the underlying version.
 | 
						||
        int piece;
 | 
						||
        var isVersionABeta = versionA.Contains("-beta");
 | 
						||
        var versionABetaNumber = 0;
 | 
						||
        if (isVersionABeta)
 | 
						||
        {
 | 
						||
            var components = versionA.Split(new[] {"-beta"}, StringSplitOptions.None);
 | 
						||
            versionA = components[0];
 | 
						||
            versionABetaNumber = int.TryParse(components[1], out piece) ? piece : 0;
 | 
						||
        }
 | 
						||
 | 
						||
        var isVersionBBeta = versionB.Contains("-beta");
 | 
						||
        var versionBBetaNumber = 0;
 | 
						||
        if (isVersionBBeta)
 | 
						||
        {
 | 
						||
            var components = versionB.Split(new[] {"-beta"}, StringSplitOptions.None);
 | 
						||
            versionB = components[0];
 | 
						||
            versionBBetaNumber = int.TryParse(components[1], out piece) ? piece : 0;
 | 
						||
        }
 | 
						||
 | 
						||
        // Now that we have separated the beta component, check if the underlying versions are the same.
 | 
						||
        if (versionA.Equals(versionB))
 | 
						||
        {
 | 
						||
            // The versions are the same, compare the beta components.
 | 
						||
            if (isVersionABeta && isVersionBBeta)
 | 
						||
            {
 | 
						||
                if (versionABetaNumber < versionBBetaNumber) return VersionComparisonResult.Lesser;
 | 
						||
 | 
						||
                if (versionABetaNumber > versionBBetaNumber) return VersionComparisonResult.Greater;
 | 
						||
            }
 | 
						||
            // Only VersionA is beta, so A is older.
 | 
						||
            else if (isVersionABeta)
 | 
						||
            {
 | 
						||
                return VersionComparisonResult.Lesser;
 | 
						||
            }
 | 
						||
            // Only VersionB is beta, A is newer.
 | 
						||
            else
 | 
						||
            {
 | 
						||
                return VersionComparisonResult.Greater;
 | 
						||
            }
 | 
						||
        }
 | 
						||
 | 
						||
        // Compare the non beta component of the version string.
 | 
						||
        var versionAComponents = versionA.Split('.').Select(version => int.TryParse(version, out piece) ? piece : 0).ToArray();
 | 
						||
        var versionBComponents = versionB.Split('.').Select(version => int.TryParse(version, out piece) ? piece : 0).ToArray();
 | 
						||
        var length = Mathf.Max(versionAComponents.Length, versionBComponents.Length);
 | 
						||
        for (var i = 0; i < length; i++)
 | 
						||
        {
 | 
						||
            var aComponent = i < versionAComponents.Length ? versionAComponents[i] : 0;
 | 
						||
            var bComponent = i < versionBComponents.Length ? versionBComponents[i] : 0;
 | 
						||
 | 
						||
            if (aComponent < bComponent) return VersionComparisonResult.Lesser;
 | 
						||
 | 
						||
            if (aComponent > bComponent) return VersionComparisonResult.Greater;
 | 
						||
        }
 | 
						||
 | 
						||
        return VersionComparisonResult.Equal;
 | 
						||
    }
 | 
						||
 | 
						||
    /// <summary>
 | 
						||
    /// Check if the given string is valid - not <c>null</c> and not empty.
 | 
						||
    /// </summary>
 | 
						||
    /// <param name="toCheck">The string to be checked.</param>
 | 
						||
    /// <returns><c>true</c> if the given string is not <c>null</c> and not empty.</returns>
 | 
						||
    public static bool IsValidString(string toCheck)
 | 
						||
    {
 | 
						||
        return !string.IsNullOrEmpty(toCheck);
 | 
						||
    }
 | 
						||
 | 
						||
#if UNITY_EDITOR
 | 
						||
    /// <summary>
 | 
						||
    /// Gets the path of the asset in the project for a given MAX plugin export path.
 | 
						||
    /// </summary>
 | 
						||
    /// <param name="exportPath">The actual exported path of the asset.</param>
 | 
						||
    /// <returns>The exported path of the MAX plugin asset or the default export path if the asset is not found.</returns>
 | 
						||
    public static string GetAssetPathForExportPath(string exportPath)
 | 
						||
    {
 | 
						||
        var defaultPath = Path.Combine("Assets", exportPath);
 | 
						||
        var assetLabelToFind = "l:al_max_export_path-" + exportPath.Replace(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
 | 
						||
        var assetGuids = AssetDatabase.FindAssets(assetLabelToFind);
 | 
						||
 | 
						||
        return assetGuids.Length < 1 ? defaultPath : AssetDatabase.GUIDToAssetPath(assetGuids[0]);
 | 
						||
    }
 | 
						||
#endif
 | 
						||
}
 |