Add ParrelSync and netcode
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60
Assets/ParrelSync/Editor/UpdateChecker.cs
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60
Assets/ParrelSync/Editor/UpdateChecker.cs
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using System;
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using UnityEditor;
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using UnityEngine;
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namespace ParrelSync.Update
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{
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/// <summary>
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/// A simple update checker
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/// </summary>
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public class UpdateChecker
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{
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//const string LocalVersionFilePath = "Assets/ParrelSync/VERSION.txt";
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public const string LocalVersion = "1.5.3";
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[MenuItem("ParrelSync/Check for update", priority = 20)]
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static void CheckForUpdate()
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{
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using (System.Net.WebClient client = new System.Net.WebClient())
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{
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try
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{
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//This won't work with UPM packages
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//string localVersionText = AssetDatabase.LoadAssetAtPath<TextAsset>(LocalVersionFilePath).text;
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string localVersionText = LocalVersion;
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Debug.Log("Local version text : " + LocalVersion);
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string latesteVersionText = client.DownloadString(ExternalLinks.RemoteVersionURL);
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Debug.Log("latest version text got: " + latesteVersionText);
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string messageBody = "Current Version: " + localVersionText +"\n"
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+"Latest Version: " + latesteVersionText + "\n";
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var latestVersion = new Version(latesteVersionText);
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var localVersion = new Version(localVersionText);
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if (latestVersion > localVersion)
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{
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Debug.Log("There's a newer version");
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messageBody += "There's a newer version available";
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if(EditorUtility.DisplayDialog("Check for update.", messageBody, "Get latest release", "Close"))
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{
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Application.OpenURL(ExternalLinks.Releases);
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}
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}
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else
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{
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Debug.Log("Current version is up-to-date.");
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messageBody += "Current version is up-to-date.";
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EditorUtility.DisplayDialog("Check for update.", messageBody,"OK");
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}
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}
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catch (Exception exp)
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{
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Debug.LogError("Error with checking update. Exception: " + exp);
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EditorUtility.DisplayDialog("Update Error","Error with checking update. \nSee console for more details.",
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"OK"
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);
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}
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}
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}
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}
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}
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