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Assets/PluginYourGames/Scripts/EditorScr/UnityPackagesManager.cs
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Crypt
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16 ноя 2025, 14:28
16 ноя 2025, 14:28
1482007
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#if UNITY_EDITOR using UnityEditor; using UnityEditor.PackageManager; using PackageInfo = UnityEditor.PackageManager.PackageInfo; namespace YG.EditorScr { public class UnityPackagesManager { public static bool IsPackageImported(string packageName) { string packagePath = "Packages/" + packageName; PackageInfo packageInfo = PackageInfo.FindForAssetPath(packagePath); return packageInfo != null; } public static bool ImportPackage(string packageName, bool dialog = false) { if (!IsPackageImported(packageName)) { if (dialog) { if (!DialogImportPackage(packageName)) return false; } Client.Add(packageName); } return false; } public static bool DeletePackage(string packageName, bool dialog = false) { if (!IsPackageImported(packageName)) { if (dialog) { if (!DialogDeletePackage(packageName)) return false; } Client.Remove(packageName); } return false; } private static bool DialogImportPackage(string packageName) { int option = EditorUtility.DisplayDialogComplex("Download package", $"To continue, you need to install the package: {packageName}\nInstall it?", "Yes", "No", ""); if (option == 0) return true; else return false; } private static bool DialogDeletePackage(string packageName) { int option = EditorUtility.DisplayDialogComplex("Delete package", $"To continue, you need to delete the package: {packageName}\nDelete it?", "Yes", "No", ""); if (option == 0) return true; else return false; } } } #endif