Facebook.Unity.Editor/iOS/PBX/Elements.cs (83 lines of code) (raw):

/** * Copyright (c) 2014-present, Facebook, Inc. All rights reserved. * * You are hereby granted a non-exclusive, worldwide, royalty-free license to use, * copy, modify, and distribute this software in source code or binary form for use * in connection with the web services and APIs provided by Facebook. * * As with any software that integrates with the Facebook platform, your use of * this software is subject to the Facebook Developer Principles and Policies * [http://developers.facebook.com/policy/]. This copyright notice shall be * included in all copies or substantial portions of the software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using System.Collections.Generic; using System.Collections; using System; namespace Facebook.Unity.Editor.iOS.Xcode.PBX { class PBXElement { protected PBXElement() {} // convenience methods public string AsString() { return ((PBXElementString)this).value; } public PBXElementArray AsArray() { return (PBXElementArray)this; } public PBXElementDict AsDict() { return (PBXElementDict)this; } public PBXElement this[string key] { get { return AsDict()[key]; } set { AsDict()[key] = value; } } } class PBXElementString : PBXElement { public PBXElementString(string v) { value = v; } public string value; } class PBXElementDict : PBXElement { public PBXElementDict() : base() {} private Dictionary<string, PBXElement> m_PrivateValue = new Dictionary<string, PBXElement>(); public IDictionary<string, PBXElement> values { get { return m_PrivateValue; }} new public PBXElement this[string key] { get { if (values.ContainsKey(key)) return values[key]; return null; } set { this.values[key] = value; } } public bool Contains(string key) { return values.ContainsKey(key); } public void Remove(string key) { values.Remove(key); } public void SetString(string key, string val) { values[key] = new PBXElementString(val); } public PBXElementArray CreateArray(string key) { var v = new PBXElementArray(); values[key] = v; return v; } public PBXElementDict CreateDict(string key) { var v = new PBXElementDict(); values[key] = v; return v; } } class PBXElementArray : PBXElement { public PBXElementArray() : base() {} public List<PBXElement> values = new List<PBXElement>(); // convenience methods public void AddString(string val) { values.Add(new PBXElementString(val)); } public PBXElementArray AddArray() { var v = new PBXElementArray(); values.Add(v); return v; } public PBXElementDict AddDict() { var v = new PBXElementDict(); values.Add(v); return v; } } } // namespace UnityEditor.iOS.Xcode