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using UnityEngine; | |
/// <summary> | |
/// Use this attribute in combination with a [SerializeField] attribute on top of a property to display the property name. Example: | |
/// [field: SerializeField, UsePropertyName] | |
/// public int number { get; private set; } | |
/// </summary> | |
public class UsePropertyNameAttribute : PropertyAttribute | |
{ | |
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using UnityEngine; | |
using System; | |
/// <summary> | |
/// Temporarily set a color to be used for Gizmos. | |
/// <example> | |
/// <code> | |
/// using (new GizmosColor(Color.red)) | |
/// { |
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using UnityEngine; | |
using UnityEditor; | |
using UnityEditorInternal; | |
using System.Collections.Generic; | |
/// <summary> | |
/// An editor window that lets you store assets and GameObjects in it for quickly finding them again. | |
/// </summary> | |
public class FavoritesWindow : EditorWindow, IHasCustomMenu | |
{ |
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#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
[System.Serializable] | |
public struct RuntimeSceneReference : ISerializationCallbackReceiver | |
{ |
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using UnityEngine; | |
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
/// <summary> | |
/// An event that can run coroutines. | |
/// Invoking it returns an IEnumerator that can be waited for in another coroutine. | |
/// The Invocation waits until all registered coroutines are finished. | |
/// </summary> |
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