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using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public static class HierarchyWindowCustomMenu
{
static HierarchyWindowCustomMenu()
{
// Hirarchy ウィンドウの OnGUI イベントで呼び出されるコールバックを登録します
EditorApplication.hierarchyWindowItemOnGUI += OnHierarchyWindowItemOnGUI;
using System.IO;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public static class ExplorerShower
{
static ExplorerShower()
{
EditorApplication.projectWindowItemOnGUI += OnProjectWindowItemOnGUI;
using System.Collections.Generic;
using System.Linq;
using System.Xml;
using UnityEditor;
using UnityEngine;
/// <summary>
/// シンボルを設定するウィンドウを管理するクラス
/// </summary>
public class SymbolWindow : EditorWindow
<?xml version="1.0" encoding="UTF-8" ?>
<root>
<symbol name="ENABLE_DEBUG" comment="デバッグモード有効化" />
<symbol name="ENABLE_RELEASE" comment="リリースモード有効化" />
</root>
using System;
using System.Text;
using System.Xml.Serialization;
/// <summary>
/// 確率の情報を管理するクラス
/// </summary>
[XmlRoot( "period" )]
public class Period
{
using System.Diagnostics;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public static class ExplorerShower
{
static ExplorerShower()
{
EditorApplication.projectWindowItemOnGUI += OnProjectWindowItemOnGUI;
UnityEngine = luanet.UnityEngine
System = luanet.System
gameObject = UnityEngine.GameObject
vector3 = UnityEngine.Vector3
quaternion = UnityEngine.Quaternion
color = UnityEngine.Color
time = UnityEngine.Time
primitiveType = UnityEngine.PrimitiveType;
using LuaInterface;
using UnityEngine;
public class LuaTest : MonoBehaviour
{
private Lua mLua;
private LuaFunction mLuaFunction;
private void Start()
{
publicLog()
privateLog()
publicStaticLog()
privateStaticLog()
using LuaInterface;
using System.Reflection;
using UnityEngine;
public class LuaTest : MonoBehaviour
{
private Lua mLua;
private void Start()
{