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using UnityEditor;
using UnityEngine;
public sealed class Example : EditorWindow
{
[MenuItem( "Tools/Hoge" )]
private static void Open()
{
GetWindow<Example>();
}
using UnityEditor;
[EditorWindowTitle
(
title = "ピカチュウ",
icon = "Assets/icon.png"
)]
public sealed class Example : EditorWindow
{
[MenuItem( "Tools/Hoge" )]
using UnityEditor;
using UnityEngine;
namespace Kogane.Internal
{
internal static class CircleCollider2DGizmo
{
[DrawGizmo
(
GizmoType.NotInSelectionHierarchy |
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Kogane.Internal
{
internal static class BoxCollider2DGizmo
{
[DrawGizmo
(
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Kogane.Internal
{
internal static class PolygonCollider2DGizmo
{
[DrawGizmo
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
internal static class Example
{
static Example()
{
SceneView.beforeSceneGui -= OnDuringSceneGui;
using UnityEditor;
using UnityEditor.ShortcutManagement;
using UnityEngine;
using UnityEngine.UIElements;
internal sealed class ExampleEditorWindow : EditorWindow
{
private readonly struct ShortcutContext : IShortcutContext
{
// この ShortcutContext は ExampleEditorWindow がフォーカスされている時だけ有効になる
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
internal static class Example
{
static Example()
{
PrefabUtility.prefabInstanceApplying += go =>
{
using UnityEditor;
using UnityEditor.Overlays;
using UnityEngine;
internal sealed class ExampleEditorWindow :
EditorWindow,
ISupportsOverlays
{
[MenuItem( "Tools/ExampleEditorWindow" )]
private static void Open()
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Kogane.Internal
{
internal static class CompositeCollider2DGizmo
{
[DrawGizmo