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using System.Collections; | |
using UnityEngine; | |
using UnityEngine.Networking; | |
[System.Serializable] | |
public class SlackAttachment | |
{ | |
public string title; | |
public string text; |
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using System; | |
using System.IO; | |
using System.Linq; | |
using System.Net; | |
using System.Text.RegularExpressions; | |
using UnityEditor; | |
using UnityEngine; | |
/// <summary> | |
/// Gist importer. |
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/* | |
This tool iterates through all the files in your project and checks for scripts. | |
It then goes through all the GameObjects in all the scenes in the project, and | |
checks for scripts that are not present on any GameObjects. | |
Note that this does not mean that the script is not used, just that it is possible that it isn't. | |
The script could still be used in many other ways. This tool is just to narrow the search for | |
unused code. |
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using System; | |
public static class AppInfo { | |
//--- AutoGenerated.begin | |
public const string Version = "1.0.3"; | |
public static readonly DateTime Date = new DateTime(2018, 04, 29, 13, 41, 08, 331, DateTimeKind.Utc); | |
//--- AutoGenerated.end | |
} | |
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using System.Collections.Generic; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEditor.IMGUI.Controls; | |
using UnityEditorInternal; | |
using UnityEngine.SceneManagement; | |
public static class EditorCollapseAll | |
{ | |
private const BindingFlags INSTANCE_FLAGS = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance; |
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using System; | |
using UnityEngine; | |
public static class ApplicationState | |
{ | |
/// <summary> | |
/// Is editor either currently in play mode, or about to switch to it? | |
/// </summary> | |
public static bool isPlayingOrWillChangePlaymode { get { return Application.isEditor ? InternalEditorState.isPlayingOrWillChangePlaymode : true; } } | |
/// <summary> |
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#if UNITY_EDITOR | |
using UnityEngine; | |
using UnityEditor; | |
#if UNITY_5_3_OR_NEWER || UNITY_5_3 | |
using UnityEngine.SceneManagement; | |
using UnityEditor.SceneManagement; | |
#endif | |
using System; |
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# | |
# UnityYAMLMerge fallback file | |
# | |
# Modify the next two lines if scene or prefab files should fallback | |
# on other that the default fallbacks listed below. | |
# | |
# %l is replaced with the path of you local version | |
# %r is replaced with the path of the incoming remote version | |
# %b is replaced with the common base version |
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/*The MIT License (MIT) | |
Copyright (c) 2016 Edward Rowe (@edwardlrowe) | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: |
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using UnityEditor; | |
using UnityEngine; | |
using UnityTest; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
namespace SDD.Editor { | |
/// <summary> |