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using UnityEngine; | |
public class RuntimePrefabUpdate : MonoBehaviour | |
{ | |
#if UNITY_EDITOR | |
UnityEngine.SceneManagement.Scene scene; | |
void Start() | |
{ | |
scene = gameObject.scene; |
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Reflection; | |
using UnityEngine; | |
public class EditorMultiDisplayDrawer | |
{ | |
#if UNITY_EDITOR | |
Type type; |
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using System; | |
using System.Reflection; | |
using UnityEditor; | |
using UnityEngine; | |
[CustomEditor(typeof(GameObject))] | |
public class EditorHeaderHideFlags : Editor | |
{ | |
Editor defaultCustomEditor; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using System; | |
public class ImportPackageList : ScriptableSingleton<ImportPackageList> | |
{ | |
public List<string> list; | |
} |
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public class AABBuildAndInstall{ | |
[MenuItem("ビルド/AAB BuildInstall #&b")] | |
static void BuildInstallAAB() | |
{ | |
var path = System.Environment.CurrentDirectory; | |
var fullPath = Path.Combine(path, AABName); | |
var levels = EditorBuildSettings.scenes.Where(x => x.enabled).Select(x => x.path).ToArray(); | |
PlayerSettings.SetScriptingBackend(EditorUserBuildSettings.selectedBuildTargetGroup, ScriptingImplementation.IL2CPP); | |
PlayerSettings.Android.targetArchitectures = AndroidArchitecture.All; |
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public class ApkBuildAndInstall | |
{ | |
[MenuItem("ビルド/APK BuildInstall #b")] | |
static void BuildInstallApk() | |
{ | |
var path = System.Environment.CurrentDirectory; | |
var fullPath = Path.Combine(path, "test.apk"); | |
var levels = EditorBuildSettings.scenes.Where(x => x.enabled).Select(x => x.path).ToArray(); | |
PlayerSettings.SetScriptingBackend(EditorUserBuildSettings.selectedBuildTargetGroup, ScriptingImplementation.Mono2x); |
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// GUIStyleの名前部分は選択してコピーができます。 | |
// キー入力でウィンドウの操作が可能です。 | |
// 左右キー:ページの移動 | |
// 上下キー:スクロールの移動 | |
// Enter:検索にフォーカスを移動 | |
// Shift + 左右キー:GUIStyleの表示数を変更 | |
// Ctrl + 左右キー:GUIStyleの表示分割数を変更 | |
// Shift + Tab:Toolbarの切り替え |
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using System.Linq; | |
using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
class SceneAttribute : PropertyAttribute | |
{ | |
} |
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using UnityEngine; | |
#if UNITY_EDITOR | |
using UnityEditor; | |
#endif | |
class ShapePropertyNameAttribute : PropertyAttribute | |
{ | |
#if UNITY_EDITOR | |
[CustomPropertyDrawer(typeof(ShapePropertyNameAttribute))] | |
class FieldNameDrawer : PropertyDrawer |
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