mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-28 20:43:03 +00:00
minigame template
This commit is contained in:
parent
99bb47cf1b
commit
96af9cf90e
9 changed files with 112 additions and 12 deletions
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@ -1,12 +1,10 @@
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using System.IO;
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using System.IO;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEngine;
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using UnityEngine;
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using SatorImaging.UnitySourceGenerator.Editor;
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using HeavenStudio;
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public class CreateAssetBundles
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public class CreateAssetBundles
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{
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{
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[MenuItem("Assets/Build AssetBundles/Current Platform")]
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[MenuItem("Assets/Build AssetBundles/Current Platform")]
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@ -17,6 +15,8 @@ public class CreateAssetBundles
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{
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{
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Directory.CreateDirectory(assetBundleDirectory);
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Directory.CreateDirectory(assetBundleDirectory);
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}
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
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}
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}
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@ -28,6 +28,8 @@ public class CreateAssetBundles
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{
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{
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Directory.CreateDirectory(assetBundleDirectory);
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Directory.CreateDirectory(assetBundleDirectory);
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}
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
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}
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}
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@ -39,6 +41,8 @@ public class CreateAssetBundles
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{
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{
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Directory.CreateDirectory(assetBundleDirectory);
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Directory.CreateDirectory(assetBundleDirectory);
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}
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneLinux64);
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}
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}
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@ -50,6 +54,8 @@ public class CreateAssetBundles
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{
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{
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Directory.CreateDirectory(assetBundleDirectory);
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Directory.CreateDirectory(assetBundleDirectory);
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}
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}
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(Minigames));
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
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BuildPipeline.BuildAssetBundles(assetBundleDirectory, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneOSX);
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}
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}
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}
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}
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14
Assets/Editor/CreateMinigameScriptTemplate.cs
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14
Assets/Editor/CreateMinigameScriptTemplate.cs
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@ -0,0 +1,14 @@
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using UnityEngine;
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using UnityEditor;
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using SatorImaging.UnitySourceGenerator.Editor;
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public class CreateMinigameScriptTemplate
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{
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[MenuItem("Assets/Heaven Studio/Create Minigame Script From Template", priority = 0)]
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public static void CreateMinigameScript()
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{
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ProjectWindowUtil.CreateScriptAssetFromTemplateFile("Assets/Editor/ScriptTemplates/MinigameScriptTemplate.txt", "NewMinigame.cs");
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AssetDatabase.Refresh();
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USGUtility.ForceGenerateByType(typeof(HeavenStudio.Minigames));
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}
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}
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11
Assets/Editor/CreateMinigameScriptTemplate.cs.meta
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11
Assets/Editor/CreateMinigameScriptTemplate.cs.meta
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fileFormatVersion: 2
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guid: 24bc0d119c30f3a41aee57b4e85dbf64
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Editor/ScriptTemplates.meta
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8
Assets/Editor/ScriptTemplates.meta
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fileFormatVersion: 2
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guid: 12ec433916efb3c4a895be2ac0dd6935
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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52
Assets/Editor/ScriptTemplates/MinigameScriptTemplate.txt
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52
Assets/Editor/ScriptTemplates/MinigameScriptTemplate.txt
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using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using HeavenStudio.Util;
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using HeavenStudio.InputSystem;
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using Jukebox;
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namespace HeavenStudio.Games.Loaders
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{
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using static Minigames;
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/// Minigame loaders handle the setup of your minigame.
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/// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
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/// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
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/// `Platformcode` is a three-leter platform code with the minigame's origin
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/// `Name` is a short internal name
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/// `Loader` is the string "Loader"
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/// Platform codes are as follows:
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/// Agb: Gameboy Advance ("Advance Gameboy")
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/// Ntr: Nintendo DS ("Nitro")
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/// Rvl: Nintendo Wii ("Revolution")
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/// Ctr: Nintendo 3DS ("Centrair")
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/// Mob: Mobile
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/// Pco: PC / Other
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/// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
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/// For help, feel free to reach out to us on our discord, in the #development channel.
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public static class _______________
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{
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public static Minigame AddGame(EventCaller eventCaller)
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{
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return new Minigame("*prefab name*", "*Display Name*", "ffffff", false, false, new List<GameAction>()
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{
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}
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);
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}
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}
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}
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namespace HeavenStudio.Games
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{
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/// This class handles the minigame logic.
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/// Minigame inherits directly from MonoBehaviour, and adds Heaven Studio specific methods to override.
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public class #SCRIPTNAME# : Minigame
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{
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}
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}
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@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: a701bb5358c08074b991f83428d52446
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -21,7 +21,7 @@ using System.IO;
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namespace HeavenStudio
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namespace HeavenStudio
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{
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{
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[UnitySourceGenerator(typeof(MinigameLoaderGenerator), OverwriteIfFileExists = false)]
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[UnitySourceGenerator(typeof(MinigameLoaderGenerator), OverwriteIfFileExists = true)]
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public partial class Minigames
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public partial class Minigames
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{
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{
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public enum RecommendedControlStyle
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public enum RecommendedControlStyle
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");
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");
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// USG: return true to tell USG to write content into OutputPath. false to do nothing.
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// USG: return true to tell USG to write content into OutputPath. false to do nothing.
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// only write if changes are made.
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if (!System.IO.File.Exists(context.OutputPath))
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return true;
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return true;
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string oldContent = System.IO.File.ReadAllText(context.OutputPath);
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return sb.ToString() != oldContent;
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}
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}
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#pragma warning restore IDE0051
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#pragma warning restore IDE0051
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DenseViewWidthThreshold: 512
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DenseViewWidthThreshold: 512
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_disableAutoReloadInBackground: 0
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_disableAutoReloadInBackground: 0
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ImportedScriptPaths:
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ImportedScriptPaths:
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- Assets/Scripts/InputSystem/PlayerInput.cs
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- Assets/Scripts/SourceGenerators/ControllerLoaderGenerator.cs
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- Assets/Scripts/SourceGenerators/MinigameLoaderGenerator.cs
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- Assets/Scripts/GlobalGameManager.cs
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- Assets/Scripts/InputSystem/InputController.cs
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- Assets/Scripts/Minigames.cs
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- Assets/Scripts/Minigames.cs
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- Assets/Editor/CreateAssetBundles.cs
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- Assets/Editor/CreateMinigameScriptTemplate.cs
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PathsToSkipImportEvent: []
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PathsToSkipImportEvent: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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PathsToIgnoreOverwriteSettingOnAttribute: []
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