Add StickGame Assets
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using FishNet.Documenting;
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using System;
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace FishNet.Managing.Logging
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{
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/// <summary>
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/// Base for logging configurations.
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/// </summary>
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public abstract class LoggingConfiguration : ScriptableObject
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{
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#region Serialized.
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/// <summary>
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/// True to use logging features. False to disable all logging.
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/// </summary>
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[Tooltip("True to use logging features. False to disable all logging.")]
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public bool LoggingEnabled = true;
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#endregion
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/// <summary>
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/// Initializes script for use.
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/// </summary>
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/// <param name="manager"></param>
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public virtual void InitializeOnce() { }
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/// <summary>
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/// True if can log for loggingType.
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/// </summary>
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/// <param name="loggingType">Type of logging being filtered.</param>
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/// <returns></returns>
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public abstract bool CanLog(LoggingType loggingType);
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/// <summary>
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/// Logs a common value if can log.
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/// </summary>
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public abstract void Log(string value);
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/// <summary>
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/// Logs a warning value if can log.
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/// </summary>
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public abstract void LogWarning(string value);
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/// <summary>
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/// Logs an error value if can log.
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/// </summary>
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public abstract void LogError(string value);
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/// <summary>
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/// Clones this logging configuration.
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/// </summary>
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/// <returns></returns>
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public abstract LoggingConfiguration Clone();
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}
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}
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