Add StickGame Assets
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#if UNITY_EDITOR
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using FishNet.Documenting;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace FishNet.Upgrading.Mirror.Editing
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{
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/* IMPORTANT IMPORTANT IMPORTANT IMPORTANT
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* If you receive errors about missing Mirror components,
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* such as NetworkIdentity, then remove MIRROR and any other
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* MIRROR defines.
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* Project Settings -> Player -> Other -> Scripting Define Symbols.
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*
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* If you are also using my assets add FGG_ASSETS to the defines, and
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* then remove it after running this script. */
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[APIExclude]
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public class UpgradeFromMirrorMenu : MonoBehaviour
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{
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/// <summary>
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/// Replaces all components.
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/// </summary>
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[MenuItem("Fish-Networking/Upgrading/From Mirror/Replace Components", false, 2)]
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private static void ReplaceComponents()
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{
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#if MIRROR
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MirrorUpgrade result = GameObject.FindObjectOfType<MirrorUpgrade>();
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if (result != null)
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{
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Debug.LogError("MirrorUpgrade already exist in the scene. This suggests an operation is currently running.");
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return;
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}
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GameObject iteratorGo = new GameObject();
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iteratorGo.AddComponent<MirrorUpgrade>();
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#else
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Debug.LogError("Mirror must be imported to perform this function.");
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#endif
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}
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[MenuItem("Fish-Networking/Upgrading/From Mirror/Remove Defines", false, 2)]
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private static void RemoveDefines()
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{
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string currentDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
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/* Convert current defines into a hashset. This is so we can
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* determine if any of our defines were added. Only save playersettings
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* when a define is added. */
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HashSet<string> definesHs = new HashSet<string>();
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string[] currentArr = currentDefines.Split(';');
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bool removed = false;
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//Add any define which doesn't contain MIRROR.
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foreach (string item in currentArr)
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{
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string itemLower = item.ToLower();
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if (itemLower != "mirror" && !itemLower.StartsWith("mirror_"))
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definesHs.Add(item);
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else
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removed = true;
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}
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if (removed)
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{
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Debug.Log("Removed Mirror defines to player settings.");
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string changedDefines = string.Join(";", definesHs);
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PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, changedDefines);
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}
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}
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}
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}
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#endif
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