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@@ -1,25 +0,0 @@
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using UnityEditor;
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using UnityEditor.Compilation;
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using UnityEditorInternal;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace NBC
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{
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[ScriptableObjectPath("ProjectSettings/FantasySettings.asset")]
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public class FantasySettingsScriptableObject : ScriptableObjectSingleton<FantasySettingsScriptableObject>, ISerializationCallbackReceiver
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{
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[FormerlySerializedAs("AutoCopyAssembly")] [Header("自动拷贝程序集到HotUpdatePath目录中")]
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public bool autoCopyAssembly = false;
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[FormerlySerializedAs("HotUpdatePath")] [Header("HotUpdate目录(Unity编译后会把所有HotUpdate程序集Copy一份到这个目录下)")]
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public string hotUpdatePath;
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[FormerlySerializedAs("HotUpdateAssemblyDefinitions")] [Header("HotUpdate程序集")]
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public AssemblyDefinitionAsset[] hotUpdateAssemblyDefinitions;
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[FormerlySerializedAs("LinkAssemblyDefinitions")] [Header("指定要生成Link.xml的程序集")]
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public AssemblyDefinitionAsset[] linkAssemblyDefinitions;
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[FormerlySerializedAs("IncludeAssembly")] [Header("生成Link.xml时候默认包含的程序集")]
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public string[] includeAssembly = new[] { "Assembly-CSharp", "Fantasy.Unity" };
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public void OnBeforeSerialize() { }
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public void OnAfterDeserialize() { }
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}
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}
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