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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 Fantasy
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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")]
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public bool autoCopyAssembly = false;
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[FormerlySerializedAs("HotUpdatePath")]
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public string hotUpdatePath;
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[FormerlySerializedAs("HotUpdateAssemblyDefinitions")]
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public AssemblyDefinitionAsset[] hotUpdateAssemblyDefinitions;
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[FormerlySerializedAs("LinkAssemblyDefinitions")]
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public AssemblyDefinitionAsset[] linkAssemblyDefinitions;
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[FormerlySerializedAs("IncludeAssembly")]
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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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