using UnityEditor; using UnityEditor.Compilation; using UnityEditorInternal; using UnityEngine; using UnityEngine.Serialization; namespace Fantasy { [ScriptableObjectPath("ProjectSettings/FantasySettings.asset")] public class FantasySettingsScriptableObject : ScriptableObjectSingleton, ISerializationCallbackReceiver { [FormerlySerializedAs("AutoCopyAssembly")] public bool autoCopyAssembly = false; [FormerlySerializedAs("HotUpdatePath")] public string hotUpdatePath; [FormerlySerializedAs("HotUpdateAssemblyDefinitions")] public AssemblyDefinitionAsset[] hotUpdateAssemblyDefinitions; [FormerlySerializedAs("LinkAssemblyDefinitions")] public AssemblyDefinitionAsset[] linkAssemblyDefinitions; [FormerlySerializedAs("IncludeAssembly")] public string[] includeAssembly = new[] { "Assembly-CSharp", "Fantasy.Unity" }; public void OnBeforeSerialize() { } public void OnAfterDeserialize() { } } }