Add ParrelSync and netcode
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using UnityEditor;
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using UnityEngine;
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namespace ParrelSync
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{
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/// <summary>
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/// For preventing assets being modified from the clone instance.
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/// </summary>
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public class ParrelSyncAssetModificationProcessor : UnityEditor.AssetModificationProcessor
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{
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public static string[] OnWillSaveAssets(string[] paths)
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{
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if (ClonesManager.IsClone() && Preferences.AssetModPref.Value)
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{
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if (paths != null && paths.Length > 0 && !EditorQuit.IsQuiting)
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{
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EditorUtility.DisplayDialog(
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ClonesManager.ProjectName + ": Asset modifications saving detected and blocked",
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"Asset modifications saving are blocked in the clone instance. \n\n" +
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"This is a clone of the original project. \n" +
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"Making changes to asset files via the clone editor is not recommended. \n" +
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"Please use the original editor window if you want to make changes to the project files.",
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"ok"
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);
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foreach (var path in paths)
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{
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Debug.Log("Attempting to save " + path + " are blocked.");
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}
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}
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return new string[0] { };
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}
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return paths;
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}
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}
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}
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