Move third party assets to ThirdParty folder
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17
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/HideInNormalInspectorAttribute.cs
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Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/HideInNormalInspectorAttribute.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="HideInNormalInspectorAttribute.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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namespace UltimateXR.Attributes
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{
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/// <summary>
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/// Attribute to hide inspector fields in normal mode while still been shown in debug mode.
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/// From https://answers.unity.com/questions/157775/hide-from-inspector-interface-but-not-from-the-deb.html
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/// </summary>
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public class HideInNormalInspectorAttribute : PropertyAttribute
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{
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}
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}
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11
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/HideInNormalInspectorAttribute.cs.meta
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Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/HideInNormalInspectorAttribute.cs.meta
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fileFormatVersion: 2
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guid: c1cc0aa09056786419e9651289c80a32
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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40
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/ReadOnlyAttribute.cs
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Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/ReadOnlyAttribute.cs
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="ReadOnlyAttribute.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using UnityEngine;
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namespace UltimateXR.Attributes
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{
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/// <summary>
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/// Attribute to visualize inspector fields as read-only so that they can't be edited.
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/// This can be used for debugging purposes, to expose component information to the user but without the possibility to
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/// edit the data. It also provides additional functionality:
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/// <list type="bullet">
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/// <item>Make the field read-only during play mode but editable during edit mode.</item>
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/// <item>Hide the field during edit-mode.</item>
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/// </list>
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/// </summary>
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public class ReadOnlyAttribute : PropertyAttribute
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{
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#region Public Types & Data
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/// <summary>
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/// Whether to apply the read-only mode only while playing.
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/// </summary>
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public bool OnlyWhilePlaying { get; set; } = false;
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/// <summary>
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/// Whether to hide the variable during edit-mode.
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/// </summary>
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public bool HideInEditMode { get; set; } = false;
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/// <summary>
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/// Whether to hide the variable during play-mode.
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/// </summary>
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public bool HideInPlayMode { get; set; } = false;
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#endregion
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}
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}
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11
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/ReadOnlyAttribute.cs.meta
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11
Assets/ThirdParty/UltimateXR/Runtime/Scripts/Attributes/ReadOnlyAttribute.cs.meta
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fileFormatVersion: 2
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guid: 4dfe93a14b1a2e2448fefc672c6e770f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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