Move third party assets to ThirdParty folder

This commit is contained in:
2024-08-08 11:26:28 +02:00
parent 386f303057
commit bd91af6f98
10340 changed files with 100 additions and 175 deletions

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="HideInNormalInspectorAttribute.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace UltimateXR.Attributes
{
/// <summary>
/// Attribute to hide inspector fields in normal mode while still been shown in debug mode.
/// From https://answers.unity.com/questions/157775/hide-from-inspector-interface-but-not-from-the-deb.html
/// </summary>
public class HideInNormalInspectorAttribute : PropertyAttribute
{
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="ReadOnlyAttribute.cs" company="VRMADA">
// Copyright (c) VRMADA, All rights reserved.
// </copyright>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace UltimateXR.Attributes
{
/// <summary>
/// Attribute to visualize inspector fields as read-only so that they can't be edited.
/// This can be used for debugging purposes, to expose component information to the user but without the possibility to
/// edit the data. It also provides additional functionality:
/// <list type="bullet">
/// <item>Make the field read-only during play mode but editable during edit mode.</item>
/// <item>Hide the field during edit-mode.</item>
/// </list>
/// </summary>
public class ReadOnlyAttribute : PropertyAttribute
{
#region Public Types & Data
/// <summary>
/// Whether to apply the read-only mode only while playing.
/// </summary>
public bool OnlyWhilePlaying { get; set; } = false;
/// <summary>
/// Whether to hide the variable during edit-mode.
/// </summary>
public bool HideInEditMode { get; set; } = false;
/// <summary>
/// Whether to hide the variable during play-mode.
/// </summary>
public bool HideInPlayMode { get; set; } = false;
#endregion
}
}

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