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using UnityEditor;
using UnityEditor.ShortcutManagement;
using UnityEngine;
using UnityEngine.UIElements;
internal sealed class ExampleEditorWindow : EditorWindow
{
private readonly struct ShortcutContext : IShortcutContext
{
// この ShortcutContext は ExampleEditorWindow がフォーカスされている時だけ有効になる
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
internal static class Example
{
static Example()
{
PrefabUtility.prefabInstanceApplying += go =>
{
using UnityEditor;
using UnityEditor.Overlays;
using UnityEngine;
internal sealed class ExampleEditorWindow :
EditorWindow,
ISupportsOverlays
{
[MenuItem( "Tools/ExampleEditorWindow" )]
private static void Open()
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace Kogane.Internal
{
internal static class CompositeCollider2DGizmo
{
[DrawGizmo
using UnityEngine;
namespace Kogane
{
public static class TransformExtensionMethods
{
public static Vector3 TransformPointUnscaled
(
this Transform self,
in Vector3 position
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Kogane.Internal
{
internal sealed class MergedAndroidManifestPathWindow : EditorWindow
{
private Vector2 m_scrollPosition;
using UnityEditor;
public static class Example
{
[MenuItem( "Tools/Hoge" )]
private static void Hoge()
{
using var _ = new AssetDatabase.AssetEditingScope();
// ...
using UnityEditor;
public static class Example
{
[MenuItem( "Tools/Hoge" )]
private static void Hoge()
{
try
{
AssetDatabase.StartAssetEditing();
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public sealed class Example : EditorWindow
{
private BuildPlayerOptions m_buildPlayerOptions;
static Example()
{
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public static class Example
{
static Example()
{
BuildPlayerWindow.RegisterBuildPlayerHandler( OnBuildPlayer );
}