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Karl Jones karljj1

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using UnityEngine.UIElements;
public class SelectableVisualElement : VisualElement
{
internal new class UxmlFactory : UxmlFactory<SelectableVisualElement> { }
static SelectableVisualElement CurrentSelected;
public virtual string HoverStyle { get => "selectable__hover"; }
using System;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
public class ScreenDragTest : MonoBehaviour
{
public Vector2 ScreenPos = new Vector2(100, 100);
public bool ConstantRefresh;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
public class HideSceneToolbar
{
[MenuItem("Test/Hide the scene toolbar")]
static void Hide()
{
var sceneViews = Resources.FindObjectsOfTypeAll<SceneView>();
[MenuItem("CONTEXT/Component/Find References In Scene")]
private static void OnSearchForReferencesToComponent(MenuCommand command)
{
var component = command.context as Component;
if (component)
{
var searchFilter = "ref:" + component.GetInstanceID() + ":";
foreach (SearchableEditorWindow sw in searchableWindows)
{
if (sw.m_HierarchyType == HierarchyType.GameObjects)
@karljj1
karljj1 / GenerateStringTables.cs
Created November 5, 2019 13:04
Example of creating/updating StringTables
using System.Linq;
using UnityEditor;
using UnityEditor.Localization;
using UnityEngine;
using UnityEngine.Localization.Tables;
public class GenerateStringTables : ScriptableWizard
{
public TextAsset jsonFile;
public string tableCollectionName = "My Strings";
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
public class HelpBoxExample : EditorWindow
{
[MenuItem("UI/Help Box")]
static void ShowWindow()
{
HelpBoxExample window = (HelpBoxExample)EditorWindow.GetWindow(typeof(HelpBoxExample));
@karljj1
karljj1 / Capture Profiler Data without Profiler Window.cs
Last active January 17, 2020 14:13
Capture profiler data withour the overhead of the Profiler window.
using UnityEditor;
using UnityEditorInternal;
using UnityEngine;
public class TestProfiler
{
[MenuItem("Profile/Start")]
public static void Start()
{
//UnityEngine.Profiling.Profiler.enabled = true;
@karljj1
karljj1 / CreateCustomLocale.cs
Created March 2, 2020 11:00
This shows how to create a custon Localization Locale asset
using UnityEditor;
using UnityEngine;
using UnityEngine.Localization;
public class CreateCustomLocale
{
[MenuItem("Assets/Create/Localization/Tagalog Locale")]
static void CreateTagalogLocale()
{
var path = EditorUtility.SaveFilePanelInProject("Save Tagalog Locale", "Tagalog (tl)", "asset", "Save Tagalog Locale", "Assets/");
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Localization.Settings;
public class NestingExample : MonoBehaviour
{
IEnumerator Start()
{
yield return LocalizationSettings.InitializationOperation;
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.Localization;
using UnityEngine.Localization.Settings;
public class LoadAsset : MonoBehaviour
{
IEnumerator LoadDirectlyFromTheDatabase()
{