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using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
public class ActiveScriptCompilationDefines : EditorWindow {
[MenuItem ("Window/Active Script Compilation Defines")]
static void Init () {
// Get existing open window or if none, make a new one:
EditorWindow.GetWindow<ActiveScriptCompilationDefines> (false, "Active Script Compilation Defines");
void OnGUI () {
if (GUILayout.Button("SHOW"))
foreach (string define in EditorUserBuildSettings.activeScriptCompilationDefines)
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