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using System; | |
using System.IO; | |
using System.Linq; | |
using System.Text; | |
using System.Xml.Linq; | |
using UnityEditor; | |
using SyntaxTree.VisualStudio.Unity.Bridge; | |
using UnityEngine; | |
[InitializeOnLoad] |
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using System; | |
using System.IO; | |
using System.Linq; | |
using System.Text; | |
using System.Text.RegularExpressions; | |
using System.Xml.Linq; | |
using UnityEditor; | |
using SyntaxTree.VisualStudio.Unity.Bridge; | |
using UnityEngine; |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.Linq; | |
public class Test : MonoBehaviour { | |
string testCecilSpec; | |
int[,] dynArray; | |
int[][][] dynJaggedArray; |
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using UnityEngine; | |
using System.Collections; | |
using System; | |
using System.Text; | |
using System.Linq; | |
public class Test : MonoBehaviour { | |
string testCecilSpec; | |
int[,] dynArray; |
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/* | |
With the native integration we don’t have a menu to setup options anymore. That’s because the majority of VSTU options are now | |
directly available within Unity project settings. | |
But this is not the case for the console redirection. | |
You should do something like this with an Editor script to properly setup what you want: (only once, this setting is global). | |
*/ | |
using UnityEngine; |
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using System; | |
using UnityEditor; | |
using SyntaxTree.VisualStudio.Unity.Bridge; | |
using UnityEngine; | |
[InitializeOnLoad] | |
public class LangRemover { | |
static LangRemover() | |
{ |
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using System; | |
using System.Text; | |
using Mono.Cecil; | |
using System.Security.Cryptography.X509Certificates; | |
namespace CheckFiles | |
{ | |
[Flags] | |
enum CheckTypes | |
{ |
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LICENSE SYSTEM [20171026 9:26:24] No start/stop license dates set | |
LICENSE SYSTEM [20171026 9:26:24] Next license update check is after 2017-10-17T15:03:15 | |
Built from '2017.2/release' branch; Version is '2017.2.0f3 (46dda1414e51) revision 4644257'; Using compiler version '160040219' | |
OS: 'Windows 10 (10.0.0) 64bit' Language: 'en' Physical Memory: 7167 MB | |
BatchMode: 1, IsHumanControllingUs: 0, StartBugReporterOnCrash: 0, Is64bit: 1, IsPro: 0 | |
2017-10-26T16:26:24Z [Package Manager] Server::Start -- Port 62359 was selected | |
2017-10-26T16:26:24Z [Package Manager] Server::Start -- C:/Program Files/Unity/Editor/Data/Tools/nodejs/node.exe C:/Program Files/Unity/Editor/Data/Resources/Upm/packages/server/app.js -s 520 -p 62359 |
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[Test] | |
public void FloatingPointEvaluation() | |
{ | |
/* If you create a custom algorithm that determines whether two floating-point | |
* numbers can be considered equal, you must use a value that is greater than | |
* the Epsilon constant to establish the acceptable absolute margin of difference | |
* for the two values to be considered equal. Typically, that margin of difference | |
* is many times greater than Epsilon. */ | |
AssertExpressionsAtLine(13, "Fields.cs", new Evaluations | |
{ |
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var referencePoint = (ISourceLocation) InsertionPoints.SelectedItem; | |
var context = _languageService.CurrentContext; | |
var scope = UnityPackage.Settings.UnityMessageScope.ToScope(); | |
var generateComment = GenerateComment.IsChecked.HasValue && GenerateComment.IsChecked.Value; | |
UnityPackage.DTE.UnderUndoContext("MonoBehaviour Wizard", () => | |
{ | |
foreach (CheckedMethodInfoItem node in MonoBehaviourTree.Items) | |
{ | |
if (!node.IsChecked.HasValue || !node.IsChecked.Value) |
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