Added Feel plugin
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62
Assets/External/Feel/NiceVibrations/Define/NiceVibrationsDefineSymbols.cs
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62
Assets/External/Feel/NiceVibrations/Define/NiceVibrationsDefineSymbols.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Build.Profile;
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#endif
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namespace MoreMountains.FeedbacksForThirdParty
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{
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#if UNITY_EDITOR
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/// <summary>
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/// This class lets you specify (in code, by editing it) symbols that will be added to the build settings' define symbols list automatically
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/// </summary>
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[InitializeOnLoad]
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public class NiceVibrationsDefineSymbols
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{
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/// <summary>
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/// A list of all the symbols you want added to the build settings
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/// </summary>
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public static readonly string[] Symbols = new string[]
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{
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"MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED"
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};
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/// <summary>
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/// As soon as this class has finished compiling, adds the specified define symbols to the build settings
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/// </summary>
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static NiceVibrationsDefineSymbols()
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{
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BuildProfile activeProfile = BuildProfile.GetActiveBuildProfile();
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if (activeProfile != null)
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{
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var symbols = PlayerSettings.GetScriptingDefineSymbols(
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UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings
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.selectedBuildTargetGroup));
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if (!symbols.Contains("MOREMOUNTAINS_NICEVIBRATIONS_INSTALLED"))
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{
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string[] currentDefines = activeProfile.scriptingDefines;
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if (!Array.Exists(currentDefines, define => define == Symbols[0]))
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{
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var updatedDefines = new List<string>(currentDefines);
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updatedDefines.Add(Symbols[0]);
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activeProfile.scriptingDefines = updatedDefines.ToArray();
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}
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}
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}
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else
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{
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string scriptingDefinesString = PlayerSettings.GetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup));
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List<string> scriptingDefinesStringList = scriptingDefinesString.Split(';').ToList();
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scriptingDefinesStringList.AddRange(Symbols.Except(scriptingDefinesStringList));
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PlayerSettings.SetScriptingDefineSymbols(UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup), string.Join(";", scriptingDefinesStringList.ToArray()));
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}
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}
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}
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#endif
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}
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