diff --git a/Assets/AddressableAssetsData/AddressableAssetSettings.asset b/Assets/AddressableAssetsData/AddressableAssetSettings.asset index 46970d1d2..963277b9f 100644 --- a/Assets/AddressableAssetsData/AddressableAssetSettings.asset +++ b/Assets/AddressableAssetsData/AddressableAssetSettings.asset @@ -15,7 +15,7 @@ MonoBehaviour: m_DefaultGroup: 09546aca93a801441859af2a811fe53b m_currentHash: serializedVersion: 2 - Hash: 0642750f31c48d810d4a312529904868 + Hash: 02a95f5e83110acfbe55bde61cc5700a m_OptimizeCatalogSize: 0 m_BuildRemoteCatalog: 0 m_BundleLocalCatalog: 0 diff --git a/Assets/Editor/EditorKit.cs b/Assets/Editor/EditorKit.cs new file mode 100644 index 000000000..42084bf57 --- /dev/null +++ b/Assets/Editor/EditorKit.cs @@ -0,0 +1,71 @@ +using UnityEditor; +using UnityEngine; + +namespace AibisDream.SystemEditor +{ + public static class EditorKit + { + public static readonly GUIStyle BoldFont = new(EditorStyles.label) + { + fontStyle = FontStyle.Bold + }; + + public static int SortingLayerField(string label, int id) + { + // 先获取layer + var layers = GetSortingLayerNames(); + // 将ID转为idx + var idx = TransSortingLayer2Idx(id); + + var newIdx = EditorGUILayout.Popup(label, idx, layers); + + return TransIdx2SortingLayer(newIdx); + } + + private static string[] GetSortingLayerNames() + { + // 获取所有 Sorting Layer 名称 + var layerCount = SortingLayer.layers.Length; + var sortingLayerNames = new string[layerCount]; + for (var i = 0; i < layerCount; i++) + { + sortingLayerNames[i] = SortingLayer.layers[i].name; + } + return sortingLayerNames; + } + + private static int TransSortingLayer2Idx(int id) + { + var layers = SortingLayer.layers; + for (var i = 0; i < layers.Length; i++) + { + if (layers[i].id == id) return i; + } + + return 0; + } + + private static int TransIdx2SortingLayer(int idx) + { + if (idx < 0 || idx >= SortingLayer.layers.Length) + { + return SortingLayer.layers[0].id; + } + + return SortingLayer.layers[idx].id; + } + + public static void RecordObjectAndChildren(GameObject parent, string actionName) + { + Transform[] transforms = parent.GetComponentsInChildren(true); + Object[] objectsToUndo = new Object[transforms.Length]; + + for (int i = 0; i < transforms.Length; i++) + { + objectsToUndo[i] = transforms[i].gameObject; + } + + Undo.RegisterCompleteObjectUndo(objectsToUndo, actionName); + } + } +} \ No newline at end of file diff --git a/Assets/Editor/EditorKit.cs.meta b/Assets/Editor/EditorKit.cs.meta new file mode 100644 index 000000000..42a426841 --- /dev/null +++ b/Assets/Editor/EditorKit.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 450a73dfa3814e07a490f3fa433320a4 +timeCreated: 1741088713 \ No newline at end of file diff --git a/Assets/Editor/Script.meta b/Assets/Editor/Inspector.meta similarity index 100% rename from Assets/Editor/Script.meta rename to Assets/Editor/Inspector.meta diff --git a/Assets/Editor/Script/BodyModuleSystemEditor.cs b/Assets/Editor/Inspector/BodyModuleSystemEditor.cs similarity index 100% rename from Assets/Editor/Script/BodyModuleSystemEditor.cs rename to Assets/Editor/Inspector/BodyModuleSystemEditor.cs diff --git a/Assets/Editor/Script/BodyModuleSystemEditor.cs.meta b/Assets/Editor/Inspector/BodyModuleSystemEditor.cs.meta similarity index 100% rename from Assets/Editor/Script/BodyModuleSystemEditor.cs.meta rename to Assets/Editor/Inspector/BodyModuleSystemEditor.cs.meta diff --git a/Assets/Editor/Script/ConditionalFieldAttribute.cs b/Assets/Editor/Inspector/ConditionalFieldAttribute.cs similarity index 100% rename from Assets/Editor/Script/ConditionalFieldAttribute.cs rename to Assets/Editor/Inspector/ConditionalFieldAttribute.cs diff --git a/Assets/Editor/Script/ConditionalFieldAttribute.cs.meta b/Assets/Editor/Inspector/ConditionalFieldAttribute.cs.meta similarity index 100% rename from Assets/Editor/Script/ConditionalFieldAttribute.cs.meta rename to Assets/Editor/Inspector/ConditionalFieldAttribute.cs.meta diff --git a/Assets/Editor/Script/ConditionalFieldDrawer.cs b/Assets/Editor/Inspector/ConditionalFieldDrawer.cs similarity index 100% rename from Assets/Editor/Script/ConditionalFieldDrawer.cs rename to Assets/Editor/Inspector/ConditionalFieldDrawer.cs diff --git a/Assets/Editor/Script/ConditionalFieldDrawer.cs.meta b/Assets/Editor/Inspector/ConditionalFieldDrawer.cs.meta similarity index 100% rename from Assets/Editor/Script/ConditionalFieldDrawer.cs.meta rename to Assets/Editor/Inspector/ConditionalFieldDrawer.cs.meta diff --git a/Assets/Editor/Script/GearSystemEditor.cs b/Assets/Editor/Inspector/GearSystemEditor.cs similarity index 100% rename from Assets/Editor/Script/GearSystemEditor.cs rename to Assets/Editor/Inspector/GearSystemEditor.cs diff --git a/Assets/Editor/Script/GearSystemEditor.cs.meta b/Assets/Editor/Inspector/GearSystemEditor.cs.meta similarity index 100% rename from Assets/Editor/Script/GearSystemEditor.cs.meta rename to Assets/Editor/Inspector/GearSystemEditor.cs.meta diff --git a/Assets/Editor/Inspector/SpriteGroupEditor.cs b/Assets/Editor/Inspector/SpriteGroupEditor.cs new file mode 100644 index 000000000..497079280 --- /dev/null +++ b/Assets/Editor/Inspector/SpriteGroupEditor.cs @@ -0,0 +1,190 @@ +using System.Linq; +using AibisDream.Framework; +using UnityEditor; +using UnityEngine; + + +namespace AibisDream.SystemEditor +{ + [CustomEditor(typeof(SpriteGroupKit))] + public class SpriteGroupEditor : Editor + { + private int _stateIdx; + private string _curState; + private int _curLayer; + + public override void OnInspectorGUI() + { + // 获取对象 + var example = (SpriteGroupKit)target; + + // 先绘制默认的 Inspector + DrawDefaultInspector(); + + #region 画UI + + LoadUIPart(example); // 加载 + EditorGUILayout.Separator(); + SwitchStateUIPart(example); // 状态管理 + EditorGUILayout.Separator(); + ReorderLayer(example); // 重排序 + EditorGUILayout.Separator(); + SaveUIPart(example); // 保存 + + #endregion + } + + private void LoadUIPart(SpriteGroupKit example) + { + EditorGUILayout.LabelField("加载图片集", EditorKit.BoldFont); + + example.config.key = EditorGUILayout.TextField("唯一索引", example.config.key); + example.spriteGroup = + EditorGUILayout.ObjectField("PSD文件", example.spriteGroup, typeof(GameObject), true) as GameObject; + + #region 加载按钮 + + EditorGUILayout.BeginHorizontal(); + + if (GUILayout.Button("按PSD加载")) + { + if (example.spriteGroup) + { + var option = ShowWarningDialog(); + if (option == 0) + { + example.InstantiateByPsd(); + ReLoad(); + } + } + else + { + Debug.Log("PSD没有设置"); + } + } + + if (GUILayout.Button("按索引加载")) + { + if (!string.IsNullOrEmpty(example.config.key)) + { + var option = ShowWarningDialog(); + if (option == 0) + { + example.InstantiateByConfig(); + ReLoad(); + } + } + else + { + Debug.Log("PSD没有设置"); + } + } + + EditorGUILayout.EndHorizontal(); + + #endregion + } + + private void SwitchStateUIPart(SpriteGroupKit example) + { + EditorGUILayout.LabelField("状态切换", EditorKit.BoldFont); + + EditorGUILayout.BeginHorizontal(); + + var stateArray = example.config.stateDict.Keys.ToArray(); + var newIndex = EditorGUILayout.Popup(_stateIdx, stateArray); + _curState = EditorGUILayout.TextField(_curState); + + if (newIndex != _stateIdx && newIndex >= 0 && newIndex < stateArray.Length) + { + _stateIdx = newIndex; + _curState = stateArray[newIndex]; + } + + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("保存为状态")) + { + OnSaveStateClick(example); + } + + if (GUILayout.Button("加载状态")) + { + OnLoadStateClick(example); + } + + EditorGUILayout.EndHorizontal(); + } + + private void OnSaveStateClick(SpriteGroupKit example) + { + if (!string.IsNullOrEmpty(_curState)) + { + example.SaveState(_curState); + } + else + { + Debug.Log("状态名不能为空"); + } + } + + private void OnLoadStateClick(SpriteGroupKit example) + { + if (!string.IsNullOrEmpty(_curState) && example.config.stateDict.ContainsKey(_curState)) + { + EditorKit.RecordObjectAndChildren(example.gameObject, "加载状态"); + example.SwitchState(_curState); + EditorUtility.SetDirty(example); + } + else + { + Debug.Log("状态名不能为空"); + } + } + + private void ReorderLayer(SpriteGroupKit example) + { + EditorGUILayout.LabelField("显示层级", EditorKit.BoldFont); + example.config.layerId = EditorKit.SortingLayerField("目标层级", example.config.layerId); + EditorGUILayout.BeginHorizontal(); + + example.config.maxLayer = EditorGUILayout.IntField("max", example.config.maxLayer); + example.config.minLayer = EditorGUILayout.IntField("min", example.config.minLayer); + EditorGUILayout.EndHorizontal(); + if (GUILayout.Button("重排序")) + { + EditorKit.RecordObjectAndChildren(example.gameObject, "重新排序"); + example.Reorder(); + EditorUtility.SetDirty(example); + } + } + + private void SaveUIPart(SpriteGroupKit example) + { + EditorGUILayout.LabelField("保存图片集", EditorKit.BoldFont); + if (GUILayout.Button("保存")) + { + example.SaveSpriteGroup(); + } + } + + private void ReLoad() + { + // 清空编辑器数据 + _stateIdx = -1; + _curState = ""; + } + + private int ShowWarningDialog() + { + return EditorUtility.DisplayDialogComplex( + "Warning", + "点击后会清除当前的图集,请提前保存", + "OK", + "Cancel", + string.Empty + ); + } + } +} \ No newline at end of file diff --git a/Assets/Editor/Inspector/SpriteGroupEditor.cs.meta b/Assets/Editor/Inspector/SpriteGroupEditor.cs.meta new file mode 100644 index 000000000..82c93434b --- /dev/null +++ b/Assets/Editor/Inspector/SpriteGroupEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6e4590d14c3384044ab1f9f6a615286f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Editor/Script/SystemHasDataEditor.cs b/Assets/Editor/Inspector/SystemHasDataEditor.cs similarity index 100% rename from Assets/Editor/Script/SystemHasDataEditor.cs rename to Assets/Editor/Inspector/SystemHasDataEditor.cs 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m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Framework/Config/ConfigUtil.cs b/Assets/Scripts/Framework/Config/ConfigUtil.cs index 0cdbf32cc..1701b9d1b 100644 --- a/Assets/Scripts/Framework/Config/ConfigUtil.cs +++ b/Assets/Scripts/Framework/Config/ConfigUtil.cs @@ -2,6 +2,7 @@ using System; using System.Collections.Generic; using System.IO; using System.Linq; +using AibisDream.Framework; using AibisDream.Utility; using UnityEngine; @@ -11,15 +12,19 @@ namespace AibisDream.Kit { private const string CharacterConfigPath = "/Config/character.csv"; private const string BaseConfigPath = "/Config/base_config.csv"; + private const string SpriteGroupPath = "/Config/sprite_group.json"; private Dictionary _baseConfigDic; private Dictionary _characters; - + private Dictionary _spriteConfigDict; + /// /// 用于单例模式 /// - private ConfigUtil() {} - + private ConfigUtil() + { + } + /// /// 调用时初始化 /// @@ -27,6 +32,7 @@ namespace AibisDream.Kit { InitBaseConfig(); InitCharacterConfig(); + InitSpriteGroupConfig(); } private void InitBaseConfig() @@ -36,7 +42,7 @@ namespace AibisDream.Kit { Debug.Log("基础配置不存在"); } - + // 基础配置只有key和value _baseConfigDic = new Dictionary(); foreach (var arr in baseList) @@ -51,6 +57,12 @@ namespace AibisDream.Kit _characters = characterList.ToDictionary(item => item.Key, item => item); } + private void InitSpriteGroupConfig() + { + _spriteConfigDict = + JsonUtil.ReadBeanDict(Application.streamingAssetsPath + SpriteGroupPath) ?? new Dictionary(); + } + /// /// 按key获取角色预设 /// @@ -73,6 +85,27 @@ namespace AibisDream.Kit return _baseConfigDic.TryGetValue(key, out value); } + /// + /// 保存SpriteGroupConfig + /// + /// + public void SaveSpriteGroupConfig(SpriteGroupConfig config) + { + _spriteConfigDict[config.key] = config; + SaveConfig(_spriteConfigDict, Application.streamingAssetsPath + SpriteGroupPath); + } + + /// + /// 尝试获取Config + /// + /// + /// + /// + public bool TryGetSpriteConfig(string key, out SpriteGroupConfig config) + { + return _spriteConfigDict.TryGetValue(key, out config); + } + /// /// 按类型读取Json配置 /// @@ -137,10 +170,11 @@ namespace AibisDream.Kit /// bean /// 键 /// 路径 + /// 保存类型 /// 类型 - public void SaveConfig(T bean, string key, string path) + public void SaveConfig(T bean, string key, string path, SaveMode saveMode = SaveMode.Add) { - JsonUtil.SaveBean(bean, key, path); + JsonUtil.SaveBean(bean, key, path, saveMode); } /// diff --git a/Assets/Scripts/Framework/OtherKit/SpriteGroupKit.cs b/Assets/Scripts/Framework/OtherKit/SpriteGroupKit.cs index 1919b0d4a..8df1f9129 100644 --- a/Assets/Scripts/Framework/OtherKit/SpriteGroupKit.cs +++ b/Assets/Scripts/Framework/OtherKit/SpriteGroupKit.cs @@ -1,40 +1,231 @@ using System; -using System.Collections; using System.Collections.Generic; using System.Linq; +using AibisDream.Kit; +using Newtonsoft.Json; using UnityEngine; +#if UNITY_EDITOR +using UnityEditor; +#endif + namespace AibisDream.Framework { + public class SpriteGroupKit : MonoBehaviour { - #region Sprite索引 + #region 索引 - private readonly Dictionary _spriteDict = new(); - private Dictionary> _stateDict; + public Dictionary rendererDict = new(); + [HideInInspector] public SpriteGroupConfig config = new(); + [HideInInspector] public GameObject spriteGroup; + + #endregion + + /// + /// 根据PS文件加载 + /// + public void InstantiateByPsd() + { + if (spriteGroup) + { + // 先销毁 + DestroyAllChildren(); + // 再新建 + InstantiateGroup(); + // 把PSD名字填进去 + config.key = spriteGroup.name; + } + else + { + Debug.Log("请先设置要加载的图集"); + } + } + + public void InstantiateByConfig() + { + // 校验Key是否存在 + if (!config.Validate()) return; + // 查查有没有Prefab + Debug.Log(config.PrefabResourcePath); + var prefab = Resources.Load(config.PrefabResourcePath); + if (!prefab) + { + Debug.Log("对应Prefab不存在"); + return; + } + // 实例化Prefab + spriteGroup = prefab; + DestroyAllChildren(); + InstantiateGroup(); + // 加载配置文件,没有就空着 + if (ConfigUtil.Instance.TryGetSpriteConfig(config.key, out var oldConfig)) + { + config = oldConfig; + } + } + + private void InstantiateGroup() + { + var root = Instantiate(spriteGroup, transform); + var rendererArray = root.GetComponentsInChildren(true); + rendererDict = new Dictionary(); + foreach (var rendererItem in rendererArray) + { + rendererDict[rendererItem.gameObject.name] = rendererItem; + } + } + + private void DestroyAllChildren() + { + foreach (Transform child in transform) + { +#if UNITY_EDITOR + if (!EditorApplication.isPlaying) + { + DestroyImmediate(child.gameObject); + continue; + } +#endif + Destroy(child.gameObject); + } + } + + #region 保存逻辑 + + public void SaveState(string curState) + { + var activeArray = rendererDict + .Where(pair => pair.Value.gameObject.activeSelf) + .Select(item => item.Key) + .ToArray(); + + config.stateDict[curState] = activeArray; + } + + public void SaveSpriteGroup() + { + // 先校验参数是不是都是正确的 + if (!config.Validate()) + { + Debug.Log("配置项存在空字段"); + return; + } + + // 先保存Prefab + SaveAsPrefab(transform.GetChild(0).gameObject, config.PrefabPath); + + // 再保存Config + ConfigUtil.Instance.SaveSpriteGroupConfig(config); + } + + private static void SaveAsPrefab(GameObject target, string localPath) + { +#if UNITY_EDITOR + // 先验证Prefab是否存在 + if (AssetDatabase.LoadAssetAtPath(localPath) != null) + { + // 如果存在,替换 Prefab + PrefabUtility.SaveAsPrefabAssetAndConnect(target, localPath, InteractionMode.UserAction); + Debug.Log("Prefab replaced at: " + localPath); + } + else + { + // 如果不存在,创建新的 Prefab + PrefabUtility.SaveAsPrefabAsset(target, localPath); + Debug.Log("Prefab created at: " + localPath); + } +#endif + } #endregion - [SerializeField] private string state; + #region 切换State - private void Awake() - { - } - - public void SaveAsState() - { - var spriteRenderers = GetComponentsInChildren(); - - var activeList = (from render in spriteRenderers - where render.gameObject.activeSelf - select render.gameObject.name).ToList(); - - _stateDict[state] = activeList; - } - - public void LoadState() + /// + /// 切换状态 + /// + public void SwitchState(string stateName) { + // 检查是否存在 + if (!config.stateDict.TryGetValue(stateName, out var activeArray)) return; + // 按状态激活 + foreach (var item in rendererDict.Values) + { + item.gameObject.SetActive(activeArray.Contains(item.gameObject.name)); + } + } + + #endregion + + #region 排序逻辑 + + public void Reorder() + { + if (!config.ValidateLayer()) + { + Debug.LogWarning("排序参数错误"); + return; + } + + if (rendererDict is not { Count: > 0 }) + { + Debug.LogWarning("还没有加载图集"); + return; + } + + // 排序 + var renderers = rendererDict.Values; + var sortedRenderers = renderers.OrderBy(item => item, new LayerComparer()).ToArray(); + for (var i = 0; i < sortedRenderers.Length; i++) + { + sortedRenderers[i].sortingLayerID = config.layerId; + sortedRenderers[i].sortingOrder = config.minLayer + i; + } + } + + #endregion + } + + [Serializable] + public class SpriteGroupConfig + { + [JsonIgnore] + public string PrefabPath => $"Assets/Resources/SpriteGroup/{key}.prefab"; + [JsonIgnore] + public string PrefabResourcePath => $"SpriteGroup/{key}"; + + public string key; + public int layerId; + public int maxLayer; + public int minLayer; + public Dictionary stateDict = new(); + + public bool Validate() + { + return !string.IsNullOrEmpty(key); + } + + public bool ValidateLayer() + { + if (!SortingLayer.IsValid(layerId)) return false; + if (maxLayer <= minLayer) return false; + + return true; + } + } + + public class LayerComparer : IComparer + { + public int Compare(SpriteRenderer x, SpriteRenderer y) + { + if (ReferenceEquals(x, y)) return 0; + if (ReferenceEquals(null, y)) return 1; + if (ReferenceEquals(null, x)) return -1; + var sortingLayerIDComparison = x.sortingLayerID.CompareTo(y.sortingLayerID); + if (sortingLayerIDComparison != 0) return sortingLayerIDComparison; + return x.sortingOrder.CompareTo(y.sortingOrder); } } } \ No newline at end of file diff --git a/Assets/Scripts/Utility/JsonUtil.cs b/Assets/Scripts/Utility/JsonUtil.cs index fe90d0b5a..d2d6e9054 100644 --- a/Assets/Scripts/Utility/JsonUtil.cs +++ b/Assets/Scripts/Utility/JsonUtil.cs @@ -56,6 +56,18 @@ namespace AibisDream.Utility return JsonConvert.DeserializeObject(json); } + /// + /// 按路径加载Json + /// + /// 路径 + /// Bean + /// 目标Bean + public static Dictionary ReadBeanDict(string path) + { + string json = File.ReadAllText(path); + return JsonConvert.DeserializeObject>(json); + } + /// /// 获取Json中的Key列表 /// diff --git a/Assets/StreamingAssets/Config/sprite_group.json b/Assets/StreamingAssets/Config/sprite_group.json new file mode 100644 index 000000000..135450216 --- /dev/null +++ b/Assets/StreamingAssets/Config/sprite_group.json @@ -0,0 +1 @@ +{"佩佩最新":{"key":"佩佩最新","layerId":941243827,"maxLayer":200,"minLayer":100,"stateDict":{"默认":["佩佩默认姿势"],"低头":["侧低头背手"]}}} \ No newline at end of file diff --git a/Assets/StreamingAssets/Config/sprite_group.json.meta b/Assets/StreamingAssets/Config/sprite_group.json.meta new file mode 100644 index 000000000..143fb470b --- /dev/null +++ b/Assets/StreamingAssets/Config/sprite_group.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2b09978da38e36b4994ba89b23b81bd6 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/UIElementsSchema/GlobalNamespace.xsd b/UIElementsSchema/GlobalNamespace.xsd new file mode 100644 index 000000000..c010a5cc7 --- /dev/null +++ b/UIElementsSchema/GlobalNamespace.xsd @@ -0,0 +1,48 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/UIElementsSchema/UIElements.xsd b/UIElementsSchema/UIElements.xsd new file mode 100644 index 000000000..5519a7f8c --- /dev/null +++ b/UIElementsSchema/UIElements.xsd @@ -0,0 +1,23 @@ + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/UIElementsSchema/Unity.Profiling.Editor.xsd b/UIElementsSchema/Unity.Profiling.Editor.xsd new file mode 100644 index 000000000..79cc40114 --- /dev/null +++ b/UIElementsSchema/Unity.Profiling.Editor.xsd @@ -0,0 +1,123 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/UIElementsSchema/Unity.UI.Builder.xsd b/UIElementsSchema/Unity.UI.Builder.xsd new file mode 100644 index 000000000..9b3abbff9 --- /dev/null +++ b/UIElementsSchema/Unity.UI.Builder.xsd @@ -0,0 +1,975 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 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+ + + + + + + + + + + + \ No newline at end of file diff --git a/UIElementsSchema/UnityEditor.Experimental.GraphView.xsd b/UIElementsSchema/UnityEditor.Experimental.GraphView.xsd new file mode 100644 index 000000000..da654b9e8 --- /dev/null +++ b/UIElementsSchema/UnityEditor.Experimental.GraphView.xsd @@ -0,0 +1,66 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/UIElementsSchema/UnityEditor.Localization.UI.xsd b/UIElementsSchema/UnityEditor.Localization.UI.xsd new file mode 100644 index 000000000..bf7f78c73 --- /dev/null +++ b/UIElementsSchema/UnityEditor.Localization.UI.xsd @@ -0,0 +1,132 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No 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