重构前夕
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@@ -16,7 +16,7 @@ namespace Demo.Editor
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{
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{
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public class EditorController : MonoSingleton<EditorController>
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public class EditorController : MonoSingleton<EditorController>
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{
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{
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#if UNITY_EDITOR
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#if UNITY_EDITOR||Using_ProfilerMarker
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public ProfilerMarker s_PreparePerfMarker = new(nameof(EditorController) + "Runtime");
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public ProfilerMarker s_PreparePerfMarker = new(nameof(EditorController) + "Runtime");
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#endif
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#endif
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@@ -467,7 +467,7 @@ namespace Demo.Editor
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{
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{
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CurrentFPS.text = $"{1 / Time.smoothDeltaTime}";
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CurrentFPS.text = $"{1 / Time.smoothDeltaTime}";
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#if UNITY_EDITOR
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#if UNITY_EDITOR||Using_ProfilerMarker
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s_PreparePerfMarker.Begin(this);
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s_PreparePerfMarker.Begin(this);
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try
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try
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{
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{
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@@ -530,7 +530,7 @@ namespace Demo.Editor
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CloseCurrentProject();
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CloseCurrentProject();
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}
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}
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR||Using_ProfilerMarker
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}
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}
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finally
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finally
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{
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{
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@@ -278,8 +278,10 @@ namespace Demo.Game
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private bool IsScrollTimeline = false;
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private bool IsScrollTimeline = false;
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#if UNITY_EDITOR||Using_ProfilerMarker
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public ProfilerMarker s_PreparePerfMarkerForSetSongCurrentTime = new(nameof(GameController) + "RuntimeForSetSongCurrentTime");
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public ProfilerMarker s_PreparePerfMarkerForSetSongCurrentTime = new(nameof(GameController) + "RuntimeForSetSongCurrentTime");
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public ProfilerMarker s_PreparePerfMarker = new(nameof(GameController) + "Runtime");
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public ProfilerMarker s_PreparePerfMarker = new(nameof(GameController) + "Runtime");
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#endif
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private void Update()
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private void Update()
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{
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{
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@@ -293,15 +295,21 @@ namespace Demo.Game
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// TODO : 修正这个逻辑,这个逻辑是反常的
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// TODO : 修正这个逻辑,这个逻辑是反常的
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if (MainAudio.IsPlaying())
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if (MainAudio.IsPlaying())
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{
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{
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#if UNITY_EDITOR||Using_ProfilerMarker
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s_PreparePerfMarkerForSetSongCurrentTime.Begin();
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s_PreparePerfMarkerForSetSongCurrentTime.Begin();
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#endif
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SetSongCurrentTime(CurrentTime);
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SetSongCurrentTime(CurrentTime);
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#if UNITY_EDITOR||Using_ProfilerMarker
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s_PreparePerfMarkerForSetSongCurrentTime.End();
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s_PreparePerfMarkerForSetSongCurrentTime.End();
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#endif
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MainObject.ScriptUpdate(CurrentTime, deltaTime, ScriptableObject.TickType.Update);
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MainObject.ScriptUpdate(CurrentTime, deltaTime, ScriptableObject.TickType.Update);
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}
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}
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if (IsMain == false)
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if (IsMain == false)
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return;
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return;
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#if UNITY_EDITOR || Using_ProfilerMarker
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s_PreparePerfMarker.Begin(this);
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s_PreparePerfMarker.Begin(this);
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#endif
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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if (Keyboard.current[Key.LeftShift].isPressed)
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if (Keyboard.current[Key.LeftShift].isPressed)
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#else
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#else
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@@ -348,7 +356,9 @@ namespace Demo.Game
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}
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}
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}
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}
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}
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}
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#if UNITY_EDITOR||Using_ProfilerMarker
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s_PreparePerfMarker.End();
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s_PreparePerfMarker.End();
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#endif
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}
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}
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public IEnumerator GameExit()
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public IEnumerator GameExit()
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@@ -642,12 +642,16 @@ namespace Demo
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/// </summary>
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/// </summary>
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public partial class ScriptableObject
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public partial class ScriptableObject
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{
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{
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private bool isEnableScript = false;
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private bool isEnableScript = false;
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public string SourcePath = "";
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public string ScriptName = "";
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public string ScriptPath;
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public string ScriptTypename;
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public void EnableScript(string sourcePath, string scriptPath, string scriptType, ScriptableObject parent)
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public void EnableScript(string sourcePath, string scriptPath, string scriptType, ScriptableObject parent)
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{
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{
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#if UNITY_EDITOR||true
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#if UNITY_EDITOR||Using_ProfilerMarker
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s_PreparePerfMarker = new(ScriptName);
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s_PreparePerfMarker = new(ScriptName);
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#endif
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#endif
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if (isEnableScript)
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if (isEnableScript)
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@@ -690,6 +694,15 @@ namespace Demo
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}
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}
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}
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}
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/// <summary>
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/// 脚本解析与Update执行
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/// </summary>
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public partial class ScriptableObject
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{
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}
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/// <summary>
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/// <summary>
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/// <para>使用<see cref="ScriptableCallAttribute"/>标记可编辑脚本所能够调用的函数,并附加注释</para>
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/// <para>使用<see cref="ScriptableCallAttribute"/>标记可编辑脚本所能够调用的函数,并附加注释</para>
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/// <para>使用<see cref="DefaultScriptAttribute"/>标记派生类,并附加默认模板</para>
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/// <para>使用<see cref="DefaultScriptAttribute"/>标记派生类,并附加默认模板</para>
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@@ -700,12 +713,7 @@ namespace Demo
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public static Dictionary<string, Type> FastScriptableObjectTypen = new();
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public static Dictionary<string, Type> FastScriptableObjectTypen = new();
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public static bool IsAutoPlay = false;
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public static bool IsAutoPlay = false;
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public string SourcePath = "";
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#if UNITY_EDITOR||Using_ProfilerMarker
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public string ScriptName = "";
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public string ScriptPath;
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public string ScriptTypename;
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#if UNITY_EDITOR||true
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public ProfilerMarker s_PreparePerfMarker;
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public ProfilerMarker s_PreparePerfMarker;
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#endif
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#endif
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public ScriptableObject Parent;
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public ScriptableObject Parent;
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@@ -861,7 +869,7 @@ namespace Demo
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return DoLoadSubScriptAsync(type, path, null);
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return DoLoadSubScriptAsync(type, path, null);
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}
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}
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/*
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/// <summary>
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/// <summary>
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/// 异步加载子脚本
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/// 异步加载子脚本
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/// </summary>
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/// </summary>
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@@ -878,6 +886,7 @@ namespace Demo
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{
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{
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StartCoroutine(DoLoadSubScriptAsync(type, path, null));
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StartCoroutine(DoLoadSubScriptAsync(type, path, null));
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}
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}
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*/
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private enum ParseStats
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private enum ParseStats
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{
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{
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@@ -1147,7 +1156,7 @@ namespace Demo
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return;
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return;
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if (gameObject.activeInHierarchy == false)
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if (gameObject.activeInHierarchy == false)
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return;
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return;
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#if UNITY_EDITOR||true
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#if UNITY_EDITOR||Using_ProfilerMarker
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s_PreparePerfMarker.Begin(this);
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s_PreparePerfMarker.Begin(this);
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#endif
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#endif
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if (tickType == TickType.Reset)
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if (tickType == TickType.Reset)
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@@ -1166,7 +1175,7 @@ namespace Demo
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{
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{
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child.ScriptUpdate(currentTime, deltaTime, tickType);
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child.ScriptUpdate(currentTime, deltaTime, tickType);
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}
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}
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#if UNITY_EDITOR||true
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#if UNITY_EDITOR||Using_ProfilerMarker
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s_PreparePerfMarker.End();
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s_PreparePerfMarker.End();
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#endif
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#endif
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}
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}
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@@ -960,7 +960,7 @@ PlayerSettings:
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QNX: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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QNX: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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Server: UNITY_VISUAL_SCRIPTING
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Server: UNITY_VISUAL_SCRIPTING
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Stadia: UNITY_POST_PROCESSING_STACK_V2
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Stadia: UNITY_POST_PROCESSING_STACK_V2
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Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;PLATFORM_WINDOWS;DREAMTECK_SPLINES;UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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Standalone: ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;PLATFORM_WINDOWS;DREAMTECK_SPLINES;UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING;ENABLE_CLASS_Interaction
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VisionOS: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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VisionOS: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING
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WebGL: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING;DREAMTECK_SPLINES;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1
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WebGL: UNITY_POST_PROCESSING_STACK_V2;UNITY_VISUAL_SCRIPTING;DREAMTECK_SPLINES;ODIN_VALIDATOR;ODIN_VALIDATOR_3_1;ODIN_INSPECTOR;ODIN_INSPECTOR_3;ODIN_INSPECTOR_3_1
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Windows Store Apps: UNITY_VISUAL_SCRIPTING
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Windows Store Apps: UNITY_VISUAL_SCRIPTING
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