Added Unity subnamespace
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This commit is contained in:
Pascal Serrarens 2026-05-08 08:53:27 +02:00
parent 931c98b065
commit ce1ff796b8
9 changed files with 66 additions and 66 deletions

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@ -3,7 +3,7 @@ using UnityEngine;
using System; using System;
using System.Linq; using System.Linq;
namespace NanoBrain { namespace NanoBrain.Unity {
public class ClusterPickerWindow : EditorWindow { public class ClusterPickerWindow : EditorWindow {
private Vector2 scroll; private Vector2 scroll;

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@ -4,7 +4,7 @@ using UnityEditor.UIElements;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
namespace NanoBrain { namespace NanoBrain.Unity {
[CustomEditor(typeof(Brain))] [CustomEditor(typeof(Brain))]
public class Brain_Editor : Editor { public class Brain_Editor : Editor {

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@ -5,7 +5,7 @@ using UnityEditor;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
namespace NanoBrain { namespace NanoBrain.Unity {
[CustomEditor(typeof(ClusterPrefab))] [CustomEditor(typeof(ClusterPrefab))]
public class ClusterEditor : ClusterViewer { public class ClusterEditor : ClusterViewer {

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@ -5,7 +5,7 @@ using UnityEditor;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
namespace NanoBrain { namespace NanoBrain.Unity {
public class ClusterViewer : Editor { public class ClusterViewer : Editor {

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@ -3,76 +3,73 @@ using UnityEditor;
using UnityEditor.Build; using UnityEditor.Build;
using UnityEditor.Callbacks; using UnityEditor.Callbacks;
class ConfigurationChecker { namespace Passer {
[DidReloadScripts] class ConfigurationChecker {
protected static void DidReloadScripts() {
CheckUnityMathematics();
}
public static bool CheckUnityMathematics() { [DidReloadScripts]
bool available = isUnityMathematicsAvailable; protected static void DidReloadScripts() {
UpdateDefine(available, "UNITY_MATHEMATICS"); CheckUnityMathematics();
return available; }
}
protected static void UpdateDefine(bool enabled, string define) { public static bool CheckUnityMathematics() {
if (enabled) bool available = isUnityMathematicsAvailable;
GlobalDefine(define); UpdateDefine(available, "UNITY_MATHEMATICS");
else return available;
GlobalUndefine(define); }
}
protected static void UpdateDefine(bool enabled, string define) {
if (enabled)
GlobalDefine(define);
else
GlobalUndefine(define);
}
public static void GlobalDefine(string name) { public static void GlobalDefine(string name) {
// UnityEngine.Debug.Log("Define " + name); // UnityEngine.Debug.Log("Define " + name);
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup; BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
NamedBuildTarget namedBuildTarget = UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup); NamedBuildTarget namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup);
//string scriptDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup); string scriptDefines = PlayerSettings.GetScriptingDefineSymbols(namedBuildTarget);
string scriptDefines = PlayerSettings.GetScriptingDefineSymbols(namedBuildTarget); if (!scriptDefines.Contains(name)) {
if (!scriptDefines.Contains(name)) { string newScriptDefines = scriptDefines + " " + name;
string newScriptDefines = scriptDefines + " " + name; if (EditorUserBuildSettings.selectedBuildTargetGroup != 0)
if (EditorUserBuildSettings.selectedBuildTargetGroup != 0) PlayerSettings.SetScriptingDefineSymbols(namedBuildTarget, newScriptDefines);
}
}
public static void GlobalUndefine(string name) {
// UnityEngine.Debug.Log("Undefine " + name);
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
NamedBuildTarget namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup);
string scriptDefines = PlayerSettings.GetScriptingDefineSymbols(namedBuildTarget);
if (scriptDefines.Contains(name)) {
int playMakerIndex = scriptDefines.IndexOf(name);
string newScriptDefines = scriptDefines.Remove(playMakerIndex, name.Length);
PlayerSettings.SetScriptingDefineSymbols(namedBuildTarget, newScriptDefines); PlayerSettings.SetScriptingDefineSymbols(namedBuildTarget, newScriptDefines);
//PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newScriptDefines); }
}
}
public static void GlobalUndefine(string name) {
// UnityEngine.Debug.Log("Undefine " + name);
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
NamedBuildTarget namedBuildTarget = UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup);
// string scriptDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
string scriptDefines = PlayerSettings.GetScriptingDefineSymbols(namedBuildTarget);
if (scriptDefines.Contains(name)) {
int playMakerIndex = scriptDefines.IndexOf(name);
string newScriptDefines = scriptDefines.Remove(playMakerIndex, name.Length);
PlayerSettings.SetScriptingDefineSymbols(namedBuildTarget, newScriptDefines);
// PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newScriptDefines);
} }
} #region Availability
#region Availability #region Packages
#region Packages private static bool isUnityMathematicsAvailable {
get => DoesTypeExist("Unity.Mathematics.float3");
private static bool isUnityMathematicsAvailable {
get => DoesTypeExist("Unity.Mathematics.float3");
// {
// return DoesTypeExist("Passer.Tracking.HydraBaseStation");
// }
}
#endregion Packages
public static bool DoesTypeExist(string className) {
System.Reflection.Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (System.Reflection.Assembly assembly in assemblies) {
if (assembly.GetType(className) != null)
return true;
} }
return false; #endregion Packages
public static bool DoesTypeExist(string className) {
System.Reflection.Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (System.Reflection.Assembly assembly in assemblies) {
if (assembly.GetType(className) != null)
return true;
}
return false;
}
#endregion Availability
} }
#endregion Availability }
}

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@ -5,7 +5,8 @@ using System;
using System.Reflection; using System.Reflection;
using System.Collections; using System.Collections;
namespace NanoBrain { namespace NanoBrain.Unity {
[CustomPropertyDrawer(typeof(Neuron))] [CustomPropertyDrawer(typeof(Neuron))]
class Neuron_Drawer : PropertyDrawer { class Neuron_Drawer : PropertyDrawer {
public static void Insepctor(SerializedObject serializedObject, string propertyName ) { public static void Insepctor(SerializedObject serializedObject, string propertyName ) {
@ -80,4 +81,5 @@ namespace NanoBrain {
return en.Current; return en.Current;
} }
} }
} }

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@ -1,7 +1,7 @@
using System; using System;
using UnityEngine; using UnityEngine;
namespace NanoBrain { namespace NanoBrain.Unity {
/// <summary> /// <summary>
/// The NanoBrain Unity Componnent /// The NanoBrain Unity Componnent

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@ -5,6 +5,7 @@ using UnityEngine;
using Unity.Mathematics; using Unity.Mathematics;
using static Unity.Mathematics.math; using static Unity.Mathematics.math;
#endif #endif
using NanoBrain.Unity;
namespace NanoBrain { namespace NanoBrain {

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@ -1,7 +1,7 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace NanoBrain { namespace NanoBrain.Unity {
/// <summary> /// <summary>
/// The Unity ScriptableObject to implement re-usable Cluster Prefabs /// The Unity ScriptableObject to implement re-usable Cluster Prefabs