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.Linq;
namespace NanoBrain {
namespace NanoBrain.Unity {
public class ClusterPickerWindow : EditorWindow {
private Vector2 scroll;

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

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

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

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@ -3,6 +3,8 @@ using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Callbacks;
namespace Passer {
class ConfigurationChecker {
[DidReloadScripts]
@ -27,28 +29,24 @@ class ConfigurationChecker {
public static void GlobalDefine(string name) {
// UnityEngine.Debug.Log("Define " + name);
BuildTargetGroup buildTargetGroup = EditorUserBuildSettings.selectedBuildTargetGroup;
NamedBuildTarget namedBuildTarget = UnityEditor.Build.NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup);
//string scriptDefines = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
NamedBuildTarget namedBuildTarget = NamedBuildTarget.FromBuildTargetGroup(buildTargetGroup);
string scriptDefines = PlayerSettings.GetScriptingDefineSymbols(namedBuildTarget);
if (!scriptDefines.Contains(name)) {
string newScriptDefines = scriptDefines + " " + name;
if (EditorUserBuildSettings.selectedBuildTargetGroup != 0)
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);
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.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, newScriptDefines);
}
}
@ -59,9 +57,6 @@ class ConfigurationChecker {
private static bool isUnityMathematicsAvailable {
get => DoesTypeExist("Unity.Mathematics.float3");
// {
// return DoesTypeExist("Passer.Tracking.HydraBaseStation");
// }
}
#endregion Packages
@ -76,3 +71,5 @@ class ConfigurationChecker {
#endregion Availability
}
}

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

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

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

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