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Change namespace from UnityForge to UnityForge.PropertyDrawers
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Editor/PropertyDrawers/ComponentFieldPropertyDrawer.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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/// <summary>
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/// Base class for property drawers for string properties which require component of specific type

Editor/PropertyDrawers/Drawers/AnimationNameDrawer.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(AnimationNameAttribute))]
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public class AnimationNameDrawer : ComponentFieldPropertyDrawer<AnimationNameAttribute, Animation>

Editor/PropertyDrawers/Drawers/AnimatorLayerNameDrawer.cs

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using UnityEditor.Animations;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(AnimatorLayerNameAttribute))]
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public class AnimatorLayerNameDrawer : RuntimeAnimatorControllerPropertyDrawer<AnimatorLayerNameAttribute>

Editor/PropertyDrawers/Drawers/AnimatorParameterNameDrawer.cs

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using UnityEditor.Animations;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(AnimatorParameterNameAttribute))]
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public class AnimatorParameterNameDrawer : RuntimeAnimatorControllerPropertyDrawer<AnimatorParameterNameAttribute>

Editor/PropertyDrawers/Drawers/AnimatorStateNameDrawer.cs

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using UnityEditor.Animations;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(AnimatorStateNameAttribute))]
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public class AnimatorStateNameDrawer : RuntimeAnimatorControllerPropertyDrawer<AnimatorStateNameAttribute>

Editor/PropertyDrawers/Drawers/AssetPathDrawer.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(AssetPathAttribute))]
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public class AssetPathDrawer : PropertyDrawer

Editor/PropertyDrawers/Drawers/GameObjectLayerDrawer.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(GameObjectLayerAttribute))]
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public class GameObjectLayerDrawer : PropertyDrawer

Editor/PropertyDrawers/Drawers/GameObjectTagDrawer.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(GameObjectTagAttribute))]
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public class GameObjectTagDrawer : PropertyDrawer

Editor/PropertyDrawers/Drawers/ScenePathDrawer.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(ScenePathAttribute))]
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public class ScenePathDrawer : PropertyDrawer

Editor/PropertyDrawers/Drawers/SortingLayerNameDrawer.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(SortingLayerNameAttribute))]
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public class SortingLayerNameDrawer : PropertyDrawer

Editor/PropertyDrawers/Drawers/SpriteAtlasSpriteNameDrawer.cs

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using UnityEngine;
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using UnityEngine.U2D;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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[CustomPropertyDrawer(typeof(SpriteAtlasSpriteNameAttribute))]
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public class SpriteAtlasSpriteNameDrawer : PropertyDrawer

Editor/PropertyDrawers/ObjectFieldPropertyDrawerUtils.cs

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using UnityEditor;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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public static class ObjectFieldPropertyDrawerUtils
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{

Editor/PropertyDrawers/RuntimeAnimatorControllerPropertyDrawer.cs

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using UnityEditor.Animations;
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using UnityEngine;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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// Base class for custom property drawers of animator controller linked in Animator component. This property drawer is not
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// designed to be used on naked animator controller which is editor entity, if such property drawer is needed,

Editor/PropertyDrawers/StringPropertyPair.cs

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using UnityEditor;
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namespace UnityForge.Editor
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namespace UnityForge.PropertyDrawers.Editor
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{
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public struct StringPropertyPair
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{

README.md

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Runtime/Examples/AnimationName/AnimationNameExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[RequireComponent(typeof(Animation))]
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public class AnimationNameExample01 : MonoBehaviour

Runtime/Examples/AnimationName/AnimationNameExample02.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class AnimationNameExample02 : MonoBehaviour
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{

Runtime/Examples/AnimatorLayerName/AnimatorLayerNameExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[RequireComponent(typeof(Animator))]
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public class AnimatorLayerNameExample01 : MonoBehaviour

Runtime/Examples/AnimatorLayerName/AnimatorLayerNameExample02.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class AnimatorLayerNameExample02 : MonoBehaviour
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{

Runtime/Examples/AnimatorParameterName/AnimatorParameterNameExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[RequireComponent(typeof(Animator))]
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public class AnimatorParameterNameExample01 : MonoBehaviour

Runtime/Examples/AnimatorParameterName/AnimatorParameterNameExample02.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class AnimatorParameterNameExample02 : MonoBehaviour
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{

Runtime/Examples/AnimatorStateName/AnimatorStateNameExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[RequireComponent(typeof(Animator))]
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public class AnimatorStateNameExample01 : MonoBehaviour

Runtime/Examples/AnimatorStateName/AnimatorStateNameExample02.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class AnimatorStateNameExample02 : MonoBehaviour
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{

Runtime/Examples/AssetPath/AssetPathExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class AssetPathExample01 : MonoBehaviour
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{

Runtime/Examples/GameObjectLayer/GameObjectLayerExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class GameObjectLayerExample01 : MonoBehaviour
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{

Runtime/Examples/GameObjectTag/GameObjectTagExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class GameObjectTagExample01 : MonoBehaviour
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{

Runtime/Examples/ScenePath/ScenePathExample01.cs

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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class ScenePathExample01 : MonoBehaviour
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{

Runtime/Examples/ScenePath/ScenePathExample02.cs

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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class ScenePathExample02 : MonoBehaviour
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{

Runtime/Examples/ScenePath/ScenePathExample03.cs

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#endif
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class ScenePathExample03 : MonoBehaviour
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{

Runtime/Examples/SortingLayerName/SortingLayerNameExample01.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class SortingLayerNameExample01 : MonoBehaviour
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{

Runtime/Examples/SpriteAtlasSpriteName/SpriteAtlasSpriteNameExample01.cs

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using UnityEngine;
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using UnityEngine.U2D;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class SpriteAtlasSpriteNameExample01 : MonoBehaviour
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{

Runtime/PropertyAttributes/AnimationNameAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class AnimationNameAttribute : PropertyAttribute

Runtime/PropertyAttributes/AnimatorLayerNameAttribute.cs

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using System;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class AnimatorLayerNameAttribute : AnimatorPropertyAttribute

Runtime/PropertyAttributes/AnimatorParameterNameAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class AnimatorParameterNameAttribute : AnimatorPropertyAttribute

Runtime/PropertyAttributes/AnimatorPropertyAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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public class AnimatorPropertyAttribute : PropertyAttribute
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{

Runtime/PropertyAttributes/AnimatorStateNameAttribute.cs

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using System;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class AnimatorStateNameAttribute : AnimatorPropertyAttribute

Runtime/PropertyAttributes/AssetPathAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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/// <summary>
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/// An attribute that can be placed on a string field to make it appear in

Runtime/PropertyAttributes/GameObjectLayerAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class GameObjectLayerAttribute : PropertyAttribute

Runtime/PropertyAttributes/GameObjectTagAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class GameObjectTagAttribute : PropertyAttribute

Runtime/PropertyAttributes/ScenePathAttribute.cs

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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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/// <summary>
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/// An attribute that can be applied to string field for it to

Runtime/PropertyAttributes/SortingLayerNameAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class SortingLayerNameAttribute : PropertyAttribute

Runtime/PropertyAttributes/SpriteAtlasSpriteNameAttribute.cs

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using System;
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using UnityEngine;
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namespace UnityForge
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namespace UnityForge.PropertyDrawers
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = false)]
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public class SpriteAtlasSpriteNameAttribute : PropertyAttribute

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