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whitespace fixes
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Assets/Editor/Tutorials/TutorialCallbacks.cs

Lines changed: 7 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -7,15 +7,16 @@ namespace Unity.Netcode.Samples.BossRoom
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/// <summary>
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/// Implement your Tutorial callbacks here.
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/// </summary>
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[CreateAssetMenu(fileName = DefaultFileName, menuName = "Tutorials/" + DefaultFileName + " Instance")]
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[CreateAssetMenu(fileName = k_DefaultFileName, menuName = "Tutorials/" + k_DefaultFileName + " Instance")]
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public class TutorialCallbacks : ScriptableObject
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{
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[SerializeField] SceneAsset m_StartupScene;
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[SerializeField]
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SceneAsset m_StartupScene;
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/// <summary>
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/// The default file name used to create asset of this class type.
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/// </summary>
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public const string DefaultFileName = "TutorialCallbacks";
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const string k_DefaultFileName = "TutorialCallbacks";
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/// <summary>
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/// Creates a TutorialCallbacks asset and shows it in the Project window.
@@ -26,7 +27,7 @@ public class TutorialCallbacks : ScriptableObject
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/// <returns>The created asset</returns>
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public static ScriptableObject CreateAndShowAsset(string assetPath = null)
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{
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assetPath = assetPath ?? $"{TutorialEditorUtils.GetActiveFolderPath()}/{DefaultFileName}.asset";
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assetPath = assetPath ?? $"{TutorialEditorUtils.GetActiveFolderPath()}/{k_DefaultFileName}.asset";
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var asset = CreateInstance<TutorialCallbacks>();
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AssetDatabase.CreateAsset(asset, AssetDatabase.GenerateUniqueAssetPath(assetPath));
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EditorUtility.FocusProjectWindow(); // needed in order to make the selection of newly created asset to really work
@@ -38,12 +39,12 @@ public void StartTutorial(Tutorial tutorial)
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{
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TutorialWindow.StartTutorial(tutorial);
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}
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public bool IsConnectedToUgs()
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{
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return CloudProjectSettings.projectBound;
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}
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public void ShowServicesSettings()
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{
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SettingsService.OpenProjectSettings("Project/Services");

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