Ein Bisschen mehr Geilheit, achso und uMotion installiert
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#if UNITY_EDITOR
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace UMotionEditor
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{
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public static class VersionCompatibilityUtility
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{
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#if !UNITY_2017_4_OR_NEWER
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#error "This Unity version is not supported by UMotion. Please update to Unity 2017.4 or higher."
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#endif
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//********************************************************************************
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// Public Properties
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//********************************************************************************
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public enum EditorPlatform
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{
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Windows = 0,
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Mac,
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Linux,
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Invalid
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}
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public static EditorPlatform CurrentEditorPlatform
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{
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get
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{
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switch (Application.platform)
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{
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case RuntimePlatform.WindowsEditor:
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return EditorPlatform.Windows;
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case RuntimePlatform.OSXEditor:
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return EditorPlatform.Mac;
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case RuntimePlatform.LinuxEditor:
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return EditorPlatform.Linux;
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default:
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return EditorPlatform.Invalid;
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}
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}
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}
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public static bool Unity2018_1_OrNewer
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{
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get
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{
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#if UNITY_2018_1_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2018_3_OrNewer
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{
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get
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{
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#if UNITY_2018_3_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2019_1_Or_Newer
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{
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get
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{
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#if UNITY_2019_1_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2020_2_OrNewer
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{
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get
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{
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#if UNITY_2020_2_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2021_2_OrNewer
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{
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get
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{
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#if UNITY_2021_2_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool Unity2022_2_OrNewer
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{
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get
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{
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#if UNITY_2022_2_OR_NEWER
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return true;
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#else
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return false;
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#endif
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}
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}
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public static bool UsesScriptableRenderPipeline
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{
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get
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{
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#if UNITY_2019_1_OR_NEWER
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return (UnityEngine.Rendering.RenderPipelineManager.currentPipeline != null);
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#else
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#if UNITY_2018_1_OR_NEWER
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return (UnityEngine.Experimental.Rendering.RenderPipelineManager.currentPipeline != null);
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#else
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return false;
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#endif
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#endif
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}
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}
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public static string GetCurrentAssemblyName()
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{
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return Assembly.GetExecutingAssembly().GetName().Name;
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}
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//********************************************************************************
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// Private Properties
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//********************************************************************************
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//********************************************************************************
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// Public Methods
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//********************************************************************************
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//********************************************************************************
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// Private Methods
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//********************************************************************************
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}
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}
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#endif
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