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.gitignore

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## Ignore Visual Studio temporary files, build results, and
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## files generated by popular Visual Studio add-ons.
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# User-specific files
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*.suo
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*.user
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*.userosscache
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*.sln.docstates
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# User-specific files (MonoDevelop/Xamarin Studio)
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*.userprefs
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# Build results
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[Dd]ebug/
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[Dd]ebugPublic/
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[Rr]elease/
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[Rr]eleases/
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x64/
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x86/
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build/
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bld/
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[Bb]in/
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[Oo]bj/
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# Visual Studio 2015 cache/options directory
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.vs/
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# MSTest test Results
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[Tt]est[Rr]esult*/
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[Bb]uild[Ll]og.*
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# NUNIT
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*.VisualState.xml
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TestResult.xml
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# Build Results of an ATL Project
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[Dd]ebugPS/
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[Rr]eleasePS/
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dlldata.c
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# DNX
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project.lock.json
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artifacts/
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*_i.c
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*_p.c
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*_i.h
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*.ilk
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*.obj
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*.pch
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*.pdb
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*.pgc
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*.pgd
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*.rsp
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*.sbr
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*.tlb
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*.tli
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*.tlh
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*.tmp
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*.tmp_proj
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*.log
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*.vspscc
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*.vssscc
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.builds
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*.pidb
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*.svclog
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*.scc
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# Chutzpah Test files
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_Chutzpah*
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# Visual C++ cache files
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ipch/
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*.aps
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*.ncb
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*.opensdf
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*.sdf
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*.cachefile
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# Visual Studio profiler
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*.psess
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*.vsp
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*.vspx
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# TFS 2012 Local Workspace
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$tf/
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# Guidance Automation Toolkit
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*.gpState
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# ReSharper is a .NET coding add-in
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_ReSharper*/
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*.[Rr]e[Ss]harper
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*.DotSettings.user
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# JustCode is a .NET coding add-in
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.JustCode
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# TeamCity is a build add-in
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_TeamCity*
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# DotCover is a Code Coverage Tool
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*.dotCover
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# NCrunch
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_NCrunch_*
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.*crunch*.local.xml
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# MightyMoose
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*.mm.*
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AutoTest.Net/
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# Web workbench (sass)
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.sass-cache/
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# Installshield output folder
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[Ee]xpress/
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# DocProject is a documentation generator add-in
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DocProject/buildhelp/
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DocProject/Help/*.HxT
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DocProject/Help/*.HxC
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DocProject/Help/*.hhc
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DocProject/Help/*.hhk
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DocProject/Help/*.hhp
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DocProject/Help/Html2
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DocProject/Help/html
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# Click-Once directory
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publish/
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# Publish Web Output
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*.[Pp]ublish.xml
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*.azurePubxml
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## TODO: Comment the next line if you want to checkin your
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## web deploy settings but do note that will include unencrypted
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## passwords
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#*.pubxml
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*.publishproj
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# NuGet Packages
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*.nupkg
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# The packages folder can be ignored because of Package Restore
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**/packages/*
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# except build/, which is used as an MSBuild target.
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!**/packages/build/
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# Uncomment if necessary however generally it will be regenerated when needed
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#!**/packages/repositories.config
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# Windows Azure Build Output
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csx/
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*.build.csdef
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# Windows Store app package directory
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AppPackages/
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# Visual Studio cache files
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# files ending in .cache can be ignored
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*.[Cc]ache
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# but keep track of directories ending in .cache
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!*.[Cc]ache/
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# Others
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ClientBin/
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[Ss]tyle[Cc]op.*
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~$*
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*~
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*.dbmdl
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*.dbproj.schemaview
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*.pfx
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*.publishsettings
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node_modules/
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orleans.codegen.cs
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.fake
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# RIA/Silverlight projects
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Generated_Code/
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# Backup & report files from converting an old project file
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# to a newer Visual Studio version. Backup files are not needed,
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# because we have git ;-)
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_UpgradeReport_Files/
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Backup*/
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UpgradeLog*.XML
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UpgradeLog*.htm
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# SQL Server files
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*.mdf
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*.ldf
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# Business Intelligence projects
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*.rdl.data
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*.bim.layout
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*.bim_*.settings
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# Microsoft Fakes
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FakesAssemblies/
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# Node.js Tools for Visual Studio
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.ntvs_analysis.dat
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# Visual Studio 6 build log
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*.plg
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# Visual Studio 6 workspace options file
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*.opt
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# LightSwitch generated files
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GeneratedArtifacts/
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_Pvt_Extensions/
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ModelManifest.xml

NOTE.md

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# TODO
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## Extensions

README.md

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# Common Logging for Unity3D

build.cmd

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@echo off
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pushd %~dp0
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tools\nuget\NuGet.exe update -self
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tools\nuget\NuGet.exe install FAKE -ConfigFile tools\nuget\Nuget.Config -OutputDirectory packages -ExcludeVersion -Version 4.7.3
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set encoding=utf-8
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packages\FAKE\tools\FAKE.exe build.fsx %*
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popd

build.fsx

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#I @"packages/FAKE/tools"
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#r "FakeLib.dll"
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open Fake
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open Fake.FileHelper
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open System.IO
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// ---------------------------------------------------------------------------- Variables
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let binDir = "bin"
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// ------------------------------------------------------------------------- Unity Helper
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let UnityPath =
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@"C:\Program Files\Unity\Editor\Unity.exe"
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let Unity projectPath args =
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let result = Shell.Exec(UnityPath, "-quit -batchmode -logFile -projectPath \"" + projectPath + "\" " + args)
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if result < 0 then failwithf "Unity exited with error %d" result
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// ------------------------------------------------------------------------------ Targets
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Target "Clean" (fun _ ->
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CleanDirs [binDir]
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)
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Target "Build" (fun _ ->
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Unity (Path.GetFullPath "src/UnityPackage") "-executeMethod PackageBuilder.BuildPackage"
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(!! "src/UnityPackage/*.unitypackage") |> Seq.iter (fun p -> MoveFile binDir p)
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)
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Target "Help" (fun _ ->
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List.iter printfn [
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"usage:"
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"build [target]"
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""
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" Targets for building:"
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" * Build Build"
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""]
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)
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// --------------------------------------------------------------------------- Dependency
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// Build order
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"Clean"
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==> "Build"
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RunTargetOrDefault "Help"

src/UnityPackage/.gitignore

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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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# Autogenerated VS/MD solution and project files
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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# Unity3D generated meta files
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*.pidb.meta
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# Unity3D Generated File On Crash Reports
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sysinfo.txt
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# UnityPackage
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*.unitypackage

src/UnityPackage/Assets/Editor.meta

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using UnityEditor;
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public static class PackageBuilder
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{
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[MenuItem("Assets/Build UnityPackage")]
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public static void BuildPackage()
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{
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var assetPaths = new string[]
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{
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"Assets/Middleware/UiManager",
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"Assets/Middleware/UiManagerSample",
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};
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var packagePath = "UiManager.unitypackage";
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var options = ExportPackageOptions.Recurse;
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AssetDatabase.ExportPackage(assetPaths, packagePath, options);
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}
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}

src/UnityPackage/Assets/Editor/PackageBuilder.cs.meta

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src/UnityPackage/Assets/Middleware.meta

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