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update namespace references
1 parent f586cc3 commit a58c109

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-5209
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Assets/com.unity.formats.fbx.tests/ExportTimelineClipTest.cs

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using UnityEngine;
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using UnityEditor;
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using NUnit.Framework;
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using FbxExporters.Editor;
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using UnityEngine.Timeline;
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using UnityEngine.Playables;
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using UnityEditor.SceneManagement;

Assets/com.unity.formats.fbx.tests/FbxExportSettingsTest.cs

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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections.Generic;
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using FbxExporters.EditorTools;
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using UnityEditor.Formats.Fbx.Exporter;
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using NUnit.Framework;
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namespace FbxExporters.UnitTests

Assets/com.unity.formats.fbx.tests/FbxExporterReflection.cs

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using FbxExporters.Editor;
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using FbxExporters.EditorTools;
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using UnityEditor.Formats.Fbx.Exporter;
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using System;
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using System.Linq;
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using System.Collections.Generic;

Assets/com.unity.formats.fbx.tests/FbxPrefabAutoUpdaterTest.cs

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using NUnit.Framework;
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using System.IO;
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using System.Collections.Generic;
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using FbxExporters.Editor;
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using UnityEditor.Formats.Fbx.Exporter;
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namespace FbxExporters.UnitTests
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{

Assets/com.unity.formats.fbx.tests/IntegrationsTest.cs

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// ***********************************************************************
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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using System.Collections.Generic;
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using NUnit.Framework;
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using UnityEditor.Formats.Fbx.Exporter;
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namespace FbxExporters.UnitTests
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{
@@ -36,46 +34,46 @@ void LogNonEmptyString(string name, string str) {
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public void BasicTest() {
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// test Maya integration
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{
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var mayaIntegration = new Editor.MayaIntegration ();
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var mayaIntegration = new MayaIntegration ();
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LogNonEmptyString ("display name", mayaIntegration.DccDisplayName);
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LogNonEmptyString ("integration zip path", mayaIntegration.IntegrationZipPath);
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Assert.IsTrue (Editor.MayaIntegration.IsHeadlessInstall () == 0);
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Assert.IsTrue (MayaIntegration.IsHeadlessInstall () == 0);
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LogNonEmptyString ("module template path", mayaIntegration.GetModuleTemplatePath ());
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LogNonEmptyString ("package path", Editor.MayaIntegration.GetPackagePath ());
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LogNonEmptyString ("package path", MayaIntegration.GetPackagePath ());
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LogNonEmptyString ("export settings path", mayaIntegration.GetExportSettingsPath ());
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LogNonEmptyString ("package version", Editor.MayaIntegration.GetPackageVersion ());
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LogNonEmptyString ("package version", MayaIntegration.GetPackageVersion ());
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// check if folder is unzipped at invalid paths
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Assert.IsFalse (mayaIntegration.FolderAlreadyUnzippedAtPath (null));
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Assert.IsFalse (mayaIntegration.FolderAlreadyUnzippedAtPath (""));
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Assert.IsFalse (mayaIntegration.FolderAlreadyUnzippedAtPath ("X:/a/b/a/c"));
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// test that the paths don't contain backslashes
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Assert.IsFalse (Editor.MayaIntegration.GetProjectPath ().Contains ("\\"));
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Assert.IsFalse (MayaIntegration.GetProjectPath ().Contains ("\\"));
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Assert.IsFalse (mayaIntegration.GetExportSettingsPath ().Contains ("\\"));
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}
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// test Maya LT integration
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{
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var mayaLTIntegration = new Editor.MayaLTIntegration ();
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var mayaLTIntegration = new MayaLTIntegration ();
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// make sure that the values we get are for Maya LT since it inherits a lot from Maya Integration
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Assert.AreEqual ("Maya LT", mayaLTIntegration.DccDisplayName);
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}
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// test 3ds Max integration
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{
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var maxIntegration = new Editor.MaxIntegration ();
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var maxIntegration = new MaxIntegration ();
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LogNonEmptyString ("display name", maxIntegration.DccDisplayName);
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LogNonEmptyString ("integration zip path", maxIntegration.IntegrationZipPath);
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// check getting absolute path
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var absPath = Editor.MaxIntegration.GetAbsPath ("foo");
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var absPath = MaxIntegration.GetAbsPath ("foo");
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Assert.IsTrue (System.IO.Path.IsPathRooted (absPath));
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Assert.IsFalse (absPath.Contains ("\\"));
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Packages/com.unity.formats.fbx/Editor/Scripts/CameraVisitor.cs

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using UnityEngine;
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using UnityEngine.Formats.FbxSdk;
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using FbxExporters.CustomExtensions;
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using UnityEditor.Formats.Fbx.Exporter.CustomExtensions;
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namespace FbxExporters
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namespace UnityEditor.Formats.Fbx.Exporter
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{
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namespace Visitors
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{

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