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Decouple from PlayerManager from URP Sample
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Assets/SharedAssets/Benchmark/PerformanceTest.cs

Lines changed: 1 addition & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -1,10 +1,8 @@
1-
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.EventSystems;
7-
using UnityEngine.Rendering.Universal;
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using UnityEngine.SceneManagement;
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using UnityEngine.Serialization;
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using UnityEngine.UIElements;
@@ -187,13 +185,7 @@ private void Awake()
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_instance = this;
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DontDestroyOnLoad(this);
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var playerManager = FindFirstObjectByType<PlayerManager>();
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if (playerManager != null)
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{
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playerManager.gameObject.SetActive(false);
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}
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UnityEngine.Cursor.lockState = CursorLockMode.None;
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}
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@@ -316,12 +308,6 @@ private void CloseBenchmark()
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{
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UnityEngine.Object.Destroy(this.gameObject);
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var playerManager = FindFirstObjectByType<PlayerManager>();
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if (playerManager != null)
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{
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playerManager.gameObject.SetActive(true);
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}
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UnityEngine.Cursor.lockState = CursorLockMode.Locked;
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Screen.sleepTimeout = _previousSleepTimeout;

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