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lookdev: Add project files.
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LookDev~/.editorconfig

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[*]
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end_of_line = crlf
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insert_final_newline = true
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indent_style = tab

LookDev~/.gitignore

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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
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#
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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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/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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# Asset meta data should only be ignored when the corresponding asset is also ignored
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!/[Aa]ssets/**/*.meta
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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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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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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/[Aa]ssets/Tables/*
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/[Aa]ssets/Tables.meta
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Build~/**
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.idea/**
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*.blend1
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ProjectSettings/RiderScriptEditorPersistedState.asset
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*.assbin
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*.spp

LookDev~/Assets/Editor.meta

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// Visual Pinball Engine
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// Copyright (C) 2022 freezy and VPE Team
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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using UnityEditor;
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using UnityEngine;
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namespace VisualPinball.Unity.Library.Editor
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{
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[CustomEditor(typeof(ThumbGenerator))]
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public class ThumbGeneratorInspector : UnityEditor.Editor
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{
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private ThumbGenerator _generator;
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private SerializedProperty _assetLibraryProperty;
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private SerializedProperty _defaultEnvironmentProperty;
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private void OnEnable()
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{
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_generator = target as ThumbGenerator;
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_assetLibraryProperty = serializedObject.FindProperty(nameof(ThumbGenerator.AssetLibrary));
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_defaultEnvironmentProperty = serializedObject.FindProperty(nameof(ThumbGenerator.DefaultEnvironment));
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(_assetLibraryProperty);
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EditorGUILayout.PropertyField(_defaultEnvironmentProperty);
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serializedObject.ApplyModifiedProperties();
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GUI.enabled = !_generator.IsProcessing;
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if (GUILayout.Button("Process All")) {
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_generator.StartProcessing();
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}
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if (GUILayout.Button("Process New")) {
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_generator.StartProcessing(true);
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}
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if (GUILayout.Button("Process Selected")) {
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_generator.StartProcessing(selectedOnly: true);
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}
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GUI.enabled = _generator.IsProcessing;
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if (GUILayout.Button("Stop Processing")) {
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_generator.StopProcessing();
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}
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GUI.enabled = true;
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if (_generator.IsProcessing) {
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GUILayout.Label($"Processing {_generator.NumProcessed}/{_generator.TotalProcessing}");
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}
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}
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}
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}

LookDev~/Assets/Editor/ThumbGeneratorInspector.cs.meta

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