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Rename all namespaces to use CHARK. prefix
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83 files changed

+109
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Editor/BaseScriptableEventEditor.cs

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@@ -2,7 +2,7 @@
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace ScriptableEvents.Editor
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namespace CHARK.ScriptableEvents.Editor
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{
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/// <summary>
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/// Base editor for Scriptable Events with an argument. This is used when explicitly defining

Editor/BaseScriptableEventListenerEditor.cs

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using UnityEditor;
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namespace ScriptableEvents.Editor
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namespace CHARK.ScriptableEvents.Editor
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{
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/// <summary>
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/// Default editor for Scriptable Event Listeners which don't an explicit editor.

Editor/Events/BoolScriptableEventEditor.cs

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using ScriptableEvents.Events;
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using CHARK.ScriptableEvents.Events;
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using UnityEditor;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(BoolScriptableEvent))]
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public class BoolScriptableEventEditor : BaseScriptableEventEditor<bool>

Editor/Events/Collider2DScriptableEventEditor.cs

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using ScriptableEvents.Events;
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using CHARK.ScriptableEvents.Events;
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using UnityEditor;
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using UnityEngine;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(Collider2DScriptableEvent))]
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public class Collider2DScriptableEventEditor : BaseScriptableEventEditor<Collider2D>

Editor/Events/ColliderScriptableEventEditor.cs

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using ScriptableEvents.Events;
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using CHARK.ScriptableEvents.Events;
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using UnityEditor;
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using UnityEngine;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(ColliderScriptableEvent))]
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public class ColliderScriptableEventEditor : BaseScriptableEventEditor<Collider>

Editor/Events/ColorScriptableEventEditor.cs

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using ScriptableEvents.Events;
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using CHARK.ScriptableEvents.Events;
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using UnityEditor;
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using UnityEngine;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(ColorScriptableEvent))]
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public class ColorScriptableEventEditor : BaseScriptableEventEditor<Color>

Editor/Events/DefaultScriptableEventEditor.cs

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using UnityEditor;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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/// <summary>
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/// Default editor for Scriptable Events which don't have an explicit editor.

Editor/Events/DoubleScriptableEventEditor.cs

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using ScriptableEvents.Events;
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using CHARK.ScriptableEvents.Events;
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using UnityEditor;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(DoubleScriptableEvent))]
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public class DoubleScriptableEventEditor : BaseScriptableEventEditor<double>

Editor/Events/FloatScriptableEventEditor.cs

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using ScriptableEvents.Events;
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using CHARK.ScriptableEvents.Events;
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using UnityEditor;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(FloatScriptableEvent))]
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public class FloatScriptableEventEditor : BaseScriptableEventEditor<float>

Editor/Events/GameObjectScriptableEventEditor.cs

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using ScriptableEvents.Events;
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using CHARK.ScriptableEvents.Events;
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using UnityEditor;
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using UnityEngine;
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namespace ScriptableEvents.Editor.Events
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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(GameObjectScriptableEvent))]
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public class GameObjectScriptableEventEditor : BaseScriptableEventEditor<GameObject>

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