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{
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"name": "BITKit.Extensions.MonkeyCommand",
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"rootNamespace": "",
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"references": [
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"GUID:14fe60d984bf9f84eac55c6ea033a8f4",
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"GUID:39db31f0562d9184c92881e43adea352"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [
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"UNITY_EDITOR"
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],
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"versionDefines": [],
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"noEngineReferences": false
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}
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using MonKey;
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using UnityEditor;
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using UnityEngine;
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namespace BITKit
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{
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public partial class BITMonkeyCommands
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{
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[Command(nameof(ExportPrefabPreview), "导出已选的预制预览图", QuickName = "exp"), MenuItem("Tools/Export Selected Prefab Preview")]
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private static void ExportPrefabPreview()
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{
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var exportPath = Path.Combine(Application.dataPath, "Temps");
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PathHelper.EnsureDirectoryCreated(exportPath);
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foreach (var image in UnityEditor.Selection.objects.Select(AssetPreview.GetAssetPreview))
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{
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var path = Path.Combine(exportPath, GUID.Generate() + ".png");
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File.WriteAllBytes( path, image.EncodeToPNG());
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}
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}
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}
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}
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using System.Collections;
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// ReSharper disable RedundantUsingDirective
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using System.Collections.Generic;
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// ReSharper restore RedundantUsingDirective
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using MonKey;
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using UnityEditor;
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using UnityEngine;
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using Selection = UnityEditor.Selection;
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namespace BITKit
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{
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public partial class BITMonkeyCommands
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{
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[Command(nameof(InstanceRendererMaterial), "Instance Material From Selected GameObject", QuickName = "ins"), MenuItem("Tools/Instance Material")]
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private static void InstanceRendererMaterial()
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{
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if (UnityEditor.Selection.activeTransform is null) return;
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if (UnityEditor.Selection.activeTransform.TryGetComponent<Renderer>(out var renderer))
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{
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renderer.sharedMaterial = Object.Instantiate(renderer.material);
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}
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EditorUtility.SetDirty(UnityEditor.Selection.activeTransform.GetComponent<Renderer>());
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using System.Text;
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using MonKey;
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using UnityEditor;
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using UnityEngine;
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namespace BITKit.GameEditor
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{
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public class QuickFixFloatModel
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{
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[Command(nameof(FixedSelectedFloat), "Fixed Selected Model Position", QuickName = "ins"), MenuItem("Tools/Scenes/Fix Float Model Position")]
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public static void FixedSelectedFloat()
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{
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var transforms = UnityEditor.Selection.transforms;
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if (transforms is null or {Length:0}) return;
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var reportBuilder = new StringBuilder();
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reportBuilder.AppendLine($"已选择{transforms.Length}个物体:");
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foreach (var x in transforms)
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{
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if (Physics.Raycast(x.position, Vector3.down, out var hit, 1000) is false) continue;
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x.position = hit.point;
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EditorUtility.SetDirty(x);
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reportBuilder.AppendLine($"已修复{x.name}的位置于{hit.point}");
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}
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Undo.RecordObjects(transforms,"修复浮动");
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Debug.Log(reportBuilder);
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}
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}
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}
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using UnityEngine;
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using UnityEditor;
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using MonKey;
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using MonKey.Editor;
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namespace BITKit
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{
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public class RestartUnity
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{
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[Command(nameof(Restart), "Restart Unity Now", QuickName = "re"), MenuItem("Restart/Now")]
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static void Restart()
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{
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EditorApplication.OpenProject(Application.dataPath.Replace("Assets", string.Empty));
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}
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}
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}
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