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using UnityEditor;
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using UnityEngine.Rendering;
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namespace Gaia
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{
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/// <summary>
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/// Injects GAIA_PRESENT define into project
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/// </summary>
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[InitializeOnLoad]
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public class GaiaDefinesEditor : Editor
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{
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static GaiaDefinesEditor()
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{
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//Make sure we inject GAIA_2_PRESENT
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bool updateScripting = false;
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var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
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if (symbols.Contains("GAIA_PRESENT"))
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{
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updateScripting = true;
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symbols = symbols.Replace("GAIA_PRESENT", "GAIA_2_PRESENT");
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}
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if (!symbols.Contains("GAIA_2_PRESENT"))
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{
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updateScripting = true;
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symbols += ";" + "GAIA_2_PRESENT";
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}
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if (GaiaProUtils.GaiaProDefineCheck())
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{
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if (!symbols.Contains("GAIA_PRO_PRESENT"))
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{
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updateScripting = true;
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symbols += ";GAIA_PRO_PRESENT";
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}
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}
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if (updateScripting)
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{
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PlayerSettings.SetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup, symbols);
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}
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}
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/// <summary>
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/// Check if linear light intensity setup is needed
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/// </summary>
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private static void CheckLinearSetup()
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{
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if (PlayerSettings.colorSpace == UnityEngine.ColorSpace.Linear)
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{
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GraphicsSettings.lightsUseLinearIntensity = true;
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}
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else
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{
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GraphicsSettings.lightsUseLinearIntensity = false;
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}
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}
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}
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/// <summary>
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/// Pro utils to check for gaia pro
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/// </summary>
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public static class GaiaProUtils
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{
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#region Gaia Pro
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/// <summary>
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/// Checks if gaia pro exists
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/// </summary>
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/// <returns></returns>
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public static bool IsGaiaPro()
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{
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bool isPro = false;
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isPro = GaiaDirectories.GetGaiaProDirectory();
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#if GAIA_PRO_PRESENT
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isPro = true;
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#else
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isPro = false;
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#endif
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return isPro;
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}
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/// <summary>
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/// Checks if gaia pro exists
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/// </summary>
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/// <returns></returns>
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public static bool GaiaProDefineCheck()
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{
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bool isPro = false;
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isPro = GaiaDirectories.GetGaiaProDirectory();
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return isPro;
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}
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#endregion
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}
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}
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