using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[XLua.LuaCallCSharp]
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public class AssetSource
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{
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public static bool allFromEditor {
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get {
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return audioFromEditor
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&& effectFromEditor
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&& mobFromEditor
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&& refdataFromEditor
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&& sceneFromEditor
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&& shaderFromEditor
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&& uiFromEditor
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&& builtInFromEditor;
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}
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set {
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audioFromEditor = value;
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effectFromEditor = value;
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mobFromEditor = value;
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refdataFromEditor = value;
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shaderFromEditor = value;
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sceneFromEditor = value;
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uiFromEditor = value;
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builtInFromEditor = value;
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}
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}
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static bool m_AudioFromEditor = false;
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public static bool audioFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_AudioFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_AudioFromEditor", value);
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#else
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m_AudioFromEditor=value;
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#endif
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}
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}
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static bool m_EffectFromEditor = false;
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public static bool effectFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_EffectFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_EffectFromEditor", value);
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#else
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m_AudioFromEditor=value;
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#endif
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}
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}
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static bool m_MobFromEditor = false;
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public static bool mobFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_MobFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_MobFromEditor", value);
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#else
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m_MobFromEditor=value;
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#endif
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}
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}
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static bool m_RefdataFromEditor = false;
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public static bool refdataFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_RefdataFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_RefdataFromEditor", value);
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#else
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m_RefdataFromEditor=value;
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#endif
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}
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}
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static bool m_SceneFromEditor = false;
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public static bool sceneFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_SceneFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_SceneFromEditor", value);
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#else
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m_SceneFromEditor=value;
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#endif
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}
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}
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static bool m_ShaderFromEditor = false;
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public static bool shaderFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_ShaderFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_ShaderFromEditor", value);
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#else
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m_ShaderFromEditor=value;
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#endif
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}
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}
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static bool m_UIFromEditor = false;
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public static bool uiFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_UIFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_UIFromEditor", value);
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#else
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m_UIFromEditor=value;
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#endif
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}
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}
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static bool m_BuiltInFromEditor = false;
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public static bool builtInFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_BuiltInFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_BuiltInFromEditor", value);
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#else
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m_BuiltInFromEditor=value;
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#endif
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}
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}
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static bool m_LuaFromEditor = false;
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public static bool luaFromEditor {
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get {
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#if UNITY_EDITOR
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return LocalSave.GetBool("Asset_LuaFromEditor", true);
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#else
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return false;
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#endif
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}
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set {
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#if UNITY_EDITOR
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LocalSave.SetBool("Asset_LuaFromEditor", value);
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#else
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m_LuaFromEditor=value;
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#endif
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}
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}
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}
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