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<|fim_suffix|> var uploadInProgress = StartTrackingUpload(uploader, progress); var response = await _api.UploadPackage(uploadInProgress.Uploader, uploadInProgress.Progress, uploadInProgress.CancellationTokenSource.Token); StopTrackingUpload(uploadInProgress); ...
fim
CoplayDev/unity-mcp
csharp
using AssetStoreTools.Api.Models; using AssetStoreTools.Uploader.Data.Serialization; using AssetStoreTools.Utility; using Newtonsoft.Json; using System; using System.Collections.Generic; using System.IO; using System.Text; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; namespace AssetStoreTools.Up...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Api.Models; using AssetStoreTools.Uploader.Data.Serialization; using System.Collections.Generic; using UnityEngine; <|fim_suffix|> { void CacheUploaderWindow(VisualElement uploaderWindow); bool GetCachedUploaderWindow(out VisualElement uploaderWindow); voi...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>namespace AssetStoreToo<|fim_suffix|>aderService { } }<|fim_middle|>ls.Uploader.Services { internal interface IUplo<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>l packageModel); IPackageContent CreatePackageContent(IPackage package); List<IWorkflow> CreateWorkflows(IPackage package, WorkflowStateData stateData); AssetsWorkflow CreateAssetsWorkflow(IPackage package, AssetsWorkflowState stateData); UnityPackageWorkflow CreateUnityPac...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Uploader.Data; using AssetStoreTools.Uploader.Data.Serialization; using AssetStoreTools.Uploader.Services.Analytics; using AssetStoreTools.Uploader.Services.Api; using System.Collections.Generic; using PackageModel = AssetStoreTools.Api.Models.Package; namespace AssetStoreTools.Uplo...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>ew AssetStoreClient()); Register<IAnalyticsService, AnalyticsService>(); Register<ICachingService, CachingService>(); Register<IAuthenticationService>(() => new AuthenticationService(api, GetService<ICachingService>(), GetService<IAnalyticsService>())); Regi...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>rors || result.Tests.Any(x => x.Result.Status == TestResultStatus.Fail)) return TestResultStatus.Fail; if (result.Tests.Any(x => x.Result.Status == TestResultStatus.Warning)) return TestResultStatus.Warning; return TestResultStatus....
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Uploader.Data; using AssetStoreTools.Utility; using System; using System.Collections.Generic; using UnityEditor; using UnityEngine.UIElements; namespace AssetStoreTools.Uploader.UI.Elements { internal abstract class WorkflowElementBase : VisualElement { // Data ...
fim
CoplayDev/unity-mcp
csharp
using AssetStoreTools.Api.Models; using System; using System.Threading.Tasks; using UnityEngine.UIElements; namespace AssetStoreTools.Uploader.UI.Elements { internal class AccountToolbar : VisualElement { private Image _accountImage; private Label _accountEmailLabel; private Button _ref...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Uploader.Data; using AssetStoreTools.Utility; using System; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; namespace AssetStoreTools.Uploader.UI.Elements { internal class AssetsWorkflowElement : WorkflowEl...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Uploader.Data; using UnityEngine.UIElements; namespace Ass<|fim_suffix|>eportButton.AddToClassList("validation-result-view-report-button"); ResultsBox.Add(_viewReportButton); } private void ViewReport() { AssetStoreTools.ShowAssetSto...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Uploader.Data; using AssetStoreTools.Utility; using AssetStoreTools.Validator; using System; using System.IO; using UnityEditor; using UnityEngine.UIElements; namespace AssetStoreTools.Uploader.UI.Elements { internal class ExternalProjectValidationElement : ValidationElementBase...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Uploader.Data; using AssetStoreTools.Utility; using System; using System.Collections.Ge<|fim_suffix|> _dependenciesElement.style.display = availableDependencies.Count > 0 ? DisplayStyle.Flex : DisplayStyle.None; } protected override void EnableInteraction...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using UnityEditor; using UnityEngine.UIElements; n<|fim_suffix|>_spinnerImage); } public void Show() { EditorApplication.update += SpinnerLoop; style.display = DisplayStyle.Flex; } public void Hide() { EditorApplication...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> OnValuesChanged?.Invoke(_selections); } private void SelectAllToggles() { OnAllToggles(true); } private void UnselectAllToggles() { OnAllToggles(false); } } }<|fim_prefix|>using System; using System.Collections.Generic...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>nly embedded and local packages are supported" #endif }; labelHelpRow.Add(workflowLabel); labelHelpRow.Add(workflowLabelTooltip); _toolbarMenu = new ToolbarMenu(); _toolbarMenu.AddToClassList("package-content-option-dropdown"); for...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>nt(_package); if (content == null) return; _contentElement = new PackageContentElement(content); _contentElement.style.display = DisplayStyle.None; Add(_contentElement); SubscribeToContentWorkflowUpdates(content); } ...
fim
CoplayDev/unity-mcp
csharp
using AssetStoreTools.Uploader.Data; using AssetStoreTools.Uploader.Services; using System.Collections.Generic; using System.Linq; using UnityEngine.UIElements; namespace AssetStoreTools.Uploader.UI.Elements { internal class PackageGroupElement : VisualElement { // Data public string Name => _...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>oreach (var packageGroup in _packageGroups) packageGroup.Filter(searchString); } public void Sort(PackageSorting sortingType) { foreach (var packageGroup in _packageGroups) packageGroup.Sort(sortingType); } } } <|fim_prefix|>...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>adPackage(exportResult.ExportedPath); _workflow.OnUploadStateChanged -= UpdateProgressBar; await OnUploadingStopped(response); } private async Task<bool> ValidateUnityVersionsBeforeUpload() { var validationEnabled = ASToolsPreferences.Instance....
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>value = path; } } }<|fim_prefix|>using System; using UnityEngine.UIElements; namespace AssetStoreTools.Uploader.UI.Elements { internal class PathSelectionElement : VisualElement { // Data private string _labelText; private string _labelTooltip; public ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Previews.Data; using AssetStoreTools.Uploader.Data; using System.Linq; using UnityEditor; using UnityEngine.UIElements; namespace AssetStoreTools.Uploader.UI.Elements { internal class PreviewGenerationElement : VisualElement { // Data private IWorkflow _workf...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> { HandleUnityPackageUploadPathSelection(_workflow.GetPackagePath(), false); } } }<|fim_prefix|>using AssetStoreTools.Uploader.Data; using AssetStoreTools.Utility; using UnityEditor; namespace AssetStoreTools.Uploader.UI.Elements { internal class UnityPackageWorkflowElemen...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> DisplayError("Email field cannot be empty."); return false; } if (string.IsNullOrEmpty(password)) { DisplayError("Password field cannot be empty."); return false; } return true; } ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Uploader.Data; using AssetStoreTools.Uploader.Services; using AssetStoreTools.Uploader.Services.Api; using AssetStoreTools.Uploader.UI.Elements; using AssetStoreTools.Utility; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using Unit...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>_debugBuffer.Clear(); } #endregion } }<|fim_prefix|>using AssetStoreTools.Api.Models; using AssetStoreTools.Uploader.Services; using AssetStoreTools.Uploader.Services.Analytics; using AssetStoreTools.Uploader.Services.Api; using AssetStoreTools.Uploader.UI.Elements; using AssetStoreTo...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>ivate static string FormatWarning(object message) => $"<color=yellow><b>[AST Warning]</b></color> {message}"; private static string FormatError(object message) => $"<color=red><b>[AST Error]</b></color> {message}"; private static bool s_debugModeEnabled = EditorPrefs.GetBool(Constants.De...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System; using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Utility { internal class ASToolsPreferences { private static ASToolsPreferences s_instance; public static ASToolsPreferences Instance => s_inst...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Api; using System; using System.Linq; using System.Threading.Tasks; using UnityEditor; using UnityEngine; using UnityEngine.UIElements; namespace AssetStoreTools.Utility { [InitializeOnLoad] internal class ASToolsUpdater : AssetStoreToolsWindow { protected overri...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>() { new StringEnumConverter() } // }; // data = JsonConvert.DeserializeObject<ValidationStateData>(File.ReadAllText(path, Encoding.UTF8), serializerSettings); // return true; // } // catch (System.Exception e) // { // ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor; namespace AssetStoreTools.Utility { internal static class FileUtility { private class RenameInfo { public string OriginalName; public string CurrentName; } ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System; using System.IO; using System.Reflection; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Utility { [InitializeOnLoad] internal class LegacyToolsRemover { private const string MessagePart1 = "A legacy version of Asset Store Tools " + "was det...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>#if !UNITY_2021_1_OR_NEWER using System; using System.Reflection; #endif using Newtonsoft.Json.Linq; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor; using UnityEditor.PackageManager; using UnityEngine; using PackageInfo = UnityEditor.PackageManager.PackageInfo; n...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System; using System.Collections.Generic; using System.Linq; namespace AssetStoreTools.Utility { internal abstract class ServiceProvider<Service> { private Dictionary<Type, Service> _services = new Dictionary<Type, Service>(); private Dictionary<Type, Func<Service>> _queuedS...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>GeneratorWindowTheme => GetStylesheetTheme(WindowStyles.PreviewGeneratorStylesPath, "Theme"); } public static class UpdaterWindow { public static StyleSheet UpdaterWindowStyle => GetStylesheet(WindowStyles.UpdaterStylesPath, "Style"); public static StyleShe...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>Option.AllDirectories).GetEnumerator(); while (true) { var firstNext = contents.MoveNext(); var secondNext = contents2.MoveNext(); if (firstNext != secondNext) return false; if (!firstNext && !se...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.TestDefinitions; namespace AssetStoreTools.Validator.Categories { internal class CategoryEvaluator { private string _category; public CategoryEvaluator(string category) { if (string.IsNullO...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> else return IsFailFilter ? TestResultStatus.Warning : TestResultStatus.Fail; } else { if (isCategoryInFilter) return IsFailFilter ? TestResultStatus.Warning : TestResultStatus.Fail; else ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.TestDefinitions; using System; using System.IO; namespace AssetStoreTools.Validator { internal class CurrentProjectValidator : ValidatorBase { private CurrentProjectValidationSettings _settings; public CurrentP...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System.Collections.Generic; using System.Linq; namespace AssetStoreTools.Validator.Data { internal class CurrentProjectValidationSettings : ValidationSettings { public List<string> ValidationPaths; public ValidationType ValidationType; public CurrentProjectValidatio...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>namespace AssetStoreTools.Validator.Data { internal<|fim_suffix|> }<|fim_middle|> class ExternalProjectValidationSettings : ValidationSettings { public string PackagePath; }<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using Newtonsoft.Json; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.Data.MessageActions { internal class HighlightObjectAction : IMessageAction { public string Tooltip => "Click to highlight the associated object in Hierarchy/Project view"; public Obje...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> Execute(); } }<|fim_prefix|>using Newtonsoft.Json; using UnityEngine; namespace AssetStoreTools.Validator.Data.MessageActions { internal interface IMessage<|fim_middle|>Action { [JsonIgnore] string Tooltip { get; } [JsonIgnore] Object Target { get; } ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using Newtonsoft.Json; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.Data.MessageActions { internal class OpenAssetAction : IMessageAction { public string Tooltip => "Click to open the associated asset"; public Object Target => _target?.GetObject(); ...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>in messageObjects) { if (obj == null) continue; message.AddMessageObject(obj); } } } }<|fim_prefix|>using AssetStoreTools.Validator.Data.MessageActions; using Newtonsoft.Json; using System.Collections.Generic; names...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data.MessageActions; using Newtonsoft.Json; using System.Collections.Generic; using Object = UnityEngine.Object; namespace AssetStoreTools.Validator.Data { internal class TestResultMessage { [JsonIgnore] public int MessageObjectCount => _messageObje...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using Newtonsoft.Json; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.Data { internal class TestResultObject { [JsonIgnore] private Object _object; [JsonProperty] <|fim_suffix|> if (_object != null) return _object; ...
fim
CoplayDev/unity-mcp
csharp
namespace AssetStoreTools.Validator.Data { internal enum TestResultStatus { Undefined = 0, Pass = 1, Fail = 2, Warning = 3, VariableSeverityIssue = 4 } }<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.TestDefinitions; using Syste<|fim_suffix|>(); Exception = null; } } }<|fim_middle|>m; using System.Collections.Generic; namespace AssetStoreTools.Validator.Data { internal class ValidationResult { public ValidationStatus Status; ...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>ic string Category; } }<|fim_prefix|>namespace AssetStoreTools.Validator.Data { internal abstract cla<|fim_middle|>ss ValidationSettings { publ<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
namespace AssetStoreTools.Validator.Data { internal enum ValidationStatus { NotRun, RanToCompletion, Failed, Cancelled } } <|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>Type { Generic = 0, UnityPackage = 1 } }<|fim_prefix|>namespace AssetStoreTools.Validator.Data { internal enum Vali<|fim_middle|>dation<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>ult() { Status = cachedResult.GetStatus(), HadCompilationErrors = cachedResult.GetHadCompilationErrors(), ProjectPath = cachedResult.GetProjectPath(), Tests = tests }; return result; } pub...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validat<|fim_suffix|> ValidationResult Validate(); } }<|fim_middle|>or.Data; namespace AssetStoreTools.Validator { internal interface IValidator { ValidationSettings Settings { get; } <|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Utility; using AssetStoreTools.Validator.UI.Data.Serialization; using Newtonsoft.Json; using Newtonsoft.Json.Converters; using System.Collections.Generic; using System.IO; using System.Text; namespace AssetStoreTools.Validator.Services { internal class CachingService : ICachingS...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.UI.Data.Serialization; namespace AssetStoreTools.Validator.Services { internal interface ICachingService : IValidatorService { void CacheValidatorStateData(Va<|fim_suffix|>stateData); bool GetCachedValidatorStateData(out ValidatorStateData stateData...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using Newtonsoft.Json.Serialization; namespace AssetStoreTools.Previews.Services { internal class PreviewDatabaseContractResolver : DefaultContractResolver { private static PreviewDatabaseContractResolver _instance; public static PreviewDatabaseContractResolver Instance => _instan...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>namespace AssetStoreTools.Valid<|fim_suffix|>e { } }<|fim_middle|>ator.Services { internal interface IValidatorServic<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.Services.Validation { internal interface IAssetUtilityService : IValidatorService { IEnumerable<string> GetAssetPathsFromAssets(string[] searchPaths, AssetType type); I<|fim...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>namespace AssetStoreTools.Validator.Services.Validation { internal interface IFileS<|fim_suffix|>GetArchiveType(string filePath); } }<|fim_middle|>ignatureUtilityService : IValidatorService { ArchiveType <|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System.Collections.Generic; using UnityEngine; namespace AssetStoreTools.Validator.<|fim_suffix|>UtilityService : IValidatorService { IEnumerable<Mesh> GetCustomMeshesInObject(GameObject obj); } }<|fim_middle|>Services.Validation { internal interface IMesh<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System.Collections.G<|fim_suffix|>ls); } }<|fim_middle|>eneric; using UnityEngine; namespace AssetStoreTools.Validator.Services.Validation { internal interface IModelUtilityService : IValidatorService { Dictionary<Object, List<LogEntry>> GetImportLogs(params Object[] mode<|endof...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using UnityEngine; using UnityEngine.SceneManagement; namespace AssetStoreTools.Validator.Services.Validation { internal interface ISceneUtilityService : IValidatorService { <|fim_suffix|>penScene(string scenePath); GameObject[] GetRootGameObjects(); } }<|fim_middle|> string Cu...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System; using System.Collections.Generic; using UnityEditor; usin<|fim_suffix|>lies(IList<Object> assemblies); IReadOnlyDictionary<MonoScript, IList<Type>> GetTypesFromScriptAssets(IList<MonoScript> monoScripts); } }<|fim_middle|>g Object = UnityEngine.Object; namespace AssetStoreTools....
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> if (fs.Length < mixamoHeader) return false; byte[] buffer = new byte[length]; using (BinaryReader reader = new BinaryReader(fs)) { reader.BaseStream.Seek(mixamoHeader, SeekOrigin.Begin); reader.Read(buffer, 0, length...
fim
CoplayDev/unity-mcp
csharp
namespace AssetStoreTools.Validator.Services.Validation { internal enum ArchiveType { None, TarGz, Zip, Rar, Tar, TarZip, Bz2, LZip, SevenZip, GZip, QuickZip, Xz, Wim } }<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> { int limit = Capacity; while (limit > 0 && _pathQueue.Count != 0) { string path = _pathQueue.Dequeue(); T asset = AssetDatabase.LoadAssetAtPath<T>(path); if (asset != null) { _loadedAs...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>n<|fim_suffix|> Executable, JPG, JavaScript, LossyAudio, Material, Mixamo, Model, MonoScript, NonLossyAudio, PrecompiledAssembly, Prefab, Scene, Shader, SpeedTree, Texture, Unit...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> AssetStoreTools.Validator.Services.Validation { internal class LogEntry { public string Message; public LogType Severity; } }<|fim_prefix|>using UnityE<|fim_middle|>ngine; namespace<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System.Collections.Generic; using System.IO; using System.Linq; using UnityEngine; namespace AssetStoreTools.Validator.Services.Validation { internal class FileSignatureUtilityService : IFileSignatureUtilityService { private class FileSignature { public byte[] Si...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>s.AddRange(skinnedMeshes.Select(m => m.sharedMesh)); meshes = meshes.Where(m => AssetDatabase.GetAssetPath(m).StartsWith("Assets/") || AssetDatabase.GetAssetPath(m).StartsWith("Packages/")).ToList(); return meshes; } } }<|fim_prefix|>using System.Collectio...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>ssage = propertyValue.stringValue; return true; } catch { return false; } } #endif } }<|fim_prefix|>#if !UNITY_2022_2_OR_NEWER using System; using System.Reflection; #endif using System.Collections.Generic; using S...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using UnityEditor; using UnityEditor.SceneManagement; using UnityEngine; using UnityEngine.SceneManagement; namespace AssetStoreTools.Validator.Services.Validation { internal class Scen<|fim_suffix|>ne OpenScene(string scenePath) { EditorSceneManager.SaveCurrentModifiedScenesIfUse...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.IO; using System.Linq; using System.Text; using System.Text.RegularExpressions; using System.Threading; using System.Threading.Tasks; using UnityEditor; using Object = UnityEngine.Object; namespace AssetStor...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>riptUtilityService, ScriptUtilityService>(); } } }<|fim_prefix|>using AssetStoreTools.Utility; using AssetStoreTools.Validator.Services.Validation; namespace AssetStoreTools.Validator.Services { internal class ValidatorServiceProvider : ServiceProvider<IValidatorService> { pub...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> throw new Exception($"Service {paramType} is not registered and could not be retrieved"); parametersToUse.Add(matchingService); continue; } throw new Exception($"Invalid parameter type: {paramType}"); } ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>namespace AssetStoreTools.Validator.TestDefinitions { inter<|fim_suffix|> public string[] ValidationPaths { get; set; } } }<|fim_middle|>nal class GenericTestConfig : ITestConfig { <|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>stDefinitions { internal interface ITestConfig { } }<|fim_prefix|>namespace AssetStoreT<|fim_middle|>ools.Validator.Te<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> } }<|fim_prefix|>using AssetStoreTools.Validator.Data; namespace A<|fim_middle|>ssetStoreTools.Validator.TestDefinitions { internal interface ITestScript { TestResult Run();<|endoftext|>
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>ame = "Asset Store Validator/Automated Test")] #endif internal class AutomatedTestScriptableObject : ValidationTestScriptableObject { } }<|fim_prefix|>#if UNITY_ASTOOLS_DEVELOPMENT using UnityEngine; #endif namespace AssetStoreTools.Vali<|fim_middle|>dator.TestDefinitions { #if UNITY_ASTOOLS_DEVELOP...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Utility; using System.Linq; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.TestDefinitions { [CustomEditor(typeof(ValidationTestScriptableObject), true)] internal class ValidationTestScriptableObject...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>else Id = 1; HasBeenInitialized = true; } } }<|fim_prefix|>using AssetStoreTools.Validator.Categories; using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Utility; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.TestDefin...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Categories; using AssetStoreTools.Validator.Data; using UnityEditor; namespace AssetStoreTools.Validator.TestDefinitions { internal abstract class ValidationTest { public int Id; public string Title; public string Description; publi...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>h (var kvp in badModels) { result.AddMessage(_assetUtility.ObjectToAssetPath(kvp.Key), null, kvp.Value.ToArray()); } } else { result.AddMessage("No animation clips with invalid names were found!"); ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.TestMethods { internal class Check...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> were not found", null, badPrefabs.ToArray()); return result; } } } <|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using System.Linq; using ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using UnityEngine; namespace AssetStoreTools.Validator.TestMethods { internal class CheckEmptyPrefabs : ITestScript { ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using System.Linq; using System.Reflection; using UnityEditor; using UnityObject = UnityEngine.Object; namespace AssetStoreTools.Va...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> } return result; } private bool IsPartOfLodGroup(MeshFilter mf, LODGroup[] lodGroups) { foreach (var lodGroup in lodGroups) { // If MeshFilter is a child/deep child of a LodGroup AND is referenced in this LOD group ...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System; using System.Collections.Concurrent; using System.Threading.Tasks; using UnityEditor; using UnityObject = UnityEngine.Object; namespace AssetStoreTools...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>(_config.ValidationPaths); // Get the list of meshes without prefabs List<string> unusedModels = allModelPaths.Except(usedModelPaths).ToList(); if (unusedModels.Count == 0) { result.Status = TestResultStatus.Pass; result.Add...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using UnityEngine; namespace AssetStoreTools.Validator.TestMethods { internal class CheckMissingComponentsinAssets : ITestScrip...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>nfig.ValidationPaths, AssetType.Scene); foreach (var scenePath in scenePaths) { var missingComponentGOs = GetMissingComponentGOsInScene(scenePath); if (missingComponentGOs.Count == 0) continue; result.Status = Te...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|> else { result.Status = TestResultStatus.Pass; result.AddMessage("No issues were detected when importing your models!"); } return result; } } } <|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools....
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>()); return result; } } } <|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using System.Linq; using UnityEngine; namespace AssetStoreTools.Va...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>etPaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.All); var badModels = new List<UnityObject>(); foreach (var assetPath in allAssetPaths) { var importer = _assetUtility.GetAssetImporter(assetPath); if (im...
fim
CoplayDev/unity-mcp
csharp
<|fim_suffix|>e("The following textures are not set to type 'Normal Map'", null); result.AddMessage(paths); } else { result.Status = TestResultStatus.VariableSeverityIssue; result.AddMessage("The following textures are not set to type '...
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Utility; using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using System.IO; using System.Linq; using UnityEditor; using UnityEngine; namespace AssetStoreTools....
fim
CoplayDev/unity-mcp
csharp
<|fim_prefix|>using AssetStoreTools.Validator.Data; using AssetStoreTools.Validator.Data.MessageActions; using AssetStoreTools.Validator.Services.Validation; using AssetStoreTools.Validator.TestDefinitions; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace AssetStoreTools.Validator.Test...
fim
CoplayDev/unity-mcp
csharp