maint: hotreload updated to 1.13.7
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@@ -1,10 +1,11 @@
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using UnityEditor;
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using SingularityGroup.HotReload.Editor.Localization;
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using UnityEditor;
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namespace SingularityGroup.HotReload.Editor {
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internal class AllowAndroidAppToMakeHttpRequestsOption : ProjectOptionBase {
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public override string ShortSummary {
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get {
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return "Allow app to make HTTP requests";
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return Translations.Settings.OptionAllowHttpRequests;
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}
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}
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@@ -41,7 +42,7 @@ namespace SingularityGroup.HotReload.Editor {
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}
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public override void InnerOnGUI(SerializedObject so) {
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var description = "For Hot Reload to work on-device, please allow HTTP requests";
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var description = Translations.Settings.OptionAllowHttpRequestsDescription;
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EditorGUILayout.LabelField(description, HotReloadWindowStyles.WrapStyle);
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}
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}
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@@ -1,20 +1,21 @@
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using System;
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using System.Threading.Tasks;
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using SingularityGroup.HotReload.Editor.Cli;
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using SingularityGroup.HotReload.Editor.Localization;
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using UnityEditor;
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namespace SingularityGroup.HotReload.Editor {
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internal sealed class ExposeServerOption : ComputerOptionBase {
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public override string ShortSummary => "Allow Devices to Connect";
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public override string Summary => "Allow Devices to Connect (WiFi)";
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public override string ShortSummary => Translations.Settings.OptionExposeServerShort;
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public override string Summary => Translations.Settings.OptionExposeServerFull;
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public override void InnerOnGUI() {
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string description;
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if (GetValue()) {
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description = "The HotReload server is reachable from devices on the same Wifi network";
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description = Translations.Settings.OptionExposeServerDescriptionEnabled;
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} else {
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description = "The HotReload server is available to your computer only. Other devices cannot connect to it.";
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description = Translations.Settings.OptionExposeServerDescriptionDisabled;
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}
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EditorGUILayout.LabelField(description, HotReloadWindowStyles.WrapStyle);
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}
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@@ -38,10 +39,9 @@ namespace SingularityGroup.HotReload.Editor {
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RunOnMainThreadSync(() => {
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var isRunningResult = ServerHealthCheck.I.IsServerHealthy;
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if (isRunningResult) {
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var restartServer = EditorUtility.DisplayDialog("Hot Reload",
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$"When changing '{Summary}', the Hot Reload server must be restarted for this to take effect." +
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"\nDo you want to restart it now?",
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"Restart server", "Don't restart");
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var restartServer = EditorUtility.DisplayDialog(Translations.Dialogs.DialogTitleHotReload,
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string.Format(Translations.Dialogs.DialogMessageRestartExposeServer, Summary),
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Translations.Dialogs.DialogButtonRestartServer, Translations.Dialogs.DialogButtonDontRestart);
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if (restartServer) {
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CodePatcher.I.ClearPatchedMethods();
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EditorCodePatcher.RestartCodePatcher().Forget();
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@@ -1,10 +1,11 @@
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using UnityEditor;
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using SingularityGroup.HotReload.Editor.Localization;
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using UnityEditor;
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namespace SingularityGroup.HotReload.Editor {
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internal class IncludeInBuildOption : ProjectOptionBase, ISerializedProjectOption {
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static IncludeInBuildOption _I;
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public static IncludeInBuildOption I = _I ?? (_I = new IncludeInBuildOption());
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public override string ShortSummary => "Include Hot Reload in player builds";
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public override string ShortSummary => Translations.Settings.OptionIncludeInBuild;
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public override string Summary => ShortSummary;
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public override string ObjectPropertyName =>
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@@ -13,11 +14,11 @@ namespace SingularityGroup.HotReload.Editor {
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public override void InnerOnGUI(SerializedObject so) {
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string description;
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if (GetValue(so)) {
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description = "The Hot Reload runtime is included in development builds that use the Mono scripting backend.";
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description = Translations.Settings.OptionIncludeInBuildDescriptionEnabled;
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} else {
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description = "The Hot Reload runtime will not be included in any build. Use this option to disable HotReload without removing it from your project.";
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description = Translations.Settings.OptionIncludeInBuildDescriptionDisabled;
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}
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description += " This option does not affect Hot Reload usage in Playmode";
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description += Translations.Settings.OptionIncludeInBuildDescriptionSuffix;
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EditorGUILayout.LabelField(description, HotReloadWindowStyles.WrapStyle);
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}
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}
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