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refactor: use NDMF's RuntimeUtils instead of our one
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anatawa12 committed Nov 1, 2023
1 parent 7b15255 commit e746e5f
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Showing 5 changed files with 5 additions and 43 deletions.
1 change: 1 addition & 0 deletions Editor/Processors/TraceAndOptimize/GCDebug.cs
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Expand Up @@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using System.Text;
using nadena.dev.ndmf.runtime;
using UnityEditor;
using UnityEngine;

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4 changes: 2 additions & 2 deletions Runtime/AvatarTagComponent.cs
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@@ -1,5 +1,5 @@
using System;
using Anatawa12.AvatarOptimizer.ErrorReporting;
using nadena.dev.ndmf.runtime;
using UnityEngine;

namespace Anatawa12.AvatarOptimizer
Expand All @@ -19,7 +19,7 @@ internal abstract class AvatarTagComponent : MonoBehaviour
{
private void OnValidate()
{
if (RuntimeUtil.isPlaying) return;
if (RuntimeUtil.IsPlaying) return;
ErrorReporterRuntime.TriggerChange();
}

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37 changes: 0 additions & 37 deletions Runtime/RuntimeUtil.cs

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3 changes: 0 additions & 3 deletions Runtime/RuntimeUtil.cs.meta

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3 changes: 2 additions & 1 deletion Runtime/com.anatawa12.avatar-optimizer.runtime.asmdef
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Expand Up @@ -4,7 +4,8 @@
"com.anatawa12.avatar-optimizer.internal.error-reporter.runtime",
"com.anatawa12.custom-localization-for-editor-extension.runtime",
"com.anatawa12.avatar-optimizer.internal.prefab-safe-set",
"Unity.Burst"
"Unity.Burst",
"nadena.dev.ndmf.runtime"
],
"includePlatforms": [],
"excludePlatforms": [],
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