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refactor: Change the access modifier for sample code to hide APIs from documents (#644)
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-52
lines changed

15 files changed

+26
-52
lines changed
Lines changed: 2 additions & 2 deletions
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@@ -1,2 +1,2 @@
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m_EditorVersion: 2020.3.27f1
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m_EditorVersionWithRevision: 2020.3.27f1 (e759542391ea)
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m_EditorVersion: 2020.3.28f1
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m_EditorVersionWithRevision: 2020.3.28f1 (f5400f52e03f)

com.unity.renderstreaming/Editor/PropertyDrawers/StreamingSizeDrawer.cs

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@@ -4,7 +4,7 @@
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namespace Unity.RenderStreaming.Editor
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{
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[CustomPropertyDrawer(typeof(StreamingSizeAttribute))]
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public class StreamingSizeDrawer : PropertyDrawer
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class StreamingSizeDrawer : PropertyDrawer
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{
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readonly GUIContent[] streamingSizeText =
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{

com.unity.renderstreaming/Runtime/Scripts/RemoteInput.cs

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@@ -54,7 +54,7 @@ enum GamepadKeyCode {
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Axis1
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}
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public static class RemoteInputReceiver
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internal static class RemoteInputReceiver
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{
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private static readonly Dictionary<RemoteInput, uint> s_mapRemoteInputAndInputUserId;
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private static readonly List<RemoteInput> s_listRemoteInput;
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}
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}
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public class RemoteInput : IInput, IDisposable
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public interface IInput
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{
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Mouse RemoteMouse { get; }
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Keyboard RemoteKeyboard { get; }
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Touchscreen RemoteTouchscreen { get; }
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Gamepad RemoteGamepad { get; }
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}
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internal class RemoteInput : IInput, IDisposable
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{
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private GamepadState m_gamepadState;
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com.unity.renderstreaming/Samples~/Example/Broadcast/CustomEventSystem.cs

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@@ -6,7 +6,7 @@ namespace Unity.RenderStreaming.Samples
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{
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using InputSystem = UnityEngine.InputSystem.InputSystem;
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public class CustomEventSystem : EventSystem
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class CustomEventSystem : EventSystem
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{
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#if !INPUTSYSTEM_1_1_OR_NEWER
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protected override void Awake()

com.unity.renderstreaming/Samples~/Example/Broadcast/DeltaWithButton.cs

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@@ -16,7 +16,7 @@ namespace Unity.RenderStreaming.Samples
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#endif
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[Preserve]
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[DisplayStringFormat("{button}+{delta}")]
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public class DeltaWithButton : InputBindingComposite<Vector2>
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class DeltaWithButton : InputBindingComposite<Vector2>
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{
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#if UNITY_EDITOR
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static DeltaWithButton()

com.unity.renderstreaming/Samples~/Example/Broadcast/SimpleCameraControllerV2.cs

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namespace Unity.RenderStreaming.Samples
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{
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public class SimpleCameraControllerV2 : MonoBehaviour
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class SimpleCameraControllerV2 : MonoBehaviour
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{
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class CameraState
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{

com.unity.renderstreaming/Samples~/Example/Multiplay/FollowTransform.cs

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@@ -1,10 +1,8 @@
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Unity.RenderStreaming.Samples
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{
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public class FollowTransform : MonoBehaviour
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class FollowTransform : MonoBehaviour
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{
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[SerializeField] Transform target;
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[SerializeField] Vector3 offset;

com.unity.renderstreaming/Samples~/Example/Multiplay/Multiplay.cs

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namespace Unity.RenderStreaming.Samples
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{
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public class Multiplay : SignalingHandlerBase,
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class Multiplay : SignalingHandlerBase,
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IOfferHandler, IAddChannelHandler, IDisconnectHandler, IDeletedConnectionHandler
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{
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[SerializeField] GameObject prefab;

com.unity.renderstreaming/Samples~/Example/Multiplay/MultiplayChannel.cs

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namespace Unity.RenderStreaming.Samples
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{
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public enum ActionType
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enum ActionType
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{
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ChangeLabel = 0,
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}
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///
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/// </summary>
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[Serializable]
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public class ChangeLabelEvent : UnityEvent<string> {};
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class ChangeLabelEvent : UnityEvent<string> {};
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/// <summary>
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///
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/// </summary>
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public class MultiplayChannel : DataChannelBase
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class MultiplayChannel : DataChannelBase
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{
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public ChangeLabelEvent OnChangeLabel;
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com.unity.renderstreaming/Samples~/Example/Multiplay/MultiplaySample.cs

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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UI;
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using Unity.RenderStreaming.InputSystem;
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namespace Unity.RenderStreaming.Samples
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{
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public class MultiplaySample : MonoBehaviour
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class MultiplaySample : MonoBehaviour
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{
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[SerializeField] ToggleGroup toggleGroupRole;
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[SerializeField] InputField inputFieldUsername;

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