[
  {
    "path": ".github/workflows/Release.yml",
    "content": "name: Release Workflow\non:\n  push:\n    branches:\n      - 'release/package'\n\njobs:\n  run-release-script:\n    runs-on: ubuntu-latest\n    timeout-minutes: 5\n    defaults:\n      run:\n        working-directory: package\n    steps:\n      - name: Checkout code\n        uses: actions/checkout@v4\n        \n      - name: Setup Node.js\n        uses: actions/setup-node@v4\n        with:\n          node-version: '22'\n        \n      - name: Publish to npm\n        id: publish\n        run: npx --yes needle-publish-helper@next publish \".\" --webhook \"${{ secrets.WEBHOOK_URL }}\" --registry https://packages.needle.tools --access-token \"${{ secrets.NPM_TOKEN }}\" --create-tag release/ --llm-api-key \"${{ secrets.LLM_API_KEY }}\""
  },
  {
    "path": ".gitignore",
    "content": "# for more stuff, see https://github.com/github/gitignore/blob/master/Unity.gitignore\n\n# Jetbrain Rider Cache\n.idea/\n*/Plugins/Editor/JetBrains*\n\n# Project specific\n# add all your development/MyUnityProject folders here!\n\n# Unity specific\n[Ll]ibrary/\n[Tt]emp/\n[Oo]bj/\n[Bb]uild/\n[Bb]uilds/\n[Ll]ogs/\n[Mm]emoryCaptures/\n.vs/\n.gradle/\n*.pidb.meta\n*.pdb.meta\n*.mdb.meta\nsysinfo.txt\ncrashlytics-build.properties\nProBuilderSettings.json\n\n# vvvv specific\n# Dynamic Plugins\nbin/Dynamic/\n*._dynamic_.*\n*~.xml\n\n# OS junk files\n[Dd]esktop.ini\n[Dd]esktop.ini.meta\n[Tt]humbs.db\n[Tt]humbs.db.meta\nehthumbs.db\n*.BridgeSort\n.DS_Store*\n.Spotlight-V100\n.Trashes\n\n# Visual Studio files\nExportedObj/\n.consulo/\n*.unityproj\n*.suo\n*.tmp\n*.user\n*.userprefs\n*.pidb\n*.booproj\n*.svd\n*.pdb\n*.mdb\n*.opendb\n*.VC.db\n*.aps\n*.pch\n*.vspscc\n*.vssscc\n*_i.c\n*_p.c\n*.ncb\n*.suo\n*.tlb\n*.tlh\n*.bak\n*.[Cc]ache\n*.ilk\n*.log\n*.lib\n*.sbr\n*.sdf\n*.opensdf\nipch/\n[Bb]in\n[Rr]elease*/\n[Dd]ynamic*/\nAnkh.NoLoad\n\n#Subversion files\n.svn\n \n# Office Temp Files\n~$*\n"
  },
  {
    "path": "README.md",
    "content": "# Shader Graph Markdown\n![Unity Version Compatibility](https://img.shields.io/badge/Unity-2019.4%20%E2%80%94%206000.2-brightgreen) \n\n## License\n\nShader Graph Markdown is [available on the Asset Store](http://u3d.as/2was) for commercial use.  \nOther versions (git, OpenUPM) are only allowed to be used **non-commercially** and **only if you're entitled to use Unity Personal** (the same restrictions apply).  \n\nFor all other uses, **please buy a commercial license** to ensure continued support! Thank you.\n\n## What's this?\n\n**Shader Graph Markdown** supercharges your creativity by allowing you to create great-looking, easy-to-use custom shader editors right from Unity's Shader Graph.  \nIt uses \"dummy properties\" to draw a nice inspector for your materials, and decorates the Blackboard (where you edit properties) so that the markdown is readable and looks good.  \n\nThe property naming syntax is inspired by the simplicity of markdown. \n\n![Workflow](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/04_Workflow.gif)\n\nThis doesn't affect your shader's functionality - it just makes it much nicer to work with it!  \n(if someone doesn't have the package, then you just have some extra \"dummy\" properties)  \n\n![ShaderGUI](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/01_ShaderGUI.gif)  \n\nYou can make properties display conditionally, that is, only if a specific keyword option is set:  \n\n![Conditional Properties](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/02_ConditionalProperties.gif)  \n\nThe Shader Graph UI and blackboard are modified to render all \"markdown dummy properties\" differently, to increase legibility.  \n\n![Shader Graph Blackboard](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/03_ShaderGraphUI.png)  \n\n## Install\n[Get on the Asset Store](http://u3d.as/2was)\n\n## How To Use 💡\nPlease open the <a href=\"package/Readme.md\">Package Readme</a> for more information.\n\n## Contact\n<b>[needle — tools for unity](https://needle.tools)</b> • \n[Discord Community](https://discord.gg/UHwvwjs9Vp) • \n[@NeedleTools](https://twitter.com/NeedleTools) • \n[@marcel_wiessler](https://twitter.com/marcel_wiessler) • \n[@hybridherbst](https://twitter.com/hybridherbst)\n"
  },
  {
    "path": "package/.npmignore",
    "content": ".github"
  },
  {
    "path": "package/Changelog.md",
    "content": "# Changelog\nAll notable changes to this package will be documented in this file.\nThe format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).\n\n## [1.5.2] 2025-08-28\n- fixed: Unity 6000.2+ API changes\n\n## [1.5.1] 2022-06-24\n- fixed weird crash when text displayed in DialogueWindowComplex was too long\n- added: refactor multiple properties in one go to the PropertyRefactor window\n- added: copy list of properties to be refactored from/to clipboard as plain text format\n- added ability to refactor property names in scripts as well\n\n## [1.5.0] 2022-05-12\n- fixed indenting issue with `VectorSlider` drawer\n- fixed property name warnings showing in SubGraphs\n- fixed `MinMax` drawer showing property swizzles by default, can now be turned on for debugging with \"Show Reference Names\"\n- fixed reflection access error due to internal API change\n- fixed incorrect display properties that are both inlined and conditional in the blackboard\n- added Markdown Tools option to \"Show Reference Names\" of all properties, useful for scripting and animation\n- added shortcut to quickly show reference names, use <kbd>SHIFT</kbd> while having the material inspector focussed\n- added an optional parameter to specify a display name for MinMax drawers\n- added local and global keyword state toggles to quickly see what's on\n- added support for `LocalKeyword` and `GlobalKeyword` in 2021.2+ to get the new info available there\n- added support for global keywords in conditional properties\n- added support for global keywords in `!REF`\n- added `!DRAWER` documentation to the Readme, added more info to the attribute reference\n- changed Markdown Tools inspector order to better reflect common workflows\n\n## [1.4.0] 2022-04-19\n- added new markup: `!TOOLTIP` or short `!TIP` will add a tooltip to the next property\n\n## [1.3.2] 2022-03-28\n- fixed generated gradient textures being compressed, now uncompressed (better quality)\n\n## [1.3.1] 2021-12-13\n- fixed issue with Surface Options not showing in some package combinations\n- verified basic compatiblity with Unity 2022\n\n## [1.3.0] 2021-11-26\n- added Global Illumination mode dropdown when shader uses `_EmissionColor` and `_EmissionMap` and/or declares the `_EMISSION` keyword\n- add Shader Property Refactoring and Global Illumination to the Readme\n- updated known Unity bugs in the Readme to include version where issues are known to be resolved\n\n## [1.3.0-pre.2] 2021-11-09\n- fixed an issue with shaders on 2021.2+ that don't have blackboard categories (e.g. Amplify shaders used in URP)\n\n## [1.3.0-pre] 2021-11-01\n- fixed properties in an old default reference format not displayed in red\n- fixed categories not being displayed correctly in some Editor versions\n- fixed foldout header state for categories with duplicate names\n- fixed compilation errors on 2019.4 and 2021.1\n- fixed material validation not always being called in 2021.2+\n- changed \"Debug\" category to be called \"Markdown Tools\"\n- added Shader Property Refactor window (experimental)\n- added toggle for development options into the Markdown Tools category\n- added help link for Markdown Tools in foldout header\n- added context menu for shader property refactoring\n\n## [1.2.0] - 2021-10-02\n- bumped version to stable for AssetStore release after testing in production\n\n## [1.2.0-pre.2] - 2021-09-15\n- fixed usage with Amplify on Built-In only (no SRPs in project)\n- changed Amplify sample shader to use Built-In, not URP\n\n## [1.2.0-pre] - 2021-09-15\n- added support for blackboard categories in 2021.2+\n- added support for keywords in subgraphs (first-level only, same as ShaderGraph itself supports)\n- added settings option to show/hide Markdown in the blackboard\n- improved performance for parsing some ShaderGraph data blocks\n- fixed potential errors with HDRP being in the project but not used for shaders\n- fixed a number of warnings\n- fixed various SRP compatibility and versioning issues\n\n## [1.1.4] - 2021-06-28\n- added explicitly specified inlined properties (`Base Map && _BaseColor`) to allow e.g. virtual texture slots to use inlined properties\n- added callback `MarkdownSGExtensions.RegisterCustomBaseShaderGUI` to specify a base shader GUI\n   - for HDRP ShaderGraph shaders the base shader GUI was already automatically added\n   - for Amplify, you can now use the above callback to register one per shader (e.g. `UnityEditor.Rendering.HighDefinition.LitShaderGraphGUI`)\n   - the base shader GUI is called with all properties that haven't been processed by `MarkdownShaderGUI`\n\n## [1.1.3] - 2021-06-15\n- fixed some issues with conditions parsing and exceptions\n- fixed log message when editing gradients\n- fixed applying gradients didn't work in some cases due to UI overlaps\n- updated samples\n\n## [1.1.2] - 2021-06-05\n- fixed regression where gradient always saved texture on change (press Apply to see changes)\n- fixed gradient texture picker sometimes showing texture preview instead\n- added Uber shader sample with complex conditions\n- added GradientDrawer script (same as GradientGeneratorDrawer) and removed legacy GradientDrawer ScriptableObjects\n\n## [1.1.0] - 2021-06-05\n- fixed some inline drawing issues\n- fixed GradientGenerator drawer sometimes losing gradient reference\n- added: experimental support for Shader Graph 12.x, needs to be updated once 2021.2 beta comes out.\n- added: complex conditions (e.g. `[_Value > 0]`, `[_OPTION_A || _OPTION_B]`)\n- added: generate gradients from arbitrary textures to GradientGenerator drawer\n- added: quickly switch to other gradients based on generated textures\n- added: conditions can now be used for entire foldout groups as well\n\n## [1.0.3] - 2021-05-18\n- fixed rare NullReference exception when changing shaders on a closed material that uses MarkdownShaderGUI\n- fixed samples in AssetStore version\n\n## [1.0.2] - 2021-05-03\n- fixed short-named drawers going amiss after leaving Play mode with domain reload disabled\n- fixed indentation issues with inline drawers\n- improved string trimming for drawer parameters and vector slider names\n- added ability to use duplicated empty headers `## (1)`\n\n## [1.0.1] - 2021-05-03\n- fixed Undo not showing changed values in some cases\n- fixed disappearing custom drawers when exiting play mode with Domain Reload disabled\n- fixed vector sliders not showing animation state (red/blue overlay)\n- fixed hidden lightmap texture array being displayed as texture property in some case\n- added `### Label` to show a non-bold label without space above, useful for indented properties coming afterwards\n- added ability to use inline textures with custom drawers\n- added MultiPropertyDrawer that can draw multiple properties on a single line (experimental)\n\n## [1.0.0] - 2021-04-28\n- fixed settings location which had an incorrect space in the path\n- added more samples for SRP 10+, Amplify, Built-In RP\n- added ability to collapse/expand all foldouts in SRP 7 with alt+click\n- added texture property parameter to GradientGenerator\n- added 2021.1 / SRP 11+ support\n- removed Shader Graph/Core RP dependencies, works with Built-in as well\n- adjusted colors\n- changed license to Asset Store License, if SG Markdown is aquired elsewhere you many only use it for non-commercial purposes.\n\n## [0.5.1-exp] - 2021-02-10\n- fixed texture field not being square in some cases\n- added tiling/offset inline drawer. Usage:\n  ```\n  _MyTexture && (Texture2D)\n  _MyTexture_ST (Vector)\n  ```\n- added texture keyword helpers - bool keywords with the same name as a texture will automatically be set on texture changes.\n  This helps with performance improvements (making variants without texture access). Usage:\n  ```\n  _BumpMap (Texture2D)\n  _BUMPMAP (Bool Keyword) // will be set automatically depending on texture being set\n  ```\n\n## [0.5.0-exp] - 2021-02-02\n- fixed errors on non-ShaderGraph HDRP shaders (e.g. from Amplify)\n- fixed UI not refreshing when changing some shader properties\n- fixed duplicate split line before Additional Options\n- changed inline texture format to \"&\" for inline texture and \"&&\" for inline texture + property\n- added ability to make foldouts closed by default, just append \"-\"\n\n## [0.4.5-exp] - 2021-01-30\n- added shorthand for InlineTexture and VectorSliders - append & to property name\n- fixes and better error display for incorrect drawer usage\n\n## [0.4.4-exp] - 2021-01-18\n- added auto-generation of drawer ScriptableObjects from their type name if no ScriptableObject with that name is found\n- added ability for drawers to specify which properties are used by them / should be hidden\n- added InlineTexture drawer\n- added MinMax drawer\n- added VectorSlider drawer\n- added samples for all of the above in the SRP10-ShaderGraph\n- improved performance of MarkdownShaderGUI by caching some things \n\n## [0.4.3-exp] - 2021-01-17\n- fixed confusing reference naming of bool keywords\n- added support for bool values in conditional properties\n- added indent support by prefixing properties with one or more '-' characters\n\n## [0.4.2-exp] - 2021-01-08\n- added warnings/hints in Blackboard for default reference names and names not starting with \"_\"\n- added SettingsProvider to configure blackboard modifications\n- added an experimental Property Wizard to bulk add ShaderGraph properties\n  (this is useful if you want to create a ShaderGraph version of an existing shader/material)\n\n## [0.4.1-exp] - 2021-01-04\n- fixed warnings on Unity 2021 for empty asmdef\n- updated Readme with notes on conditional compilation\n\n## [0.4.0-exp] - 2021-01-03\n- fixed HDRP 11 compatibility\n- fixed multi-target samples (SRP 10+), added HDRP sample\n- changed foldout syntax to #, header syntax to ## and #REF/#NOTE/#DRAWER to !REF/!NOTE/!DRAWER to align better with markdown\n- added foldout state persistance via SessionState, defaults to expanded\n\n## [0.3.0-exp] - 2021-01-02\n- added HDRP support\n- added context menu helper to toggle MarkdownShaderGUI\n- added debug option to show original property list\n- changed link syntax (removed #LINK prefix, is now the same as markdown)\n\n## [0.2.0-exp] - 2020-12-30\n- added ShaderGraph UI modifications\n- fixed editor compatibility from 2019.4—2020.2 and URP7—URP11\n\n## [0.1.0-preview] - 2020-12-29\n- initial version"
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  {
    "path": "package/Editor/Drawers/GradientDrawer.cs",
    "content": "namespace Needle.ShaderGraphMarkdown\n{\n    public class GradientDrawer : GradientGeneratorDrawer\n    {\n        // empty\n    }\n}"
  },
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  {
    "path": "package/Editor/Drawers/GradientGeneratorDrawer.cs",
    "content": "using System.Collections.Generic;\nusing System.IO;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public class GradientGeneratorDrawer : MarkdownMaterialPropertyDrawer\n    {\n        private const string DefaultTexturePropertyName = \"_RampTexture\"; \n        public string texturePropertyName = DefaultTexturePropertyName;\n        private Dictionary<Material, Dictionary<string, Gradient>> mappedGradients;\n        \n        public override void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            var targetProperty = parameters.Get(0, properties);\n            var targetPropertyName = texturePropertyName;\n#if UNITY_6000_2_OR_NEWER\n            if(targetProperty != null && targetProperty.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)\n#else\n            if(targetProperty != null && targetProperty.type == MaterialProperty.PropType.Texture)\n#endif\n            {\n                targetPropertyName = targetProperty.name;\n                if (string.IsNullOrEmpty(targetPropertyName)) targetPropertyName = texturePropertyName;\n            }\n            var targetMat = materialEditor.target as Material;\n            if (!targetMat) return;\n\n            if (mappedGradients == null)\n                mappedGradients = new Dictionary<Material, Dictionary<string, Gradient>>();\n\n            // already cached\n            bool gradientWasFound = mappedGradients.ContainsKey(targetMat) && mappedGradients[targetMat].ContainsKey(targetPropertyName);\n\n            void AddToCache(Gradient gradient)\n            {\n                if(!mappedGradients.ContainsKey(targetMat)) mappedGradients.Add(targetMat, new Dictionary<string, Gradient>());\n                mappedGradients[targetMat][targetPropertyName] = gradient;\n                gradientWasFound = true;\n            }\n            \n            // check for user data in importer\n            if (!gradientWasFound && targetProperty?.textureValue is Texture2D tex)\n            {\n                if (AssetDatabase.Contains(tex))\n                {\n                    var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(tex));\n                    var userData = importer.userData;\n                    if (!string.IsNullOrEmpty(userData))\n                    {\n                        var metaData = new GradientUserData();\n                        JsonUtility.FromJsonOverwrite(userData, metaData);\n                        if (metaData.isSet && metaData.gradient != null)\n                            AddToCache(metaData.gradient);\n                    } \n                }\n            }\n            \n            // fallback: generate gradient from texture\n            if (!gradientWasFound && targetProperty?.textureValue is Texture2D texture)\n            {\n                var gradient = GenerateFromTexture(texture);\n                if(gradient != null)\n                    AddToCache(gradient);\n            }\n            \n            EditorGUILayout.BeginHorizontal();\n            var displayName = targetProperty != null ? targetProperty.displayName : \"Ramp\";\n            // strip condition\n            var lastIndex = displayName.LastIndexOf('[');\n            if (lastIndex > 0)\n                displayName = displayName.Substring(0, lastIndex);\n            \n            EditorGUI.BeginChangeCheck();\n            var existingGradient = gradientWasFound ? mappedGradients[targetMat][targetPropertyName] : new Gradient();\n            var newGradient = EditorGUILayout.GradientField(new GUIContent(parameters.ShowPropertyNames ? targetPropertyName : displayName, parameters.Tooltip), existingGradient);\n            if (EditorGUI.EndChangeCheck())\n                AddToCache(newGradient);\n\n            var placeholderContent = new GUIContent(targetProperty?.textureValue ? \"ApplyMM\" : \"CreateMM\");\n            var buttonRect = GUILayoutUtility.GetRect(placeholderContent, GUI.skin.button);\n            // draw texture picker next to button\n            // TODO renders incorrectly on 2019.4 and prevents clicking the actual button.\n            // var haveFixedOverlayBug = false;\n            // if(haveFixedOverlayBug && targetProperty != null && buttonRect.width > 46 + 18)\n            // {\n            //     var controlRect = buttonRect;\n            //     controlRect.height = 16;\n            //     controlRect.y += 2;\n            //     var newObj = (Texture2D) EditorGUI.ObjectField(controlRect, targetProperty.textureValue, typeof(Texture2D), true);\n            //     if(newObj != targetProperty.textureValue)\n            //     {\n            //         Undo.RecordObjects(new Object[] { this, targetMat }, \"Applied Gradient\");\n            //         targetProperty.textureValue = newObj;\n            //         mappedGradients[targetMat].Remove(targetPropertyName);\n            //         GUIUtility.ExitGUI(); // reset GUI loop so the gradient can be picked up properly\n            //     }\n            //     buttonRect.xMax -= 18;\n            // }\n            if (GUI.Button(buttonRect, targetProperty?.textureValue ? \"Apply\" : \"Create\")) \n                ApplyRampTexture(targetMat, parameters.Get(0, targetPropertyName));\n            \n            EditorGUILayout.EndHorizontal();\n            \n            // show gradient fallback when no gradient was found - \n            // this shouldn't happen, ever, since we're generating the gradient from the texture\n            if (!gradientWasFound && targetProperty != null)\n            {\n                if(targetProperty.textureValue)\n                {\n                    var rect = EditorGUILayout.GetControlRect(true, 8);\n                    rect.xMin += EditorGUIUtility.labelWidth + 3;\n                    rect.height -= 2;\n                    var existingTexture = targetProperty.textureValue;\n                    GUI.DrawTexture(rect, existingTexture);\n                }\n                else\n                {\n                    EditorGUILayout.LabelField(\" \", \"None Assigned\", EditorStyles.miniLabel);\n                }\n            }\n        }\n\n        public override IEnumerable<MaterialProperty> GetReferencedProperties(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            var textureProperty = parameters.Get(0, properties);\n#if UNITY_6000_2_OR_NEWER\n            if (textureProperty != null && textureProperty.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)\n#else\n            if (textureProperty != null && textureProperty.type == MaterialProperty.PropType.Texture)\n#endif\n                yield return textureProperty;\n        }\n\n        private void ApplyRampTexture(Material targetMat, string propertyName)\n        {\n            targetMat.SetTexture(propertyName, CreateGradientTexture(targetMat, mappedGradients[targetMat][propertyName], propertyName));\n        }\n\n        private Gradient GenerateFromTexture(Texture2D texture)\n        {\n            try\n            {\n                // sample texture in 8 places and make a gradient from that as fallback.\n                var rt = new RenderTexture(texture.width, texture.height, 0);\n                var prev = RenderTexture.active;\n                RenderTexture.active = rt;\n                var tex2 = new Texture2D(texture.width, texture.height);\n                Graphics.Blit(texture, rt);\n                tex2.wrapMode = TextureWrapMode.Clamp;\n                tex2.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);\n                tex2.Apply();\n                RenderTexture.active = prev;\n                rt.Release();\n\n                var grad = new Gradient();\n                var colorKeys = new GradientColorKey[8];\n                var alphaKeys = new GradientAlphaKey[8];\n                \n                for (int i = 0; i < 8; i++)\n                {\n                    var x = i / (8.0f - 1);\n                    var color = tex2.GetPixelBilinear(x, 0.5f, 0);\n                    colorKeys[i] = new GradientColorKey(color, x);\n                    alphaKeys[i] = new GradientAlphaKey(color.a, x);\n                }\n\n                grad.SetKeys(colorKeys, alphaKeys);\n                return grad;\n            }\n            catch\n            {\n                return null;\n            }\n        }\n\n        private const int GradientTexturePixelWidth = 256;\n        private const int GradientTexturePixelHeight = 4; // needs to be multiple of 4 for DXT1 format compression\n\n        [System.Serializable]\n        private class GradientUserData\n        {\n            public Gradient gradient;\n            public bool isSet;\n        }\n        \n        private static Texture2D CreateGradientTexture(Material targetMaterial, Gradient gradient, string propertyName)\n        {\n            Texture2D gradientTexture = new Texture2D(GradientTexturePixelWidth, GradientTexturePixelHeight, TextureFormat.ARGB32, false, false)\n            {\n                name = propertyName + \"_Gradient\",\n                filterMode = FilterMode.Bilinear,\n                wrapMode = TextureWrapMode.Clamp,\n                alphaIsTransparency = true,\n            };\n\n            for (int j = 0; j < GradientTexturePixelHeight; j++)\n            {\n                for (int i = 0; i < GradientTexturePixelWidth; i++)\n                    gradientTexture.SetPixel(i, j, gradient.Evaluate((float) i / GradientTexturePixelWidth));\n            }\n\n            gradientTexture.Apply(false);\n            gradientTexture = SaveAndGetTexture(targetMaterial, gradientTexture);\n            \n            // store gradient meta-info as user data\n            var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(gradientTexture));\n            importer.userData = JsonUtility.ToJson(new GradientUserData() { gradient = gradient, isSet = true }, false);\n            if (importer is TextureImporter textureImporter)\n                textureImporter.textureCompression = TextureImporterCompression.Uncompressed;\n            EditorUtility.SetDirty(gradientTexture);\n            importer.SaveAndReimport();\n                \n            return gradientTexture;\n        }\n\n        private static Texture2D SaveAndGetTexture(Material targetMaterial, Texture2D sourceTexture)\n        {\n            string targetFolder = AssetDatabase.GetAssetPath(targetMaterial);\n            targetFolder = targetFolder.Replace(targetMaterial.name + \".mat\", string.Empty);\n\n            targetFolder += \"Gradient Textures/\";\n\n            if (!Directory.Exists(targetFolder))\n            {\n                Directory.CreateDirectory(targetFolder);\n                AssetDatabase.Refresh();\n            }\n\n            string path = targetFolder + targetMaterial.name + sourceTexture.name + \".png\";\n            File.WriteAllBytes(path, sourceTexture.EncodeToPNG());\n\n            AssetDatabase.Refresh();\n            AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceSynchronousImport);\n            sourceTexture = (Texture2D) AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D));\n\n            return sourceTexture;\n        }\n    }\n}\n"
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  {
    "path": "package/Editor/Drawers/InlineTextureDrawer.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public class InlineTextureDrawer : MarkdownMaterialPropertyDrawer\n    {\n        public override void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            if (parameters.Count < 1)\n                throw new ArgumentException(\"No parameters to \" + nameof(InlineTextureDrawer) + \". Please provide _TextureProperty and optional _Float or _Color property names.\");\n            var textureProperty = parameters.Get(0, properties);\n            if (textureProperty == null)\n                throw new ArgumentNullException(\"No property named \" + parameters.Get(0, \"\"));\n            \n            var extraProperty = parameters.Get(1, properties);\n            var displayName = textureProperty.displayName;\n            // strip condition\n            var lastIndex = displayName.LastIndexOf('[');\n            if (lastIndex > 0)\n                displayName = displayName.Substring(0, lastIndex);\n            // strip inlining\n            var inliningIndex = displayName.IndexOf(\"&&\", StringComparison.Ordinal);\n            if (inliningIndex > 0)\n                displayName = displayName.Substring(0, inliningIndex);\n            \n            OnDrawerGUI(materialEditor, properties, textureProperty, new GUIContent(parameters.ShowPropertyNames ? textureProperty.name : displayName, parameters.Tooltip), extraProperty);\n        }\n\n        private static Rect lastInlineTextureRect; \n        internal static Rect LastInlineTextureRect => lastInlineTextureRect;\n        private static MethodInfo _GetPropertyRect = null;\n        \n        internal void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty[] properties, MaterialProperty textureProperty, GUIContent displayContent, MaterialProperty extraProperty)\n        {\n            lastInlineTextureRect = Rect.zero;\n            if(extraProperty == null)\n            {\n                var rect = materialEditor.TexturePropertySingleLine(displayContent, textureProperty);\n                lastInlineTextureRect = rect;\n                lastInlineTextureRect.x += EditorGUIUtility.labelWidth;\n                lastInlineTextureRect.width -= EditorGUIUtility.labelWidth;\n            }\n#if UNITY_6000_2_OR_NEWER\n            else if(extraProperty.propertyType == UnityEngine.Rendering.ShaderPropertyType.Vector && (extraProperty.name.Equals(textureProperty.name + \"_ST\", StringComparison.Ordinal)))\n#else\n            else if(extraProperty.type == MaterialProperty.PropType.Vector && (extraProperty.name.Equals(textureProperty.name + \"_ST\", StringComparison.Ordinal)))\n#endif\n            {\n                if (_GetPropertyRect == null)\n                {\n                    _GetPropertyRect = typeof(MaterialEditor).GetMethod(\"GetPropertyRect\", (BindingFlags)(-1), null, new[] { typeof(MaterialProperty), typeof(string), typeof(bool) }, null);\n                    if (_GetPropertyRect == null)\n                    {\n                        EditorGUILayout.HelpBox(\"Oh no, looks like an API change for MaterialEditor.GetPropertyRect – please report a bug! Thanks!\", MessageType.Error);\n                    }\n                }\n                if (_GetPropertyRect == null)\n                {\n                    materialEditor.TexturePropertyWithTooltip(textureProperty, displayContent, true);\n                }\n                else\n                {\n                    var rect = (Rect) _GetPropertyRect.Invoke(materialEditor, new object[] { textureProperty, displayContent.text, true });\n                    materialEditor.TextureProperty(rect, textureProperty, displayContent.text, displayContent.tooltip, true);\n                }\n            }\n            else\n            {\n                materialEditor.TexturePropertySingleLine(displayContent, textureProperty, extraProperty);\n            }\n            \n            // workaround for Unity being weird\n#if UNITY_6000_2_OR_NEWER\n            if(extraProperty != null && extraProperty.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)\n#else\n            if(extraProperty != null && extraProperty.type == MaterialProperty.PropType.Texture)\n#endif\n            {\n                EditorGUILayout.Space(45);\n            }\n        }\n\n        public override IEnumerable<MaterialProperty> GetReferencedProperties(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            var textureProperty = parameters.Get(0, properties);\n            var extraProperty = parameters.Get(1, properties);\n            \n            return new[] { textureProperty, extraProperty };\n        }\n    }\n}"
  },
  {
    "path": "package/Editor/Drawers/InlineTextureDrawer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 75a75a904b795ef4594207826494755b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "package/Editor/Drawers/MarkdownMaterialPropertyDrawer.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public abstract class MarkdownMaterialPropertyDrawer : ScriptableObject\n    {\n        public readonly struct DrawerParameters\n        {\n            public override string ToString()\n            {\n                return string.Join(\",\", parts);\n            }\n\n            private readonly string tooltip;\n            private readonly string[] parts;\n            private readonly bool showPropertyNames;\n\n            // TODO needs handling of conditions\n            public DrawerParameters(string[] parts)\n            {\n                this.parts = parts;\n                this.tooltip = null;\n                this.showPropertyNames = false;\n            }\n\n            public DrawerParameters(string[] parts, string tooltip) : this(parts)\n            {\n                this.tooltip = tooltip;\n            }\n            \n            public DrawerParameters(string[] parts, string tooltip, bool showPropertyNames) : this(parts, tooltip)\n            {\n                this.showPropertyNames = showPropertyNames;\n            }\n\n            public int Count => parts.Length - 2;\n            public string Tooltip => tooltip;\n            public bool ShowPropertyNames => showPropertyNames;\n\n            public string Get(int i, string defaultValue)\n            {\n                // first 2 parts are \"!DRAWER\" and the drawer object name\n                if (parts.Length > 2 + i)\n                    return parts[2 + i];\n                    \n                return defaultValue;\n            }\n\n            public MaterialProperty Get(int i, MaterialProperty[] properties)\n            {\n                if (parts.Length < 2 + i + 1)\n                    return null;\n                \n                var propertyName = parts[2 + i];\n                var property = properties.FirstOrDefault(x => x.name.Equals(propertyName, StringComparison.Ordinal));\n                return property;\n            }\n        }\n        \n        /// Renders a custom drawer. Parts 0 and 1 of the parts array are \"!DRAWER\" and the drawer name,\n        /// the others are optional parameters passed to the drawer.\n        public abstract void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters);\n\n        public virtual void OnInlineDrawerGUI(Rect rect, MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            OnDrawerGUI(materialEditor, properties, parameters);\n        }\n\n        public virtual bool SupportsInlineDrawing => false;\n        \n        public virtual IEnumerable<MaterialProperty> GetReferencedProperties(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            return null;\n        }\n\n        public override string ToString()\n        {\n            return this.GetType().ToString();\n        }\n    }\n}"
  },
  {
    "path": "package/Editor/Drawers/MarkdownMaterialPropertyDrawer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 933f374647815984aab9358ae68885aa\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "package/Editor/Drawers/MinMaxDrawer.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public class MinMaxDrawer : MarkdownMaterialPropertyDrawer\n    {\n#if UNITY_6000_2_OR_NEWER\n        float GetValue(MaterialProperty property, char swizzle)\n        {\n            switch (property.propertyType)\n            {\n                case UnityEngine.Rendering.ShaderPropertyType.Float:\n                case UnityEngine.Rendering.ShaderPropertyType.Range:\n                    return property.floatValue;\n                case UnityEngine.Rendering.ShaderPropertyType.Vector:\n                    return GetValue(property.vectorValue, swizzle);\n                default:\n                    return 0;\n            }\n        }\n\n        void SetValue(MaterialProperty property, char swizzle, float value)\n        {\n            switch (property.propertyType)\n            {\n                case UnityEngine.Rendering.ShaderPropertyType.Float:\n                case UnityEngine.Rendering.ShaderPropertyType.Range:\n                    property.floatValue = value;\n                    break;\n                case UnityEngine.Rendering.ShaderPropertyType.Vector:\n                    var val = property.vectorValue;\n                    SetValue(ref val, swizzle, value);\n                    property.vectorValue = val;\n                    break;\n                default:\n                    return;\n            }\n        }\n#else\n        float GetValue(MaterialProperty property, char swizzle)\n        {\n            switch (property.type)\n            {\n                case MaterialProperty.PropType.Float:\n                case MaterialProperty.PropType.Range:\n                    return property.floatValue;\n                case MaterialProperty.PropType.Vector:\n                    return GetValue(property.vectorValue, swizzle);\n                default:\n                    return 0;\n            }\n        }\n\n        void SetValue(MaterialProperty property, char swizzle, float value)\n        {\n            switch (property.type)\n            {\n                case MaterialProperty.PropType.Float:\n                case MaterialProperty.PropType.Range:\n                    property.floatValue = value;\n                    break;\n                case MaterialProperty.PropType.Vector:\n                    var val = property.vectorValue;\n                    SetValue(ref val, swizzle, value);\n                    property.vectorValue = val;\n                    break;\n                default:\n                    return;\n            }\n        }\n\n#endif\n        \n        float GetValue(Vector4 vector, char swizzle)\n        {\n            switch (swizzle)\n            {\n                case 'x': case 'r': return vector.x;\n                case 'y': case 'g': return vector.y;\n                case 'z': case 'b': return vector.z;\n                case 'w': case 'a': return vector.w;\n                default: return 0;\n            }\n        }\n\n        void SetValue(ref Vector4 vector, char swizzle, float value)\n        {\n            switch (swizzle)\n            {\n                case 'x': case 'r': vector.x = value; return;\n                case 'y': case 'g': vector.y = value; return;\n                case 'z': case 'b': vector.z = value; return;\n                case 'w': case 'a': vector.w = value; return;\n                default: return;\n            }\n        }\n\n        void GetPropertyNameAndSwizzle(string parameterName, out string propertyName, out char swizzle)\n        {\n            var indexOfDot = parameterName.LastIndexOf('.');\n            if (indexOfDot > 0 && indexOfDot == parameterName.Length - 2)\n            {\n                swizzle = parameterName[parameterName.Length - 1];\n                propertyName = parameterName.Substring(0, parameterName.Length - 2);\n            }\n            else\n            {\n                swizzle = ' ';\n                propertyName = parameterName;\n            }\n        }\n\n        private bool isInline = false;\n        private Rect inlineRect;\n        \n        public override void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            // check if these are vectors, and get the \"base property\"\n            var parameterName1 = parameters.Get(0, (string) null);\n            var parameterName2 = parameters.Get(1, (string) null);\n            var displayName = parameters.Get(2, (string) null);\n            if (parameterName2 != null && parameterName2.StartsWith(\"[\", StringComparison.Ordinal))\n                parameterName2 = null;\n\n            if (displayName != null && displayName.StartsWith(\"[\", StringComparison.Ordinal))\n                displayName = null;\n\n            // allow third parameter to be used for display name override\n            // use second parameter if it's not referencing a property\n            if (parameterName2 != null && displayName == null)\n            {\n                GetPropertyNameAndSwizzle(parameterName2, out var prop, out var sw);\n                var p2 = properties.FirstOrDefault(x => x.name.Equals(prop, StringComparison.Ordinal));\n                if (p2 == null)\n                {\n                    displayName = parameterName2;\n                    parameterName2 = null;\n                }\n            }\n            \n            if (parameterName2 == null)\n            {\n                // parameter 1 must be a vector, no swizzles\n                // we're using zw as limits\n                var vectorProp = properties.FirstOrDefault(x => x.name.Equals(parameterName1, StringComparison.Ordinal));\n#if UNITY_6000_2_OR_NEWER                \n                if (vectorProp == null || vectorProp.propertyType != UnityEngine.Rendering.ShaderPropertyType.Vector)\n#else\n                if (vectorProp == null || vectorProp.type != MaterialProperty.PropType.Vector)\n#endif\n                {\n                    if(!isInline)\n                        EditorGUILayout.HelpBox(nameof(MinMaxDrawer) + \": Parameter is not a Vector property (\" + parameterName1 + \")\", MessageType.Error);\n                    return;\n                }\n\n                EditorGUI.showMixedValue = vectorProp.hasMixedValue;\n                var vec = vectorProp.vectorValue;\n                EditorGUI.BeginChangeCheck();\n\n                if (displayName == null)\n                    displayName = vectorProp.displayName;\n                \n                if(isInline)\n                    EditorGUI.MinMaxSlider(inlineRect, ref vec.x, ref vec.y, vec.z, vec.w);\n                else\n                    EditorGUILayout.MinMaxSlider(new GUIContent(parameters.ShowPropertyNames ? vectorProp.name + \".xy (z-w)\" : displayName, parameters.Tooltip), ref vec.x, ref vec.y, vec.z, vec.w);\n                \n                if (EditorGUI.EndChangeCheck())\n                {\n                    vectorProp.vectorValue = vec;\n                }\n\n                EditorGUI.showMixedValue = false;\n                return;\n            }\n\n            if (parameterName1 == null || parameterName2 == null) {\n                if(!isInline)\n                    EditorGUILayout.HelpBox(nameof(MinMaxDrawer) + \": Parameter names are incorrect (\" + parameterName1 + \", \" + parameterName2 + \"), all: \" + string.Join(\",\", parameters), MessageType.Error);\n                return;\n            }\n            \n            GetPropertyNameAndSwizzle(parameterName1, out var propertyName1, out var swizzle1);\n            GetPropertyNameAndSwizzle(parameterName2, out var propertyName2, out var swizzle2);\n            \n            var param1 = properties.FirstOrDefault(x => x.name.Equals(propertyName1, StringComparison.Ordinal));\n            var param2 = properties.FirstOrDefault(x => x.name.Equals(propertyName2, StringComparison.Ordinal));\n\n            if (param1 == null || param2 == null) {\n                if(!isInline)\n                    EditorGUILayout.HelpBox(nameof(MinMaxDrawer) + \": Parameter names are incorrect (\" + propertyName1 + \", \" + propertyName2 + \"), all: \" + string.Join(\",\", parameters), MessageType.Error);\n                return;\n            }\n            \n            float value1 = GetValue(param1, swizzle1);\n            float value2 = GetValue(param2, swizzle2);\n\n            if (displayName == null)\n                displayName = param1 == param2 ? param1.displayName : param1.displayName + \"-\" + param2.displayName;\n            \n            EditorGUI.BeginChangeCheck();\n            \n            if(isInline)\n                EditorGUI.MinMaxSlider(inlineRect, ref value1, ref value2, 0.0f, 1.0f);\n            else\n                EditorGUILayout.MinMaxSlider(new GUIContent(parameters.ShowPropertyNames \n                    ? (param1 == param2 \n                        ? param1.name + \".\" + swizzle1 + swizzle2 \n                        : param1.name + \".\" + swizzle1 + \"-\" + param2.name + \".\" + swizzle2) \n                    : displayName, parameters.Tooltip), ref value1, ref value2, 0.0f, 1.0f);\n            \n            if (EditorGUI.EndChangeCheck())\n            {\n                SetValue(param1, swizzle1, value1);\n                SetValue(param2, swizzle2, value2);\n            }\n        }\n\n        public override bool SupportsInlineDrawing => true;\n\n        public override void OnInlineDrawerGUI(Rect rect, MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            isInline = true;\n            inlineRect = rect;\n            OnDrawerGUI(materialEditor, properties, parameters);\n            isInline = false;\n        }\n\n        public override IEnumerable<MaterialProperty> GetReferencedProperties(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            var parameterName1 = parameters.Get(0, (string) null);\n            var parameterName2 = parameters.Get(1, (string) null);\n            if (parameterName2 != null && parameterName2.StartsWith(\"[\", StringComparison.Ordinal))\n                parameterName2 = null;\n            \n            if (parameterName1 != null && parameterName2 == null)\n            {\n                var vectorProp = properties.FirstOrDefault(x => x.name.Equals(parameterName1, StringComparison.Ordinal));\n#if UNITY_6000_2_OR_NEWER\n                if (vectorProp == null || vectorProp.propertyType != UnityEngine.Rendering.ShaderPropertyType.Vector)\n#else\n                if (vectorProp == null || vectorProp.type != MaterialProperty.PropType.Vector)\n#endif\n                    return null;\n\n                return new [] { vectorProp };\n            }\n\n            if (parameterName1 == null)\n                return null;\n            \n            GetPropertyNameAndSwizzle(parameterName1, out var propertyName1, out _);\n            GetPropertyNameAndSwizzle(parameterName2, out var propertyName2, out _);\n            \n            var param1 = properties.FirstOrDefault(x => x.name.Equals(propertyName1, StringComparison.Ordinal));\n            var param2 = properties.FirstOrDefault(x => x.name.Equals(propertyName2, StringComparison.Ordinal));\n            \n            if (param1 != null && param2 != null)\n                return new[] { param1, param2 };\n            if (param1 != null)\n                return new[] { param1 };\n            if (param2 != null)\n                return new[] { param2 };\n            return null;\n        }\n    }\n}"
  },
  {
    "path": "package/Editor/Drawers/MinMaxDrawer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f014211d17b98a7429b185cd4fc08d94\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "package/Editor/Drawers/MultiPropertyDrawer.cs",
    "content": "using System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public class MultiPropertyDrawer : MarkdownMaterialPropertyDrawer\n    {\n        public override void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            var controlRect = EditorGUILayout.GetControlRect(false, 18f);\n            \n            controlRect.xMin += EditorGUI.indentLevel * 15f;\n            var previousIndent = EditorGUI.indentLevel;\n            EditorGUI.indentLevel = 0;\n            OnInlineDrawerGUI(controlRect, materialEditor, properties, parameters);\n            EditorGUI.indentLevel = previousIndent;\n        }\n\n        public override IEnumerable<MaterialProperty> GetReferencedProperties(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            for (int i = 0; i < parameters.Count; i++)\n            {\n                yield return parameters.Get(i, properties);\n            }\n        }\n\n        public override bool SupportsInlineDrawing => true;\n\n        public override void OnInlineDrawerGUI(Rect rect, MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            // GUI.DrawTexture(rect, Texture2D.whiteTexture);\n\n            var entryCount = parameters.Count;\n            var partRect = rect;\n            partRect.width = partRect.width / entryCount - 5;\n            var previousWidth = EditorGUIUtility.labelWidth;\n            EditorGUIUtility.labelWidth = partRect.width / 3;\n            \n            for(int i = 0; i < parameters.Count; i++)\n            {\n                var param = parameters.Get(i, properties);\n                if (param == null)\n                {\n                    throw new System.ArgumentException(\"Parameter \" + i + \" is invalid: \" + parameters.Get(i, \"\"));\n                }\n#if UNITY_6000_2_OR_NEWER\n                if (param.propertyType == UnityEngine.Rendering.ShaderPropertyType.Texture)\n#else\n                if (param.type == MaterialProperty.PropType.Texture)\n#endif\n                {\n                    var miniTexRect = partRect;\n                    miniTexRect.width += 100;\n                    var prevWidth2 = EditorGUIUtility.labelWidth;\n                    EditorGUIUtility.labelWidth = partRect.width;\n                    materialEditor.TexturePropertyMiniThumbnail(miniTexRect, param, parameters.ShowPropertyNames ? param.name : param.displayName, null);\n                    EditorGUIUtility.labelWidth = prevWidth2;\n                }\n                else\n                {\n                    materialEditor.ShaderProperty(partRect, param, parameters.ShowPropertyNames ? param.name : param.displayName);\n                }\n                partRect.x += partRect.width + 5;\n            }\n\n            EditorGUIUtility.labelWidth = previousWidth;\n        }\n    }\n}\n"
  },
  {
    "path": "package/Editor/Drawers/MultiPropertyDrawer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66870b09573a3704f9601c94967f7865\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "package/Editor/Drawers/VectorSliderDrawer.cs",
    "content": "using System.Collections.Generic;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public class VectorSliderDrawer : MarkdownMaterialPropertyDrawer\n    {\n        public float minValue = 0, maxValue = 1;\n        \n        static string[] defaultParts = new[] {\"X\", \"Y\", \"Z\", \"W\"};\n        \n        public override void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            if (parameters.Count < 1)\n                throw new System.ArgumentException(\"No parameters to \" + nameof(VectorSliderDrawer) + \". Please provide a vector property name or one or more float property names.\");\n            var vectorProperty = parameters.Get(0, properties);\n            if (vectorProperty == null)\n                throw new System.ArgumentNullException(\"No property named \" + parameters.Get(0, \"\"));\n\n#if UNITY_6000_2_OR_NEWER\n            switch (vectorProperty.propertyType)\n#else\n            switch (vectorProperty.type)\n#endif\n            {\n#if UNITY_6000_2_OR_NEWER\n                case UnityEngine.Rendering.ShaderPropertyType.Vector:\n#else\n                case MaterialProperty.PropType.Vector:\n#endif\n                    OnDrawerGUI(materialEditor, vectorProperty, new GUIContent(parameters.ShowPropertyNames ? vectorProperty.name : vectorProperty.displayName, parameters.Tooltip));\n                    break;\n#if UNITY_6000_2_OR_NEWER\n                case UnityEngine.Rendering.ShaderPropertyType.Float:\n                case UnityEngine.Rendering.ShaderPropertyType.Range:\n#else\n                case MaterialProperty.PropType.Float:\n                case MaterialProperty.PropType.Range:\n#endif\n                    EditorGUILayout.LabelField(\"Vector Group\");\n                    EditorGUI.indentLevel++;\n                    for (int i = 0; i < parameters.Count; i++)\n                    {\n                        var param = parameters.Get(i, properties);\n                        if (param == null) {\n                            EditorGUILayout.HelpBox(\"Parameter \" + parameters.Get(i, (string)null) + \" does not exist.\", MessageType.Error);\n                            continue;\n                        }\n                        materialEditor.ShaderProperty(param, parameters.ShowPropertyNames ? param.name : param.displayName);\n                    }\n                    EditorGUI.indentLevel--;\n                    break;\n                default:\n                    throw new System.ArgumentException(\"Property \" + vectorProperty + \" isn't a vector or float property, can't draw sliders for it.\");\n            }\n        }\n\n        public void OnDrawerGUI(MaterialEditor materialEditor, MaterialProperty vectorProperty, GUIContent display)\n        {\n            if (vectorProperty.name.StartsWith(\"_Tile\", System.StringComparison.Ordinal) || vectorProperty.name.StartsWith(\"_Tiling\", System.StringComparison.Ordinal) || vectorProperty.name.EndsWith(\"_ST\", System.StringComparison.Ordinal))\n            {\n                var rect = EditorGUILayout.GetControlRect(true, 18 * 2);\n                materialEditor.BeginAnimatedCheck(rect, vectorProperty);\n                EditorGUI.BeginChangeCheck();\n                var newVector = MaterialEditor.TextureScaleOffsetProperty(rect, vectorProperty.vectorValue);\n                if (EditorGUI.EndChangeCheck())\n                    vectorProperty.vectorValue = newVector;\n                materialEditor.EndAnimatedCheck();\n                EditorGUILayout.Space(1);\n                return;\n            }\n            \n            var firstParen = display.text.IndexOf('(');\n            var lastParen = display.text.LastIndexOf(')');\n            string[] parts;\n            if (firstParen >= 0 && lastParen >= 0 && lastParen > firstParen)\n            {\n                var betweenParens = display.text.Substring(firstParen + 1, lastParen - firstParen - 1);\n                parts = betweenParens.Split(new []{',', ';'}, System.StringSplitOptions.RemoveEmptyEntries);\n                display.text = display.text.Substring(0, firstParen).Trim();\n            }\n            else\n            {\n                parts = defaultParts;\n            }\n\n            EditorGUILayout.LabelField(display);\n            EditorGUI.indentLevel++;\n            materialEditor.BeginAnimatedCheck(vectorProperty);\n            // we need to do our own OverridePropertyColor check as this seems to be broken for Vector4 properties in Unity.\n            if (OverridePropertyColor(materialEditor, \"material.\" + vectorProperty.name + \".x\", out var bgColor))\n                GUI.backgroundColor = bgColor;\n            EditorGUI.BeginChangeCheck();\n            var value = vectorProperty.vectorValue;\n            for (int i = 0; i < Mathf.Min(parts.Length, 4); i++)\n            {\n                materialEditor.BeginAnimatedCheck(vectorProperty);\n                var rect = EditorGUILayout.GetControlRect(true, 18f);\n                value[i] = EditorGUI.Slider(rect, parts[i].Trim(), value[i], minValue, maxValue);\n                materialEditor.EndAnimatedCheck();\n            }\n\n            if (EditorGUI.EndChangeCheck())\n                vectorProperty.vectorValue = value;\n            materialEditor.EndAnimatedCheck();\n            EditorGUI.indentLevel--;\n        }\n\n        // ReSharper disable InconsistentNaming\n        private static MethodInfo InAnimationRecording, IsPropertyCandidate;\n        // ReSharper restore InconsistentNaming\n        private static PropertyInfo rendererForAnimationMode; \n        // This is incredibly ugly, but seems Vector4 animation colors are broken in Unity,\n        // this gets them to work for our custom editor here.\n        bool OverridePropertyColor(MaterialEditor editor, string path, out Color color)\n        {\n            if (rendererForAnimationMode == null) rendererForAnimationMode = typeof(MaterialEditor).GetProperty(\"rendererForAnimationMode\", (BindingFlags) (-1));\n            if (InAnimationRecording == null) InAnimationRecording = typeof(AnimationMode).GetMethod(\"InAnimationRecording\", (BindingFlags) (-1));\n            if (IsPropertyCandidate == null) IsPropertyCandidate = typeof(AnimationMode).GetMethod(\"IsPropertyCandidate\", (BindingFlags) (-1));\n            \n            if (rendererForAnimationMode == null || InAnimationRecording == null || IsPropertyCandidate == null)\n            {\n                color = Color.white;\n                return false;\n            }\n            \n            var target = (Object) rendererForAnimationMode.GetValue(editor);\n            if (AnimationMode.IsPropertyAnimated(target, path))\n            {\n                color = AnimationMode.animatedPropertyColor;\n                if ((bool) InAnimationRecording.Invoke(null, null))\n                    color = AnimationMode.recordedPropertyColor;\n                else if ((bool) IsPropertyCandidate.Invoke(null, new object[]{ target, path }))\n                    color = AnimationMode.candidatePropertyColor;\n                return true;\n            }\n            \n            color = Color.white;\n            return false;\n        }\n        \n        public override IEnumerable<MaterialProperty> GetReferencedProperties(MaterialEditor materialEditor, MaterialProperty[] properties, DrawerParameters parameters)\n        {\n            var vectorProperty = parameters.Get(0, properties);\n            if (vectorProperty == null) return null;\n\n#if UNITY_6000_2_OR_NEWER\n            switch (vectorProperty.propertyType)\n#else\n            switch (vectorProperty.type)\n#endif\n            {\n#if UNITY_6000_2_OR_NEWER\n                case UnityEngine.Rendering.ShaderPropertyType.Vector:\n#else\n                case MaterialProperty.PropType.Vector:\n#endif\n                    return new[] { vectorProperty };\n#if UNITY_6000_2_OR_NEWER\n                case UnityEngine.Rendering.ShaderPropertyType.Float:\n                case UnityEngine.Rendering.ShaderPropertyType.Range:\n#else\n                case MaterialProperty.PropType.Float:\n                case MaterialProperty.PropType.Range:\n#endif\n                    var parameterList = new List<MaterialProperty>();\n                    for (int i = 0; i < parameters.Count; i++)\n                    {\n                        var param = parameters.Get(i, properties);\n                        if (param != null)\n                            parameterList.Add(param);\n                    }\n\n                    return parameterList;\n                default:\n                    return null;\n            }\n        }\n    }\n}"
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    "path": "package/Editor/Extensions/LogicExpressionParser.cs",
    "content": "#region License and Information\n/*****\n* LogicExpressionParser.cs\n* \n* This is basically a rewrite and improvement of the ExpressionParser i wrote\n* in 2014 (http://wiki.unity3d.com/index.php/ExpressionParser). It's main goal\n* is to allow to parse logic expressions which evaluate to true or false.\n* \n* \"Parse\"       - returns a LogicExpression instance. This should be used when\n*                 the expression should evaluate to a boolean expression.\n* \"ParseNumber\" - returns a NumberExpression instance. This should be used\n*                 when the expression should evaluate to a numeric value.\n* \n* Multiple expression objects can share one ExpressionContext which is \n* responsible for resolving variables and constants.\n* \n* \n* [History]\n* 2016.11.24 - project start\n* 2017.08.20 - first release version.\n* \n* [License]\n* Copyright (c) 2017 Markus Göbel (Bunny83)\n* \n* Permission is hereby granted, free of charge, to any person obtaining a copy\n* of this software and associated documentation files (the \"Software\"), to\n* deal in the Software without restriction, including without limitation the\n* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n* sell copies of the Software, and to permit persons to whom the Software is\n* furnished to do so, subject to the following conditions:\n* \n* The above copyright notice and this permission notice shall be included in\n* all copies or substantial portions of the Software.\n* \n* THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n* IN THE SOFTWARE.\n* \n*****/\n#endregion License and Information\nusing System;\nusing System.Collections.Generic;\n\nnamespace Needle.ShaderGraphMarkdown.LogicExpressionParser\n{\n    public interface ILogicResult\n    {\n        bool GetResult();\n    }\n    public interface INumberProvider\n    {\n        double GetNumber();\n    }\n    public interface ICommandParser\n    {\n        bool Parse(Parser aParser, string aCommand, out ValueProvider aResult);\n    }\n\n    #region logic gates\n    public class CombineAnd : ILogicResult\n    {\n        public List<ILogicResult> inputs = new List<ILogicResult>();\n\n        public bool GetResult()\n        {\n            for (int i = 0; i < inputs.Count; i++)\n                if (!inputs[i].GetResult())\n                    return false;\n            return true;\n        }\n    }\n    public class CombineOr : ILogicResult\n    {\n        public List<ILogicResult> inputs = new List<ILogicResult>();\n\n        public bool GetResult()\n        {\n            for (int i = 0; i < inputs.Count; i++)\n                if (inputs[i].GetResult())\n                    return true;\n            return false;\n        }\n    }\n    public class CombineXor : ILogicResult\n    {\n        public List<ILogicResult> inputs = new List<ILogicResult>();\n\n        public bool GetResult()\n        {\n            bool res = false;\n            for (int i = 0; i < inputs.Count; i++)\n                res ^= inputs[i].GetResult();\n            return res;\n        }\n    }\n    public class CombineNot : ILogicResult\n    {\n        public ILogicResult input;\n        public bool GetResult() { return !input.GetResult(); }\n    }\n    #endregion logic gates\n\n    #region Arithmetic gates\n\n    public class OperationAdd : INumberProvider\n    {\n        public List<INumberProvider> inputs = new List<INumberProvider>();\n\n        public double GetNumber()\n        {\n            double res = 0d;\n            for(int i = 0; i < inputs.Count; i++)\n                res += inputs[i].GetNumber();\n            return res;\n        }\n        public OperationAdd(params INumberProvider[] aInputs)\n        {\n            for(int i = 0;i < aInputs.Length; i++)\n            {\n                var add = aInputs[i] as OperationAdd;\n                if (add != null)\n                    inputs.AddRange(add.inputs);\n                else\n                    inputs.Add(aInputs[i]);\n            }\n        }\n    }\n\n    public class OperationNegate : INumberProvider\n    {\n        public INumberProvider input;\n        public double GetNumber()\n        {\n            return -input.GetNumber();\n        }\n        public OperationNegate(INumberProvider aInput)\n        {\n            input = aInput;\n        }\n    }\n\n    public class OperationProduct : INumberProvider\n    {\n        public List<INumberProvider> inputs = new List<INumberProvider>();\n\n        public double GetNumber()\n        {\n            double res = 1d;\n            for (int i = 0; i < inputs.Count; i++)\n                res *= inputs[i].GetNumber();\n            return res;\n        }\n        public OperationProduct(params INumberProvider[] aInputs)\n        {\n            for (int i = 0; i < aInputs.Length; i++)\n            {\n                var add = aInputs[i] as OperationProduct;\n                if (add != null)\n                    inputs.AddRange(add.inputs);\n                else\n                    inputs.Add(aInputs[i]);\n            }\n        }\n    }\n\n\n    public class OperationReciprocal : INumberProvider\n    {\n        public INumberProvider input;\n        public double GetNumber()\n        {\n            return 1d / input.GetNumber();\n        }\n        public OperationReciprocal(INumberProvider aInput)\n        {\n            input = aInput;\n        }\n    }\n\n    public class OperationPower : INumberProvider\n    {\n        public INumberProvider value;\n        public INumberProvider power;\n        public double GetNumber()\n        {\n            return Math.Pow(value.GetNumber(), power.GetNumber());\n        }\n        public OperationPower(INumberProvider aValue, INumberProvider aPower)\n        {\n            value = aValue;\n            power = aPower;\n        }\n    }\n    public class CustomFunction : INumberProvider\n    {\n        private Func<ParameterList, double> m_Func;\n        private ParameterList m_Params;\n        public CustomFunction(Func<ParameterList, double> aFunc, ParameterList aParams)\n        {\n            m_Func = aFunc;\n            m_Params = aParams;\n        }\n        public double GetNumber()\n        {\n            return m_Func(m_Params);\n        }\n    }\n\n\n\n    #endregion Arithmetic gates\n\n    #region compare gates\n    public abstract class CompareStatement : ILogicResult\n    {\n        public bool GetResult() {  return Compare(op1.GetNumber(), op2.GetNumber()); }\n        public INumberProvider op1;\n        public INumberProvider op2;\n        protected abstract bool Compare(double aOp1, double aOp2);\n    }\n    public class CompareEqual : CompareStatement\n    {\n        protected override bool Compare(double aOp1, double aOp2) { return aOp1 == aOp2; }\n    }\n    public class CompareNotEqual : CompareStatement\n    {\n        protected override bool Compare(double aOp1, double aOp2) { return aOp1 != aOp2; }\n    }\n    public class CompareGreater : CompareStatement\n    {\n        protected override bool Compare(double aOp1, double aOp2) { return aOp1 > aOp2; }\n    }\n    public class CompareGreaterOrEqual : CompareStatement\n    {\n        protected override bool Compare(double aOp1, double aOp2) { return aOp1 >= aOp2; }\n    }\n    public class CompareLower : CompareStatement\n    {\n        protected override bool Compare(double aOp1, double aOp2) { return aOp1 < aOp2; }\n    }\n    public class CompareLowerOrEqual : CompareStatement\n    {\n        protected override bool Compare(double aOp1, double aOp2) { return aOp1 <= aOp2; }\n    }\n    #endregion compare gates\n\n    #region value providers\n    public class ConstantNumber : INumberProvider\n    {\n        public double constantValue;\n        public double GetNumber() { return constantValue; }\n    }\n    public class ConstantBool : ILogicResult\n    {\n        public bool constantValue;\n        public bool GetResult() { return constantValue; }\n    }\n    public class DelegateNumber : INumberProvider\n    {\n        public System.Func<double> callback;\n        public double GetNumber() { return callback(); }\n    }\n    public class DelegateBool : ILogicResult\n    {\n        public Func<bool> callback;\n        public bool GetResult() { return callback(); }\n    }\n    public class NumberToBool : ILogicResult\n    {\n        public INumberProvider val;\n        public bool GetResult() { return val.GetNumber() > 0; }\n    }\n    public class BoolToNumber : INumberProvider\n    {\n        public ILogicResult val;\n        public double GetNumber() { return val.GetResult() ? 1d : 0d; }\n    }\n\n    public class ValueProvider : INumberProvider, ILogicResult\n    {\n        protected ILogicResult m_BoolVal = null;\n        protected INumberProvider m_NumberVal = null;\n        public virtual double GetNumber()\n        {\n            if (m_NumberVal != null)\n                return m_NumberVal.GetNumber();\n            if (m_BoolVal != null)\n                return m_BoolVal.GetResult() ? 1 : 0;\n            return 0d;\n        }\n        public virtual bool GetResult()\n        {\n            if (m_BoolVal != null)\n                return m_BoolVal.GetResult();\n            if (m_NumberVal != null)\n                return m_NumberVal.GetNumber() > 0d;\n            return false;\n        }\n        public virtual void Set(bool aValue)\n        {\n            var tmp = m_BoolVal as ConstantBool;\n            if (tmp == null)\n                tmp = new ConstantBool();\n            tmp.constantValue = aValue;\n            m_BoolVal = tmp;\n            m_NumberVal = null;\n        }\n        public virtual void Set(double aValue)\n        {\n            var tmp = m_NumberVal as ConstantNumber;\n            if (tmp == null)\n                tmp = new ConstantNumber();\n            tmp.constantValue = aValue;\n            m_NumberVal = tmp;\n            m_BoolVal = null;\n        }\n        public virtual void Set(Func<bool> aValue)\n        {\n            var tmp = m_BoolVal as DelegateBool;\n            if (tmp == null)\n                tmp = new DelegateBool();\n            tmp.callback = aValue;\n            m_BoolVal = tmp;\n            m_NumberVal = null;\n        }\n        public virtual void Set(Func<double> aValue)\n        {\n            var tmp = m_NumberVal as DelegateNumber;\n            if (tmp == null)\n                tmp = new DelegateNumber();\n            tmp.callback = aValue;\n            m_NumberVal = tmp;\n            m_BoolVal = null;\n        }\n    }\n\n    public class ExpressionVariable : ValueProvider\n    {\n        public string Name { get; private set; }\n        public ExpressionVariable(string aName)\n        {\n            Name = aName;\n        }\n    }\n\n    public class ParameterList : INumberProvider\n    {\n        public List<INumberProvider> inputs = new List<INumberProvider>();\n        public ParameterList() { }\n        public ParameterList(INumberProvider aNumber)\n        {\n            inputs.Add(aNumber);\n        }\n        public double GetNumber()\n        {\n            if (inputs.Count > 0)\n                return inputs[0].GetNumber();\n            return 0d;\n        }\n        public double this[int aIndex]\n        {\n            get\n            {\n                if (aIndex < 0 || aIndex >= inputs.Count)\n                    return 0d;\n                return inputs[aIndex].GetNumber();\n            }\n        }\n        public bool Exists(int aIndex)\n        {\n            return aIndex < inputs.Count && aIndex >= 0;\n        }\n    }\n\n    public class LogicExpression : ILogicResult\n    {\n        public bool GetResult() { return expressionTree.GetResult(); }\n        public ExpressionContext Context { get { return context; } }\n        protected ILogicResult expressionTree;\n        protected ExpressionContext context;\n        public ExpressionVariable this[string aVarName]\n        {\n            get\n            {\n                return context[aVarName];\n            }\n        }\n        public LogicExpression(ILogicResult aExpressionTree, ExpressionContext aContext)\n        {\n            expressionTree = aExpressionTree;\n            context = aContext;\n        }\n    }\n\n    public class NumberExpression : INumberProvider\n    {\n        public double GetNumber() { return expressionTree.GetNumber(); }\n        public ExpressionContext Context { get { return context; } }\n        protected INumberProvider expressionTree;\n        protected ExpressionContext context;\n        public ExpressionVariable this[string aVarName]\n        {\n            get\n            {\n                return context[aVarName];\n            }\n        }\n        public NumberExpression(INumberProvider aExpressionTree, ExpressionContext aContext)\n        {\n            expressionTree = aExpressionTree;\n            context = aContext;\n        }\n    }\n\n    #endregion value providers\n\n    #region Expression & Parsing Context\n    public class ExpressionContext\n    {\n        public Dictionary<string, ExpressionVariable> Variables => variables;\n        protected Dictionary<string, ExpressionVariable> variables = new Dictionary<string, ExpressionVariable>();\n        public ExpressionContext() : this(true) { }\n        public ExpressionContext(bool aAddDefaultConstants)\n        {\n            if (aAddDefaultConstants)\n                AddMathConstants();\n        }\n        public void AddMathConstants()\n        {\n            this[\"e\"].Set(Math.E);\n            this[\"pi\"].Set(Math.PI);\n            this[\"r2d\"].Set(180d / Math.PI);\n            this[\"d2r\"].Set(Math.PI / 180d);\n        }\n        public virtual ExpressionVariable FindVariable(string aVarName)\n        {\n            ExpressionVariable res;\n            if (variables.TryGetValue(aVarName, out res))\n            {\n                return res;\n            }\n            return null;\n        }\n        public virtual ExpressionVariable GetVariable(string aVarName)\n        {\n            ExpressionVariable res;\n            if (!variables.TryGetValue(aVarName, out res))\n            {\n                res = new ExpressionVariable(aVarName);\n                variables.Add(res.Name, res);\n            }\n            return res;\n        }\n        public virtual ExpressionVariable this[string aVarName]\n        {\n            get\n            {\n                return GetVariable(aVarName);\n            }\n        }\n    }\n\n    public class ParsingContext\n    {\n        private List<string> m_BracketHeap = new List<string>();\n        private List<ValueProvider> m_Commands = new List<ValueProvider>();\n        private List<ICommandParser> m_CommandParser = new List<ICommandParser>();\n        private Dictionary<string, Func<ParameterList, double>> m_Functions = new Dictionary<string, Func<ParameterList, double>>();\n        public ParsingContext() : this(true) { }\n        public ParsingContext(bool aAddMathMethods)\n        {\n            if (aAddMathMethods)\n                AddMathFunctions();\n        }\n        public void AddMathFunctions()\n        {\n            var rnd = new System.Random();\n            AddFunction(\"sin\", (p) => Math.Sin(p[0]));\n            AddFunction(\"cos\", (p) => Math.Cos(p[0]));\n            AddFunction(\"tan\", (p) => Math.Tan(p[0]));\n            AddFunction(\"asin\", (p) => Math.Asin(p[0]));\n            AddFunction(\"acos\", (p) => Math.Acos(p[0]));\n            AddFunction(\"atan\", (p) => Math.Atan(p[0]));\n            AddFunction(\"atan2\", (p) => Math.Atan2(p[0], p[1]));\n\n            AddFunction(\"abs\", (p) => Math.Abs(p[0]));\n            AddFunction(\"floor\", (p) => Math.Floor(p[0]));\n            AddFunction(\"ceil\", (p) => Math.Ceiling(p[0]));\n            AddFunction(\"round\", (p) => Math.Round(p[0]));\n            AddFunction(\"min\", (p) => Math.Min(p[0], p[1]));\n            AddFunction(\"max\", (p) => Math.Max(p[0], p[1]));\n\n            AddFunction(\"exp\", (p) => Math.Exp(p[0]));\n            AddFunction(\"ln\", (p) => Math.Log(p[0]));\n            AddFunction(\"log10\", (p) => Math.Log10(p[0]));\n            AddFunction(\"sqrt\", (p) => Math.Sqrt(p[0]));\n            AddFunction(\"pow\", (p) => Math.Pow(p[0], p[1]));\n\n            AddFunction(\"lerp\", (p) => { var s = p[0]; return s + (p[1] - s) * p[2]; });\n            AddFunction(\"rand\", (p) => {\n                var p0 = p[0];\n                if (p.Exists(1))\n                    return p0 + rnd.NextDouble()*(p[1]-p0);\n                else\n                    return rnd.NextDouble()*p[0];\n            });\n            AddFunction(\"clamp\", (p) => {\n                var p0 = p[0];\n                var p1 = p[0];\n                var p2 = p[0];\n                return p0 < p1 ? p1 : (p0 > p2) ? p2 : p0;\n            });\n            AddFunction(\"clamp01\", (p) => {\n                var p0 = p[0];\n                return p0 < 0d ? 0d : (p0 > 1d) ? 1d : p0;\n            });\n        }\n        public static int FindClosingBracket(string aText, int aStart, char aOpen, char aClose)\n        {\n            int counter = 0;\n            for (int i = aStart; i < aText.Length; i++)\n            {\n                if (aText[i] == aOpen)\n                    counter++;\n                if (aText[i] == aClose)\n                    counter--;\n                if (counter == 0)\n                    return i;\n            }\n            return -1;\n        }\n        private void SubstitudeBracket(ref string aExpression, int aIndex)\n        {\n            int closing = FindClosingBracket(aExpression, aIndex, '(', ')');\n            if (closing > aIndex + 1)\n            {\n                string inner = aExpression.Substring(aIndex + 1, closing - aIndex - 1);\n                m_BracketHeap.Add(inner);\n                string sub = \"$B\" + (m_BracketHeap.Count - 1) + \";\";\n                aExpression = aExpression.Substring(0, aIndex) + sub + aExpression.Substring(closing + 1);\n            }\n            else throw new ParseException(\"Bracket not closed!\");\n        }\n        private void SubstitudeCommand(Parser aParser, ref string aExpression, int aIndex)\n        {\n            int closing = FindClosingBracket(aExpression, aIndex, '{', '}');\n            if (closing > aIndex + 1)\n            {\n                string inner = aExpression.Substring(aIndex + 1, closing - aIndex - 1).Trim();\n                string sub = \"$C\" + (m_Commands.Count) + \";\";\n                m_Commands.Add(ParseCommand(aParser, inner));\n                aExpression = aExpression.Substring(0, aIndex) + sub + aExpression.Substring(closing + 1);\n            }\n            else throw new ParseException(\"Bracket not closed!\");\n        }\n\n        protected virtual ValueProvider ParseCommand(Parser aParser, string aCommand)\n        {\n            for (int i = 0; i < m_CommandParser.Count; i++)\n            {\n                ValueProvider result;\n                if (m_CommandParser[i].Parse(aParser, aCommand, out result))\n                    return result;\n            }\n            return new ValueProvider();\n        }\n\n        public virtual void Preprocess(Parser aParser, ref string aExpression)\n        {\n            aExpression = aExpression.Trim();\n            int index = aExpression.IndexOf('{');\n            while (index >= 0)\n            {\n                SubstitudeCommand(aParser, ref aExpression, index);\n                index = aExpression.IndexOf('{');\n            }\n            index = aExpression.IndexOf('(');\n            while (index >= 0)\n            {\n                SubstitudeBracket(ref aExpression, index);\n                index = aExpression.IndexOf('(');\n            }\n        }\n        private bool ParseToken(ref string aExpression, out char aTokenType, out int aIndex)\n        {\n            int index2a = aExpression.IndexOf('$');\n            int index2b = aExpression.IndexOf(';');\n            if (index2a >= 0 && index2b >= 3)\n            {\n                aTokenType = aExpression[index2a + 1];\n                var inner = aExpression.Substring(index2a + 2, index2b - index2a - 2);\n\n                if (int.TryParse(inner, out aIndex) && aIndex >= 0)\n                {\n                    return true;\n                }\n                else\n                    throw new ParseException(\"Can't parse bracket substitution token\");\n            }\n            aTokenType = '\\0';\n            aIndex = -1;\n            return false;\n        }\n        public string GetBracket(ref string aExpression)\n        {\n            char type;\n            int index;\n            if (ParseToken(ref aExpression, out type, out index) && type == 'B' && index < m_BracketHeap.Count)\n                return m_BracketHeap[index];\n            return null;\n        }\n        public ValueProvider GetCommand(ref string aExpression)\n        {\n            char type;\n            int index;\n            if (ParseToken(ref aExpression, out type, out index) && type == 'C' && index < m_Commands.Count)\n                return m_Commands[index];\n            return null;\n        }\n\n        public Func<ParameterList, double> GetFunction(string fName)\n        {\n            Func<ParameterList, double> f;\n            if (m_Functions.TryGetValue(fName, out f))\n                return f;\n            return null;\n        }\n        public void AddFunction(string aName, Func<ParameterList, double> aFunc)\n        {\n            if (m_Functions.ContainsKey(aName))\n                m_Functions[aName] = aFunc;\n            else\n                m_Functions.Add(aName, aFunc);\n        }\n    }\n    #endregion Expression & Parsing Context\n\n    public class Parser\n    {\n        private ParsingContext m_ParsingContext;\n        private ExpressionContext context;\n        public ParsingContext ParsingContext { get { return m_ParsingContext; } set { m_ParsingContext = value; } }\n        public ExpressionContext ExpressionContext { get { return context; } set { context = value; } }\n\n        public Parser() : this(new ParsingContext(), new ExpressionContext()) { }\n        public Parser(ParsingContext aParsingContext) : this(aParsingContext, new ExpressionContext()) { }\n        public Parser(ParsingContext aParsingContext, ExpressionContext context)\n        {\n            this.context = context;\n            m_ParsingContext = aParsingContext;\n        }\n\n        private ILogicResult ParseLogicResult(string aExpression, int aMaxRecursion)\n        {\n            --aMaxRecursion;\n            m_ParsingContext.Preprocess(this, ref aExpression);\n            aExpression = aExpression.Trim();\n            if (aExpression.Contains(\" or \"))\n            {\n                string[] parts = aExpression.Split(new string[] { \" or \" }, StringSplitOptions.None);\n                List<ILogicResult> exp = new List<ILogicResult>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(ParseLogicResult(s, aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new CombineOr { inputs = exp };\n            }\n            else if (aExpression.Contains(\"||\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \"||\" }, StringSplitOptions.None);\n                List<ILogicResult> exp = new List<ILogicResult>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(ParseLogicResult(s, aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new CombineOr { inputs = exp };\n            }\n            if (aExpression.Contains(\" xor \"))\n            {\n                string[] parts = aExpression.Split(new string[] { \" xor \" }, StringSplitOptions.None);\n                List<ILogicResult> exp = new List<ILogicResult>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(ParseLogicResult(s, aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new CombineXor { inputs = exp };\n            }\n            else if (aExpression.Contains(\"^\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \"^\" }, StringSplitOptions.None);\n                List<ILogicResult> exp = new List<ILogicResult>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(ParseLogicResult(s, aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new CombineXor { inputs = exp };\n            }\n            else if (aExpression.Contains(\" and \"))\n            {\n                string[] parts = aExpression.Split(new string[] { \" and \" }, StringSplitOptions.None);\n                List<ILogicResult> exp = new List<ILogicResult>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(ParseLogicResult(s, aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new CombineAnd { inputs = exp };\n            }\n            else if (aExpression.Contains(\"&&\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \"&&\" }, StringSplitOptions.None);\n                List<ILogicResult> exp = new List<ILogicResult>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(ParseLogicResult(s, aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new CombineAnd { inputs = exp };\n            }\n            else if (aExpression.Contains(\"==\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \"==\" }, StringSplitOptions.RemoveEmptyEntries);\n                if (parts.Length != 2)\n                    throw new ParseException(\"== operator needs an expression on either side\");\n                return new CompareEqual { op1 = ParseNumber(parts[0].Trim(), aMaxRecursion), op2 = ParseNumber(parts[1].Trim(), aMaxRecursion) };\n            }\n            else if (aExpression.Contains(\"!=\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \"!=\" }, StringSplitOptions.RemoveEmptyEntries);\n                if (parts.Length != 2)\n                    throw new ParseException(\"!= operator needs an expression on either side\");\n                return new CompareNotEqual { op1 = ParseNumber(parts[0].Trim(), aMaxRecursion), op2 = ParseNumber(parts[1].Trim(), aMaxRecursion) };\n            }\n            else if (aExpression.Contains(\">=\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \">=\" }, StringSplitOptions.RemoveEmptyEntries);\n                if (parts.Length != 2)\n                    throw new ParseException(\">= operator needs an expression on either side\");\n                return new CompareGreaterOrEqual { op1 = ParseNumber(parts[0].Trim(), aMaxRecursion), op2 = ParseNumber(parts[1].Trim(), aMaxRecursion) };\n            }\n            else if (aExpression.Contains(\">\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \">\" }, StringSplitOptions.RemoveEmptyEntries);\n                if (parts.Length != 2)\n                    throw new ParseException(\"> operator needs an expression on either side\");\n                return new CompareGreater { op1 = ParseNumber(parts[0].Trim(), aMaxRecursion), op2 = ParseNumber(parts[1].Trim(), aMaxRecursion) };\n            }\n            else if (aExpression.Contains(\"<=\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \"<=\" }, StringSplitOptions.RemoveEmptyEntries);\n                if (parts.Length != 2)\n                    throw new ParseException(\"<= operator needs an expression on either side\");\n                return new CompareLowerOrEqual { op1 = ParseNumber(parts[0].Trim(), aMaxRecursion), op2 = ParseNumber(parts[1].Trim(), aMaxRecursion) };\n            }\n            else if (aExpression.Contains(\"<\"))\n            {\n                string[] parts = aExpression.Split(new string[] { \"<\" }, StringSplitOptions.RemoveEmptyEntries);\n                if (parts.Length != 2)\n                    throw new ParseException(\"< operator needs an expression on either side\");\n                return new CompareLower { op1 = ParseNumber(parts[0].Trim(), aMaxRecursion), op2 = ParseNumber(parts[1].Trim(), aMaxRecursion) };\n            }\n            else if (aExpression.StartsWith(\"not \"))\n            {\n                return new CombineNot {  input = ParseLogicResult(aExpression.Substring(4), aMaxRecursion) };\n            }\n            else if (aExpression.StartsWith(\"!\"))\n            {\n                return new CombineNot { input = ParseLogicResult(aExpression.Substring(1), aMaxRecursion) };\n            }\n            else if (aExpression == \"true\")\n            {\n                return new ConstantBool { constantValue = true };\n            }\n            else if (aExpression == \"false\")\n            {\n                return new ConstantBool { constantValue = false };\n            }\n\n\n            string bracketContent = m_ParsingContext.GetBracket(ref aExpression);\n            if (!string.IsNullOrEmpty(bracketContent))\n            {\n                return ParseLogicResult(bracketContent, aMaxRecursion);\n            }\n            ValueProvider value = m_ParsingContext.GetCommand(ref aExpression);\n            if (value != null)\n            {\n                return value;\n            }\n\n            if (ValidIdentifier(aExpression))\n            {\n                return context.GetVariable(aExpression.Trim());\n            }\n\n            if (aMaxRecursion > 0)\n                return new NumberToBool { val = ParseNumber(aExpression, aMaxRecursion) };\n            throw new ParseException(\"Unexpected end / expression\");\n        } // ParseLogicResult(string, int)\n\n        private INumberProvider ParseNumber(string aExpression, int aMaxRecursion)\n        {\n            --aMaxRecursion;\n            m_ParsingContext.Preprocess(this, ref aExpression);\n            aExpression = aExpression.Trim();\n            if (aExpression.Contains(\",\"))\n            {\n                string[] parts = aExpression.Split(',');\n                var paramList = new ParameterList();\n                paramList.inputs.Capacity = parts.Length;\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        paramList.inputs.Add(ParseNumber(s, aMaxRecursion));\n                }\n                if (paramList.inputs.Count == 1)\n                    return paramList.inputs[0];\n                return paramList;\n            }\n            else if (aExpression.Contains(\"+\"))\n            {\n                string[] parts = aExpression.Split('+');\n                List<INumberProvider> exp = new List<INumberProvider>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(ParseNumber(s, aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new OperationAdd(exp.ToArray());\n            }\n            else if (aExpression.Contains(\"-\"))\n            {\n                string[] parts = aExpression.Split('-');\n                List<INumberProvider> exp = new List<INumberProvider>(parts.Length);\n                if (!string.IsNullOrEmpty(parts[0].Trim()))\n                    exp.Add(ParseNumber(parts[0], aMaxRecursion));\n                for (int i = 1; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(new OperationNegate(ParseNumber(s, aMaxRecursion)));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new OperationAdd(exp.ToArray());\n            }\n            else if (aExpression.Contains(\"*\"))\n            {\n                string[] parts = aExpression.Split('*');\n                List<INumberProvider> exp = new List<INumberProvider>(parts.Length);\n                for (int i = 0; i < parts.Length; i++)\n                {\n                    exp.Add(ParseNumber(parts[i], aMaxRecursion));\n                }\n                if (exp.Count == 1)\n                    return exp[0];\n                return new OperationProduct(exp.ToArray());\n            }\n            else if (aExpression.Contains(\"/\"))\n            {\n                string[] parts = aExpression.Split('/');\n                List<INumberProvider> exp = new List<INumberProvider>(parts.Length);\n                if (!string.IsNullOrEmpty(parts[0].Trim()))\n                    exp.Add(ParseNumber(parts[0], aMaxRecursion));\n                for (int i = 1; i < parts.Length; i++)\n                {\n                    string s = parts[i].Trim();\n                    if (!string.IsNullOrEmpty(s))\n                        exp.Add(new OperationReciprocal(ParseNumber(s, aMaxRecursion)));\n                }\n                return new OperationProduct(exp.ToArray());\n            }\n            else if (aExpression.Contains(\"^\"))\n            {\n                int pos = aExpression.IndexOf('^');\n                var val = ParseNumber(aExpression.Substring(0, pos), aMaxRecursion);\n                var pow = ParseNumber(aExpression.Substring(pos + 1), aMaxRecursion);\n                return new OperationPower(val, pow);\n            }\n\n            int p = aExpression.IndexOf(\"$B\", StringComparison.Ordinal);\n            if (p > 0)\n            {\n                string fName = aExpression.Substring(0, p).Trim();\n                Func<ParameterList, double> func = m_ParsingContext.GetFunction(fName);\n                if (func != null)\n                {\n                    aExpression = aExpression.Substring(p);\n                    string inner = m_ParsingContext.GetBracket(ref aExpression);\n                    var param = ParseNumber(inner, aMaxRecursion);\n                    if (param is ParameterList)\n                        return new CustomFunction(func, (ParameterList)param);\n                    return new CustomFunction(func, new ParameterList(param));\n                }\n            }\n            string bracketContent = m_ParsingContext.GetBracket(ref aExpression);\n\n            if (!string.IsNullOrEmpty(bracketContent))\n            {\n                return ParseNumber(bracketContent, aMaxRecursion);\n            }\n            ValueProvider value = m_ParsingContext.GetCommand(ref aExpression);\n            if (value != null)\n            {\n                return value;\n            }\n\n            double doubleValue;\n            if (double.TryParse(aExpression.Trim(), out doubleValue))\n            {\n                return new ConstantNumber { constantValue = doubleValue };\n            }\n\n            if (ValidIdentifier(aExpression))\n            {\n                return context.GetVariable(aExpression.Trim());\n            }\n\n            if (aMaxRecursion > 0)\n                return new BoolToNumber { val = ParseLogicResult(aExpression, aMaxRecursion) };\n            throw new ParseException(\"Unexpected end / expression\");\n        } //ParseNumber(string, int)\n\n        public LogicExpression Parse(string aExpressionString, ExpressionContext aContext = null)\n        {\n            var old = context;\n            if (aContext != null)\n                context = aContext;\n            ILogicResult tree = ParseLogicResult(aExpressionString, 20);\n            LogicExpression res = new LogicExpression(tree, context);\n            if (aContext != null)\n                context = old;\n            return res;\n        }\n\n        public NumberExpression ParseNumber(string aExpressionString, ExpressionContext aContext = null)\n        {\n            var old = context;\n            if (aContext != null)\n                context = aContext;\n            INumberProvider tree = ParseNumber(aExpressionString, 20);\n            NumberExpression res = new NumberExpression(tree, context);\n            if (aContext != null)\n                context = old;\n            return res;\n        }\n\n        private static bool ValidIdentifier(string aExpression)\n        {\n            aExpression = aExpression.Trim();\n            if (string.IsNullOrEmpty(aExpression))\n                return false;\n            if (aExpression.Length < 1)\n                return false;\n            if (aExpression.Contains(\" \"))\n                return false;\n            //if (!\"abcdefghijklmnopqrstuvwxyz_\".Contains(aExpression.Substring(0, 1).ToLower()))\n            //    return false;\n            // this is better for performance and garbage generation\n            char firstLetter = char.ToLower(aExpression[0]);\n            if (firstLetter != '_' && (firstLetter < 'a' || firstLetter > 'z'))\n                return false;\n            return true;\n        }\n    }\n\n    public class ParseException : Exception\n    {\n        public ParseException(string aMessage) : base(aMessage) { }\n    }\n}\n"
  },
  {
    "path": "package/Editor/Extensions/LogicExpressionParser.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 71cf27b2ba1037a4f8f154d1914b490a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "package/Editor/Extensions/ShaderRefactoringWindow.cs",
    "content": "#if UNITY_2020_3_OR_NEWER\n#define HAVE_UITOOLKIT_HELPBOX\n#endif\n\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.Rendering;\nusing UnityEngine.UIElements;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public class ShaderRefactoringWindow : EditorWindow\n    {\n        public ShaderRefactoringData data;\n\n        [MenuItem(\"Window/Needle/Refactor Shader Properties\")]\n        private static void ShowWindow()\n        {\n            Show(\"\", \"\");\n        }\n\n        private static Texture2D iconHelp;\n        private void ShowButton(Rect rect)\n        {\n            if(!iconHelp) iconHelp = EditorGUIUtility.IconContent(\"icons/_help\" + (EditorGUIUtility.pixelsPerPoint > 1.0 ? \"@2x\" : \"\") + \".png\").image as Texture2D;\n            if (GUI.Button(rect, new GUIContent(iconHelp), \"IconButton\"))\n                EditorUtility.OpenWithDefaultApp(MarkdownShaderGUI.PropertyRefactorDocumentationUrl);\n        }\n        \n        [MenuItem(\"CONTEXT/Material/Refactor Shader Properties\", false, 701)]\n        [MenuItem(\"CONTEXT/Shader/Refactor Shader Properties\", false, 701)]\n        private static void ShowFromContextMenu(MenuCommand command)\n        {\n            // TODO can we figure out which material property is currently selected?\n            // Debug.Log(\"Keyboard Control: \" + GUIUtility.keyboardControl);\n            \n            // TODO can we add a context menu to each property?\n            if(command.context is Material mat0)\n                Show(AssetDatabase.GetAssetPath(mat0.shader), \"\");\n            if(command.context is Shader shader0)\n                Show(AssetDatabase.GetAssetPath(shader0), \"\");\n            if (Selection.activeObject is Material material1)\n                Show(AssetDatabase.GetAssetPath(material1.shader), \"\");\n            if (Selection.activeObject is Shader shader1)\n                Show(AssetDatabase.GetAssetPath(shader1), \"\");\n        }\n        \n        public static void Show(string shaderAssetPath, string inputReferenceName)\n        {\n            var wnd = GetWindow<ShaderRefactoringWindow>();\n            wnd.data = new ShaderRefactoringData()\n            {\n                shaderPath = shaderAssetPath,\n                shader = AssetDatabase.LoadAssetAtPath<Shader>(shaderAssetPath),\n                refactoringData = new List<ShaderPropertyRefactoringData>()\n                {\n                    new ShaderPropertyRefactoringData()\n                    {\n                        sourceReferenceName = inputReferenceName, \n                        targetReferenceName = inputReferenceName\n                    }\n                },\n            };\n            wnd.minSize = new Vector2(800, 200);\n            wnd.Show();\n        }\n\n        private static List<T> GetAllAssets<T>() where T:UnityEngine.Object\n        {\n            return AssetDatabase\n                .FindAssets(\"t:\" + typeof(T).Name)\n                .Select(AssetDatabase.GUIDToAssetPath)\n                .SelectMany(AssetDatabase.LoadAllAssetsAtPath)\n                .Where(x => x && x.GetType() == typeof(T))\n                .Select(x => (T) x)\n                .ToList();\n        }\n\n        class StringPropertyFieldWithDropdown : VisualElement\n        {\n            public StringPropertyFieldWithDropdown(ShaderRefactoringWindow window, SerializedObject so, SerializedProperty prop, string label, Action dropdownEvent, Action changeEvent)\n            {\n                style.flexDirection = FlexDirection.Row;\n                var refactorFrom = new PropertyField(prop, label) { style = { flexGrow = 1 } };\n#if UNITY_2020_2_OR_NEWER\n                refactorFrom.RegisterValueChangeCallback(evt => changeEvent?.Invoke());\n#else\n                refactorFrom.RegisterCallback<ChangeEvent<UnityEngine.Object>>(evt => changeEvent?.Invoke());\n#endif\n                refactorFrom.Bind(so);\n                Add(refactorFrom);\n                var btn = new Button(dropdownEvent) { tooltip = \"Select Property\", style = { paddingLeft = 1, paddingRight = 1 } };\n                var btnContent = new VisualElement();\n                btnContent.AddToClassList(\"unity-base-popup-field__arrow\");\n                btn.Add(btnContent);\n                Add(btn);\n            }\n        }        \n        \n        private VisualElement popupFieldContainer;\n        private SerializedObject so;\n\n        private static readonly List<(string referenceName, string displayName)> commonNamePairs = new List<(string, string)>()\n        {\n            (\"BiRP/_MainTex\", \"Albedo\"),\n            (\"BiRP/_BumpMap\", \"Normal Map\"),\n            (\"BiRP/_Color\", \"Color\"),\n            (\"URP/_BaseMap\", \"Albedo\"),\n            (\"URP/_BumpMap\", \"Normal Map\"),\n            (\"URP/_BaseColor\", \"Color\"),\n            (\"HDRP/_BaseColorMap\", \"Albedo\"),\n            (\"HDRP/_BumpMap\", \"Normal Map\"),\n            (\"HDRP/_BaseColor\", \"Color\"),\n            (\"_Smoothness\", \"Smoothness\"),\n            (\"_Metallic\", \"Metallic\"),\n            (\"_Cutoff\", \"Alpha Cutoff\"),\n        };\n\n        private void AddPropertyItem()\n        {\n            \n        }\n        \n        private void CreateGUI()\n        {\n            titleContent = new GUIContent(\"Refactor Shader Properties\");\n            var splitter = new VisualElement() { style = { flexDirection = FlexDirection.Row } };\n            var left = new VisualElement() { style = { width = Length.Percent(50), marginRight = 20 } };\n            var right = new VisualElement() { style = { width = Length.Percent(50), marginLeft = 20  } };\n            \n            var rightActionsContainer = new VisualElement();\n            var leftActionsContainer = new VisualElement();\n            \n            if (so == null || so.targetObject != this)\n                so = new SerializedObject(this);\n            so.Update();\n            var prop = so.FindProperty(nameof(data));\n            var propField = new PropertyField(prop.FindPropertyRelative(nameof(ShaderRefactoringData.shader)));\n// #if UNITY_2020_2_OR_NEWER\n//             propField.RegisterValueChangeCallback(evt => UpdatePopupField());\n// #else\n//             propField.RegisterCallback<ChangeEvent<UnityEngine.Object>>(evt => UpdatePopupField());\n// #endif\n            propField.Bind(so);\n            var splitter2 = new VisualElement() { style = { flexDirection = FlexDirection.Row } };\n            splitter2.Add(propField);\n            \n            // List implementation\n            var list = new ListView(data.refactoringData, 24, \n            makeItem: () =>\n            {\n                var splitter3 = new VisualElement() { style = { flexDirection = FlexDirection.Row } };\n                var left2 = new VisualElement() { style = { width = Length.Percent(50), marginRight = 20 }, name = \"LeftSection\" };\n                var right2 = new VisualElement() { style = { width = Length.Percent(50), marginLeft = 20  }, name = \"RightSection\"  };\n                // left.Add(new TextField() { name = \"From\" });\n                // right.Add(new TextField() { name = \"To\" });\n                splitter3.Add(left2);\n                splitter3.Add(right2);\n                return splitter3;\n            }, \n            bindItem: (element, i) =>\n            {\n                while (data.refactoringData.Count < i)\n                    data.refactoringData.Add(new ShaderPropertyRefactoringData());\n                \n                var el = data.refactoringData[i];\n                if (el == null)\n                {\n                    el = new ShaderPropertyRefactoringData() { };\n                    data.refactoringData[i] = el;\n                    so.Update();\n                }\n                var from = element.Q<VisualElement>(\"LeftSection\");\n                var to = element.Q<VisualElement>(\"RightSection\");\n                var p1 = prop.FindPropertyRelative(nameof(ShaderRefactoringData.refactoringData)).GetArrayElementAtIndex(i);\n                \n                var refactorFrom = new StringPropertyFieldWithDropdown(this, so, p1.FindPropertyRelative(nameof(ShaderPropertyRefactoringData.sourceReferenceName)), \"Source Property\",(() =>\n                {\n                    var properties = new List<(string referenceName, string displayName)>();\n                    if(data.shader)\n                    {\n                        var propertyCount = data.shader.GetPropertyCount();\n                        for (int j = 0; j < propertyCount; j++)\n                        {\n#if UNITY_6000_2_OR_NEWER\n                            if (data.shader.GetPropertyFlags(j).HasFlag(ShaderPropertyFlags.HideInInspector)) continue;\n#else\n                            if(ShaderUtil.IsShaderPropertyHidden(data.shader, j)) continue;\n#endif\n                            properties.Add((data.shader.GetPropertyName(j), data.shader.GetPropertyDescription(j)));\n                        }\n                    }\n\n                    var menu = new GenericMenu();\n\n                    if (!data.shader)\n                        menu.AddItem(new GUIContent(\"Set a Shader to pick properties from\"), false, null);\n                    else \n                        menu.AddItem(new GUIContent(\"Shader Properties\"), false, null);\n                \n                    foreach(var tuple in properties)\n                    {\n                        menu.AddItem(new GUIContent(tuple.referenceName + \" (\" + tuple.displayName + \")\"), tuple.referenceName == el.sourceReferenceName, o =>\n                        {\n                            var t = o as string;\n                            el.sourceReferenceName = t;\n                        }, tuple.referenceName);\n                    }\n                    menu.ShowAsContext();\n                }), () =>\n                {\n                    leftActionsContainer.SetEnabled(\n                        !string.IsNullOrWhiteSpace(el.sourceReferenceName) && el.sourceReferenceName.Length >= 2);\n                });\n                \n                var refactorTo = new StringPropertyFieldWithDropdown(this, so, p1.FindPropertyRelative(nameof(ShaderPropertyRefactoringData.targetReferenceName)), \"Replace With\", () =>\n                {\n                    var shaderInfo = ShaderUtil.GetAllShaderInfo();\n                    List<(string referenceName, string displayName)> properties = shaderInfo.SelectMany(x =>\n                    {\n                        // exclude hidden shaders?\n                        if (x.name.StartsWith(\"Hidden/\")) return Enumerable.Empty<(string, string)>();\n                        \n                        var shader = Shader.Find(x.name);\n#if UNITY_6000_2_OR_NEWER\n                        var propertyCount = shader.GetPropertyCount();\n#else\n                        var propertyCount = ShaderUtil.GetPropertyCount(shader);\n#endif\n                        return Enumerable.Range(0, propertyCount)\n#if UNITY_6000_2_OR_NEWER\n                            .Where(idx => !shader.GetPropertyFlags(idx).HasFlag(ShaderPropertyFlags.HideInInspector)) \n#else\n                            .Where(idx => !ShaderUtil.IsShaderPropertyHidden(shader, idx))\n#endif\n                            // .Where(x =>\n                            // {\n                            //     if (ShaderUtil.GetPropertyName(shader, x) == \"_A\")\n                            //     {\n                            //         Debug.Log(\"Shader has property \" + \"_A\" + \": \" + shader, shader);\n                            //     }\n                            //     return true;\n                            // })\n#if UNITY_6000_2_OR_NEWER\n                            .Select(idx => (shader.GetPropertyName(idx), shader.GetPropertyDescription(idx)));\n#else\n                            .Select(idx => (ShaderUtil.GetPropertyName(shader, idx), ShaderUtil.GetPropertyDescription(shader, idx)));\n#endif\n                    })\n                        .ToLookup(x => x.Item1)\n                        .OrderByDescending(x => x.Count())\n                        // .Where(x =>\n                        // {\n                        //     if(x.Count() > 10)\n                        //         Debug.Log(\"Property \" + x.Key + \" found in \" + string.Join(\"\\n\", x));\n                        //     return true;\n                        // })\n                        .Select(x => (x.Key, x.Count().ToString()))\n                        .ToList();\n                    \n                    const int ItemsInMainSection = 25;\n                    var menu = new GenericMenu();\n\n                    menu.AddItem(new GUIContent(\"Common Names\"), false, null);\n                    foreach (var tuple in commonNamePairs)\n                    {\n                        menu.AddItem(new GUIContent(tuple.referenceName + \" (\" + tuple.displayName + \")\"), tuple.referenceName == el.targetReferenceName, o =>\n                        {\n                            var t = o as string;\n                            el.targetReferenceName = t;\n                        }, tuple.referenceName);\n                    }\n                    \n                    menu.AddSeparator(\"\");\n                    menu.AddItem(new GUIContent(\"Most Used Properties\"), false, null);\n                    foreach(var tuple in properties.Take(ItemsInMainSection))\n                    {\n                        menu.AddItem(new GUIContent(tuple.referenceName + \"\\t(\" + tuple.displayName + \")\"), tuple.referenceName == el.targetReferenceName, o =>\n                        {\n                            var t = o as string;\n                            el.targetReferenceName = t;\n                        }, tuple.referenceName);\n                    }\n                    menu.AddSeparator(\"\");\n                    menu.AddItem(new GUIContent(\"All Properties\"), false, null);\n                    foreach (var tuple in properties.Select(x => (char.ToUpperInvariant(x.referenceName.TrimStart('_').FirstOrDefault()),x)).OrderBy(x => x.Item1))\n                    {\n                        menu.AddItem(new GUIContent(\"Alphabetic/\" + tuple.Item1 + \"/\" + tuple.x.referenceName + \"\\t(\" + tuple.x.displayName + \")\"), tuple.x.referenceName == el.targetReferenceName, o =>\n                        {\n                            var t = o as string;\n                            el.targetReferenceName = t;\n                        }, tuple.x.referenceName);\n                    }\n                    menu.ShowAsContext();\n                }, () =>\n                {\n                    rightActionsContainer.SetEnabled(\n                        !string.IsNullOrWhiteSpace(el.sourceReferenceName) && el.sourceReferenceName.Length >= 2 &&\n                        !string.IsNullOrWhiteSpace(el.targetReferenceName) && el.targetReferenceName.Length >= 2);\n                });\n                \n                from.Clear();\n                to.Clear();\n                from.Add(refactorFrom);\n                to.Add(refactorTo);\n            }) { style = { flexShrink = 500, flexGrow = 1 }};\n#if UNITY_2021_2_OR_NEWER\n            list.showAddRemoveFooter = true;\n            list.showAlternatingRowBackgrounds = AlternatingRowBackground.None;\n            list.reorderMode = ListViewReorderMode.Simple;\n            list.showBoundCollectionSize = true;\n            list.showBorder = true;\n#else\n            var addRemove = new VisualElement() { style = { flexDirection = FlexDirection.Row } };\n            addRemove.Add(new Button(() =>\n            {\n#if UNITY_2020_1_OR_NEWER\n                var selected = list.selectedItems;\n                foreach (ShaderPropertyRefactoringData sel in selected)\n                    data.refactoringData.Remove(sel);\n#else\n                data.refactoringData.Remove(list.selectedItem as ShaderPropertyRefactoringData);\n#endif\n                so.Update();\n                list.Bind(so);\n                list.Refresh();\n            }) { text = \"-\" });\n            addRemove.Add(new Button(() =>\n            {\n                data.refactoringData.Add(new ShaderPropertyRefactoringData());\n                so.Update();\n                list.Bind(so);\n                list.Refresh();\n            }) { text = \"+\" });\n#endif\n            list.Bind(so);\n\n            var toolbar = new Toolbar();\n            toolbar.Add(new ToolbarButton(() =>\n            {\n                GUIUtility.systemCopyBuffer = string.Join(\"\\n\", data.refactoringData.Select(x => x.sourceReferenceName + \", \" + x.targetReferenceName));\n            }) { text = \"Copy Property List to Clipboard\" });\n            toolbar.Add(new ToolbarButton(() =>\n            {\n                var str = GUIUtility.systemCopyBuffer;\n                var lines = str.Split('\\n');\n                data.refactoringData.Clear();\n                foreach (var t in lines)\n                {\n                    var parts = t.Split(new char[] { ',', ';' });\n                    if (parts.Length != 2) continue;\n                    data.refactoringData.Add(new ShaderPropertyRefactoringData() { sourceReferenceName = parts[0].Trim(), targetReferenceName = parts[1].Trim() });\n                }\n                so.Update();\n#if UNITY_2021_2_OR_NEWER\n                list.Rebuild();\n#else\n                list.Bind(so);\n#endif\n            }) { text = \"Paste Property List from Clipboard\", tooltip = \"Plain text with comma separation: \\\"source, target\\\"\"});\n            rootVisualElement.Add(toolbar);\n            \n            rootVisualElement.Add(splitter2);\n            \n            rootVisualElement.Add(list);\n#if !UNITY_2021_2_OR_NEWER\n            rootVisualElement.Add(addRemove);\n#endif\n\n            rootVisualElement.Add(splitter);\n            splitter.Add(left);\n            splitter.Add(right);\n            \n            so.ApplyModifiedProperties();\n\n            rightActionsContainer.Add(new Label(\"Replace\") { style = { marginTop = 10, marginLeft = 3, unityFontStyleAndWeight = FontStyle.Bold}});\n            rightActionsContainer.Add(new Button(() =>\n            {\n                FixMaterialsAndShaders();\n                FixAnimationClips();\n                FixScripts();\n            }) { text = \"Replace all Usages\", tooltip = \"Replace in materials, shaders and animation clips\", style = { height = 30 } });\n            rightActionsContainer.Add(new Button(FixMaterialsAndShaders) { text = \"Replace in materials and shaders\" });\n            rightActionsContainer.Add(new Button(FixAnimationClips) { text = \"Replace in animations\" });\n            rightActionsContainer.Add(new Button(FixScripts) { text = \"Replace in scripts\" });\n#if HAVE_UITOOLKIT_HELPBOX\n            rightActionsContainer.Add(new HelpBox(\"Please make sure to have a backup before running these operations!\", HelpBoxMessageType.Warning));\n#endif\n            right.Add(rightActionsContainer);\n\n            leftActionsContainer.Add(new Label(\"Find\") { style = { marginTop = 10, marginLeft = 3, unityFontStyleAndWeight = FontStyle.Bold }});\n            leftActionsContainer.Add(new Button(() =>\n            {\n                FindMaterials();\n                FindAnimationClips();\n                FindScripts();\n            }) { text = \"Find all Usages\", tooltip = \"Find materials, animation clips and scripts using this property\", style = { height = 30 } } );\n            leftActionsContainer.Add(new Button(FindMaterials) { text = \"Find materials and shaders using this property\" });\n            leftActionsContainer.Add(new Button(FindAnimationClips) { text = \"Find animations targeting this property\" });\n            leftActionsContainer.Add(new Button(FindScripts) { text = \"Find scripts targeting this property\" });\n#if HAVE_UITOOLKIT_HELPBOX\n            leftActionsContainer.Add(new HelpBox(\"Non-Shadergraph shaders and scripts cannot be updated automatically. Please use the Find buttons and update them manually.\", HelpBoxMessageType.None));\n#endif\n            left.Add(leftActionsContainer);\n        }\n\n        private void FindAnimationClips()\n        {\n            FindAnimationClips(data.refactoringData);\n        }\n\n        private void FindAnimationClips(List<ShaderPropertyRefactoringData> dat)\n        {\n            var clipsThatNeedUpdating = new List<AnimationClip>();\n            var allClips = GetAllAssets<AnimationClip>();\n            var i = 0;\n            var count = allClips.Count;\n            foreach (var clip in allClips)\n            {\n                i++;\n                EditorUtility.DisplayProgressBar(\"Parsing AnimationClips\", \"Clip \" + i + \"/\" + count + \": \" + clip.name, (float)i / count);\n                foreach (var binding in AnimationUtility.GetCurveBindings(clip))\n                {\n                    foreach (var data in dat)\n                    {\n                        if (binding.propertyName.StartsWith(\"material.\" + data.sourceReferenceName, StringComparison.Ordinal)) // TODO what if the animated material is not at index 0?\n                        {\n                            if(clipsThatNeedUpdating.Contains(clip))\n                                continue;\n                                \n                            clipsThatNeedUpdating.Add(clip);\n                            Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, clip, $\"AnimationClip targets this shader property: {clip.name} ({binding.path})\");\n                        }\n                    }\n                }   \n            }\n            EditorUtility.ClearProgressBar();\n        }\n\n        private void FindScripts()\n        {\n            foreach (var dat in data.refactoringData)\n            {\n                FindScripts(dat);\n            }\n        }\n\n        private void FindScripts(ShaderPropertyRefactoringData data)\n        {\n            // find all scripts\n            var scripts = GetAllAssets<MonoScript>();\n            var i = 0;\n            var count = scripts.Count;\n            foreach (var script in scripts)\n            {\n                i++;\n                if(!AssetDatabase.IsOpenForEdit(script)) continue;\n                EditorUtility.DisplayProgressBar(\"Parsing Scripts\", \"Script \" + i + \"/\" + count + \": \" + script.name, (float)i / count);\n                var fullText = File.ReadAllLines(AssetDatabase.GetAssetPath(script));\n                for(int line = 0; line < fullText.Length; line++)\n                {\n                    var text = fullText[line];\n                    var scriptPath = $\"<a href=\\\"{AssetDatabase.GetAssetPath(script)}:{line}\\\">{AssetDatabase.GetAssetPath(script)}:{line}</a>\";\n                    if (text.Contains(\"\\\"\" + data.sourceReferenceName + \"\\\"\"))\n                    {\n                        Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, script, \"{0}\", \"Script contains reference to this property: \" + scriptPath);                        \n                    }\n                    else if (text.Contains(data.sourceReferenceName))\n                    {\n                        // Debug.Log($\"Script may contain reference to this property: ) (at {Path.GetFullPath(AssetDatabase.GetAssetPath(script)).Replace(\"\\\\\",\"/\")}:{line})\", script);\n                        Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, script, \"{0}\", \"Script may contain reference to this property: \" + scriptPath);\n                    }\n                }\n            }\n            EditorUtility.ClearProgressBar();\n        }\n\n        void FindMaterials()\n        {\n            foreach (var dat in data.refactoringData)\n            {\n                FindMaterials(dat);\n            }\n        }\n        \n        private void FindMaterials(ShaderPropertyRefactoringData data)\n        {\n            var allMaterials = GetAllAssets<Material>();\n            var i = 0;\n            var count = allMaterials.Count;\n            foreach (var material in allMaterials)\n            {\n                i++;\n                EditorUtility.DisplayProgressBar(\"Parsing Material and Shader\", \"Material \" + i + \"/\" + count + \": \" + material.name, (float)i / count);\n                if(!material) continue;\n                var shader = material.shader;\n                if(!shader) continue;\n                var propertyIndex = shader.FindPropertyIndex(data.sourceReferenceName);\n                if (propertyIndex >= 0)\n                {\n                    Debug.LogFormat(LogType.Log, LogOption.NoStacktrace, material, $\"Material uses shader with property {data.sourceReferenceName}: {material.name} ({shader.name})\");\n                }\n            }\n            EditorUtility.ClearProgressBar();\n        }\n\n        private void FixMaterialsAndShaders()\n        {\n            FixMaterialsAndShaders(data.shader, data.refactoringData);\n        }\n        \n        private void FixMaterialsAndShaders(Shader sourceShader, List<ShaderPropertyRefactoringData> propertyList)\n        {\n            var allShaders = GetAllAssets<Shader>();\n            var shadersThatNeedUpdating = new List<Shader>();\n            var shadersThatCannotBeUpdated = new List<Shader>();\n            var shadersThatWouldNeedUpdatingButAreExcluded = new List<Shader>();\n            var i = 0;\n            var count = allShaders.Count;\n            foreach (var shader in allShaders)\n            {\n                i++;\n                EditorUtility.DisplayProgressBar(\"Parsing Shader\", \"Shader \" + i + \"/\" + count + \": \" + shader.name, (float)i / count);\n                if(!shader) continue;\n                \n                foreach(var data in propertyList)\n                {   \n                    if (string.IsNullOrWhiteSpace(data.sourceReferenceName))\n                    {\n                        // Debug.LogWarning(\"Can't refactor: source reference name is empty. Please select a source property.\");\n                        continue;\n                    }\n            \n                    if (string.IsNullOrWhiteSpace(data.targetReferenceName))\n                    {\n                        // Debug.LogWarning(\"Can't refactor: target reference name is empty. Please set a new reference name for \" + data.sourceReferenceName);\n                        continue;\n                    }\n                    \n                    var propertyIndex = shader.FindPropertyIndex(data.sourceReferenceName);\n                    if (propertyIndex >= 0)\n                    {\n                        var path = AssetDatabase.GetAssetPath(shader);\n                        // if the shader field is set, we want to explicitly only upgrade that shader;\n                        // if the shader field isn't set, we want to upgrade all shaders.\n                        var shouldUpdateThisShader = !sourceShader || shader == sourceShader;\n                        var couldUpdateThisShader = path.EndsWith(\".shadergraph\", StringComparison.OrdinalIgnoreCase) && AssetDatabase.IsOpenForEdit(path);\n                        if (!couldUpdateThisShader)\n                        {\n                            shadersThatCannotBeUpdated.Add(shader);\n                        }\n                        else if (shouldUpdateThisShader)\n                        {\n                            // Debug.Log($\"Shader has property {data.sourceReferenceName} and will be updated: {shader.name}\", shader);\n                            shadersThatNeedUpdating.Add(shader);                            \n                        }\n                        else\n                        {\n                            // Debug.LogWarning($\"Shader has property {data.sourceReferenceName} but will NOT be updated: {shader.name}. Clear the shader field if you want to update all shaders with this property.\", shader);\n                            shadersThatWouldNeedUpdatingButAreExcluded.Add(shader);\n                        }\n                    }\n                }\n            }\n            EditorUtility.ClearProgressBar();\n\n            if(!shadersThatNeedUpdating.Any() && !shadersThatWouldNeedUpdatingButAreExcluded.Any() && !shadersThatCannotBeUpdated.Any())\n            {\n                Debug.Log($\"Properties haven't been found in any shaders. No changes necessary.\");\n                return;\n            }\n\n            if (shadersThatWouldNeedUpdatingButAreExcluded.Any())\n            {\n                var selectedShadersNeedUpdating = shadersThatNeedUpdating.Any();\n                switch (EditorUtility.DisplayDialogComplex(\n                    \"Properties also exist in other shaders!\",\n                    (selectedShadersNeedUpdating ? \"This property exists in this shader that is selected for updating:\" + ObjectNames(shadersThatNeedUpdating) : \"This property doesn't exist in the selected shader(s).\") +\n                    \"\\n\\n\" +\n                    \"but also exists in these shaders that won't be updated because they're not selected:\" + ObjectNames(shadersThatWouldNeedUpdatingButAreExcluded) +\n                    \".\\n\\n\" +\n                    \"It also exists in \" + shadersThatCannotBeUpdated.Count + \" shaders that cannot be updated (read-only or not checked out)\" +\n                    \".\\n\\n\" +\n                    \"Are you sure you want to update just these shaders? Press \\\"Update All\\\", or Cancel and empty the \\\"Shader\\\" field to update all shaders.\",\n                    selectedShadersNeedUpdating ? \"Update only \" + ObjectNames(shadersThatNeedUpdating, true) : \"Do nothing\",\n                    \"Cancel\", \"Update all \" + (shadersThatNeedUpdating.Count + shadersThatWouldNeedUpdatingButAreExcluded.Count) + \" shaders\"))\n                {\n                    case 0:\n                        break;\n                    case 1:\n                        return;\n                    case 2:\n                        shadersThatNeedUpdating.AddRange(shadersThatWouldNeedUpdatingButAreExcluded);\n                        shadersThatWouldNeedUpdatingButAreExcluded.Clear();\n                        break;\n                }\n            }\n\n            // find all materials that are using any of these shaders\n            var materialsThatNeedUpdating = GetAllAssets<Material>()\n                .Where(x => x.shader && shadersThatNeedUpdating.Contains(x.shader))\n                .ToList();\n\n            var materialsThatCannotBeUpdated = materialsThatNeedUpdating.Where(x => !AssetDatabase.IsMainAsset(x) || !AssetDatabase.IsOpenForEdit(x)).ToList();\n            var materialsThatCanBeUpdated = materialsThatNeedUpdating.Except(materialsThatCannotBeUpdated).ToList();\n\n            if (materialsThatCannotBeUpdated.Any())\n            {\n                Debug.LogWarning($\"Some materials couldn't be updated since they are sub assets [{materialsThatCannotBeUpdated.Count}]: {ObjectNames(materialsThatCannotBeUpdated, false, false, true)}\");\n            }\n            \n            if(!shadersThatNeedUpdating.Any() && !materialsThatCanBeUpdated.Any())\n            {\n                Debug.Log(\"Property hasn't been found in any shaders and materials. No changes necessary.\");\n                return;\n            }\n\n            if (!EditorUtility.DisplayDialog(\n                \"Refactor shader properties\",\n                \"Shaders that will be changed [\" + shadersThatNeedUpdating.Count + \"]:\" + ObjectNames(shadersThatNeedUpdating) + \"\\n\\n\" +\n                \"Materials that will be changed [\" + materialsThatCanBeUpdated.Count + \"]:\" + ObjectNames(materialsThatCanBeUpdated) + \"\\n\\n\" +\n                (shadersThatCannotBeUpdated.Any() ? (\"Shaders that can't be changed [\" + shadersThatCannotBeUpdated.Count + \"]:\" + ObjectNames(shadersThatCannotBeUpdated) + \"\\n\\n\") : \"\") +\n                (materialsThatCannotBeUpdated.Any() ? (\"Materials that can't be changed [\" + materialsThatCannotBeUpdated.Count + \"]:\" + ObjectNames(materialsThatCannotBeUpdated)) : \"\"),\n                \"OK\",\n                \"Cancel\")) return;\n            \n            foreach (var shader in shadersThatNeedUpdating)\n            {\n                // upgrade file\n                var path = AssetDatabase.GetAssetPath(shader);\n                if (!path.EndsWith(\".shadergraph\", StringComparison.OrdinalIgnoreCase))\n                {\n                    Debug.LogWarning(\"Only .shadergraph files can be auto-updated right now. Please update the file manually: \" + path, shader);\n                    continue;\n                }\n                var text = File.ReadAllText(path);\n                \n                // TODO this will only properly work for ShaderGraph files right now, as these have \"\" around properties.\n                // The general case is more complex! We'd have to parse the file properly and check if something is \"_VarName=\" or \"_VarName2\" (the former would be replaced, the latter is a separate field)\n                \n                var lines = File.ReadAllLines(path);\n                for (int l = 0; l < lines.Length; l++)\n                {\n                    var start = lines[l].TrimStart();\n                    if (start.StartsWith(\"\\\"m_DisplayName\") || start.StartsWith(\"\\\"m_ShaderOutputName\") || start.StartsWith(\"\\\"m_Name\"))\n                    {\n                        continue;\n                    }\n\n                    foreach (var data in propertyList)\n                    {\n                        if (string.IsNullOrWhiteSpace(data.sourceReferenceName))\n                            continue;\n            \n                        if (string.IsNullOrWhiteSpace(data.targetReferenceName))\n                            continue;\n                        \n                        lines[l] = lines[l].Replace($\"\\\"{data.sourceReferenceName}\\\"\", $\"\\\"{data.targetReferenceName}\\\"\");\n                    }\n                }\n                File.WriteAllLines(path, lines);\n            }\n\n            foreach (var mat in materialsThatCanBeUpdated)\n            {\n                var path = AssetDatabase.GetAssetPath(mat);\n                var lines = File.ReadAllLines(path);\n                for(int l = 0; l < lines.Length; l++)\n                {\n                    var start = lines[l].TrimStart();\n\n                    foreach (var data in propertyList)\n                    {\n                        if (string.IsNullOrWhiteSpace(data.sourceReferenceName))\n                            continue;\n            \n                        if (string.IsNullOrWhiteSpace(data.targetReferenceName))\n                            continue;\n                        \n                        // migrate shader keywords\n                        if (start.StartsWith(\"m_ShaderKeywords: \", StringComparison.Ordinal))\n                        {\n                            lines[l] = lines[l].Replace(\" \" + data.sourceReferenceName + \" \", \" \" + data.targetReferenceName + \" \");\n                            lines[l] = lines[l].Replace(\" \" + data.sourceReferenceName + \"\\n\", \" \" + data.targetReferenceName + \"\\n\"); // last item\n                        }\n                        else\n                        {\n                            // we're directly operating on the serialized YAML here, what could possibly go wrong\n                            lines[l] = lines[l].Replace(\"- \" + data.sourceReferenceName + \":\", \"- \" + data.targetReferenceName + \":\");\n                        }\n                    }\n                }\n                File.WriteAllLines(path, lines);\n            }\n            \n            AssetDatabase.Refresh();\n            // UpdatePopupField();\n        }\n\n        private void FixAnimationClips()\n        {\n            FixAnimationClips(data.refactoringData);\n        }\n\n        private void FixAnimationClips(List<ShaderPropertyRefactoringData> dat)\n        {\n            var clipsThatNeedUpdating = new List<AnimationClip>();\n            var allClips = GetAllAssets<AnimationClip>();\n            var i = 0;\n            var count = allClips.Count;\n            foreach (var clip in allClips)\n            {\n                i++;\n                EditorUtility.DisplayProgressBar(\"Parsing AnimationClips\", \"Clip \" + i + \"/\" + count + \": \" + clip.name, (float)i / count);\n                foreach (var binding in AnimationUtility.GetCurveBindings(clip))\n                {\n                    foreach(var data in dat)\n                    {\n                        if (binding.propertyName.StartsWith(\"material.\" + data.sourceReferenceName, StringComparison.Ordinal)) // TODO what if the animated material is not at index 0?\n                        {\n                            if(clipsThatNeedUpdating.Contains(clip))\n                                continue;\n                                \n                            clipsThatNeedUpdating.Add(clip);\n                        }\n                    }\n                }   \n            }\n            EditorUtility.ClearProgressBar();\n\n            var clipsThatCannotBeUpdated = clipsThatNeedUpdating.Where(x => !AssetDatabase.IsOpenForEdit(x)).ToList();\n            foreach (var clip in clipsThatNeedUpdating)\n            {\n                var currentBindings = AnimationUtility.GetCurveBindings(clip);\n                for(int j = 0; j < currentBindings.Length; j++)\n                {\n                    var binding = currentBindings[j];\n\n                    foreach (var data in dat)\n                    {\n                        if (binding.propertyName.StartsWith(\"material.\" + data.sourceReferenceName, StringComparison.Ordinal)) // TODO what if the animated material is not at index 0?\n                        {\n                            var curve = AnimationUtility.GetEditorCurve(clip, binding);\n                            AnimationUtility.SetEditorCurve(clip, binding, null);\n                            binding.propertyName = binding.propertyName.Replace(\"material.\" + data.sourceReferenceName, \"material.\" + data.targetReferenceName);\n                            AnimationUtility.SetEditorCurve(clip, binding, curve);\n                        }\n                    }\n\n                    // AnimationUtility.SetEditorCurve(clip, binding, null);\n                }\n\n                // var path = AssetDatabase.GetAssetPath(clip);\n                // var text = File.ReadAllText(path);\n                // // we're directly operating on the serialized YAML here, what could possibly go wrong\n                // text = text.Replace(\"- \" + data.sourceReferenceName + \":\", \"- \" + data.targetReferenceName + \":\");\n                // File.WriteAllText(path, text);\n            }\n\n            if(clipsThatNeedUpdating.Any())\n            {\n                Debug.Log(\"Clips that have been updated [\" + clipsThatNeedUpdating.Count + \"]: \" + ObjectNames(clipsThatNeedUpdating));\n                if (clipsThatCannotBeUpdated.Any())\n                {\n                    Debug.Log(\"Clips that cannot be updated (read-only) [\" + clipsThatCannotBeUpdated.Count + \"]: \" + ObjectNames(clipsThatCannotBeUpdated));\n                }\n            }\n        }\n        \n        private void FixScripts()\n        {\n            // find all scripts\n            var scripts = GetAllAssets<MonoScript>();\n            var i = 0;\n            var count = scripts.Count;\n            foreach (var script in scripts)\n            {\n                i++;\n                if (!AssetDatabase.IsOpenForEdit(script)) continue;\n                EditorUtility.DisplayProgressBar(\"Parsing Scripts\", \"Script \" + i + \"/\" + count + \": \" + script.name, (float)i / count);\n                var path = AssetDatabase.GetAssetPath(script);\n                var fullText = File.ReadAllLines(path);\n                bool didAChange = false;\n                for (int line = 0; line < fullText.Length; line++)\n                {\n                    var text = fullText[line];\n                    foreach (var data in data.refactoringData)\n                        text = text.Replace(\"\\\"\" + data.sourceReferenceName + \"\\\"\", \"\\\"\" + data.targetReferenceName + \"\\\"\");\n                    if (fullText[line] != text)\n                        didAChange = true;\n                    fullText[line] = text;\n                }\n                if (didAChange)\n                    File.WriteAllLines(path, fullText);\n            }\n            AssetDatabase.Refresh();\n            EditorUtility.ClearProgressBar();\n        }\n\n        private static string ObjectNames<T>(IReadOnlyCollection<T> objects, bool singleLine = false, bool returnShortStringIfTooManyElements = true, bool groupByName = false) where T : UnityEngine.Object\n        {\n            var strings = (groupByName ? objects.ToLookup(x => x.name).Select(x => $\"{x.Key} [{x.Count()}]\") : objects.Select(x => x.name)).OrderBy(x => x).ToList();\n            \n            if (returnShortStringIfTooManyElements && strings.Count > 5)\n                return singleLine ? \" \" : \"\\n\" + \"(too many items to display: \" + strings.Count + \")\";\n            \n            const int MaxPrettyObjectsCount = 10;\n            var makeSingleLineBecauseOfTooManyElements = returnShortStringIfTooManyElements && strings.Count > MaxPrettyObjectsCount;\n            var firstSeparator = singleLine ? \"\" : makeSingleLineBecauseOfTooManyElements ? \"\\n\" : \"\\n  · \";\n            var separator = singleLine || makeSingleLineBecauseOfTooManyElements ? \", \" : \"\\n  · \";\n            return firstSeparator + string.Join(separator, strings);\n        }\n    }\n\n    [Serializable]\n    public class ShaderRefactoringData\n    {\n        public string shaderPath;\n        public Shader shader;\n        public List<ShaderPropertyRefactoringData> refactoringData = new List<ShaderPropertyRefactoringData>();\n        // public string sourceReferenceName;\n        // public string targetReferenceName;\n    }\n\n    [Serializable]\n    public class ShaderPropertyRefactoringData\n    {\n        public string sourceReferenceName;\n        public string targetReferenceName;\n    }\n}"
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  },
  {
    "path": "package/Editor/Internal/Common/CommonInternalExtensions.cs",
    "content": "using System;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    public static class CommonInternalExtensions\n    {\n        public static void ShaderPropertyWithTooltip(this MaterialEditor materialEditor, MaterialProperty prop, GUIContent label)\n        {\n            // special case: we want to draw textures and vectors differently, since they discard tooltips in the MaterialEditor implementation...\n            switch (prop.type)\n            {\n                case MaterialProperty.PropType.Vector:\n                    if (_GetPropertyRect == null)\n                    {\n                        materialEditor.VectorProperty(prop, label.text);\n                    }\n                    else\n                    {\n                        var position = (Rect)_GetPropertyRect.Invoke(materialEditor, new object[] { prop, label.text, true });\n                        _VectorProperty(position, prop, label);\n                    }\n                    break;\n                case MaterialProperty.PropType.Texture:\n                    bool scaleOffset = (prop.flags & MaterialProperty.PropFlags.NoScaleOffset) == MaterialProperty.PropFlags.None;\n                    materialEditor.TexturePropertyWithTooltip(prop, label, scaleOffset);\n                    break;\n                default:\n                    materialEditor.ShaderProperty(prop, label);\n                    break;\n            }\n        }\n        \n        // from MaterialEditor.VectorProperty, plus support for GUIContent\n        public static Vector4 _VectorProperty(Rect position, MaterialProperty prop, GUIContent label)\n        {\n#if UNITY_2022_1_OR_NEWER\n            MaterialEditor.BeginProperty(position, prop);\n#endif\n            EditorGUI.BeginChangeCheck();\n            EditorGUI.showMixedValue = prop.hasMixedValue;\n            float labelWidth = EditorGUIUtility.labelWidth;\n            EditorGUIUtility.labelWidth = 0.0f;\n            Vector4 vector4 = EditorGUI.Vector4Field(position, label, prop.vectorValue);\n            EditorGUIUtility.labelWidth = labelWidth;\n            EditorGUI.showMixedValue = false;\n            if (EditorGUI.EndChangeCheck())\n                prop.vectorValue = vector4;\n#if UNITY_2022_1_OR_NEWER\n            MaterialEditor.EndProperty();\n#endif\n            return prop.vectorValue;\n        }\n\n        private static MethodInfo _getPropertyRect = null;\n        private static MethodInfo _GetPropertyRect\n        {\n            get\n            {\n                if (_getPropertyRect == null)\n                    _getPropertyRect = typeof(MaterialEditor).GetMethod(\"GetPropertyRect\", (BindingFlags)(-1), null, CallingConventions.Any, new Type[] { typeof(MaterialProperty), typeof(string), typeof(bool) }, null);\n\n                return _getPropertyRect;\n            }\n        }\n        \n        public static void TexturePropertyWithTooltip(this MaterialEditor materialEditor, MaterialProperty textureProperty, GUIContent displayContent, bool scaleOffset)\n        {\n            if (_GetPropertyRect == null)\n            {\n                materialEditor.TextureProperty(textureProperty, displayContent.text, scaleOffset);\n            }\n            else \n            {\n                var rect = (Rect)_GetPropertyRect.Invoke(materialEditor, new object[] { textureProperty, displayContent.text, true });\n                materialEditor.TextureProperty(rect, textureProperty, displayContent.text, displayContent.tooltip, scaleOffset);\n            }\n        }\n    }\n}"
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  },
  {
    "path": "package/Editor/Internal/Common/Needle.ShaderGraphMarkdownCommonInternal.asmref",
    "content": "{\n    \"reference\": \"GUID:343deaaf83e0cee4ca978e7df0b80d21\"\n}"
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  {
    "path": "package/Editor/Internal/Common/Needle.ShaderGraphMarkdownCommonInternal.asmref.meta",
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    "path": "package/Editor/Internal/Common.meta",
    "content": "fileFormatVersion: 2\nguid: d3aed7a7d8dbbde419dfa506a0850af6\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "package/Editor/Internal/CommonExtensions.cs",
    "content": "// using System.Collections;\n// using System.Collections.Generic;\n// using UnityEngine;\n//\n// namespace Needle.ShaderGraphMarkdown\n// {\n//     public static class CommonExtensions\n//     {\n//     }\n// }"
  },
  {
    "path": "package/Editor/Internal/CommonExtensions.cs.meta",
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  },
  {
    "path": "package/Editor/Internal/HDRP/MarkdownHDExtensions.cs",
    "content": "#if !NO_INTERNALS_ACCESS && UNITY_2019_4_OR_NEWER\n\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\nusing UnityEditor.Graphing;\nusing UnityEditor.Rendering.HighDefinition;\nusing UnityEditor.ShaderGraph;\n#if UNITY_2020_2_OR_NEWER\nusing UnityEditor.Rendering.HighDefinition.ShaderGraph;\nusing UnityEditor.ShaderGraph.Internal;\nusing UnityEditor.ShaderGraph.Serialization;\n#endif\nusing UnityEngine;\nusing UnityEngine.Rendering.HighDefinition;\n\nnamespace UnityEditor.Rendering.HighDefinition\n{\n    public static class MarkdownHDExtensions\n    {\n        private static readonly Dictionary<Type, Type> TypeToHDPropertyTypeMap = new Dictionary<Type, Type>()\n        {\n#if UNITY_2020_2_OR_NEWER\n            { typeof(LightmapData),   typeof(LightmappingShaderProperties.LightmapTextureArrayProperty) },\n            { typeof(DiffusionProfileSettings), typeof(DiffusionProfileShaderProperty) },\n#endif\n        };\n        \n        [InitializeOnLoadMethod]\n        static void RegisterMarkdownHelpers()\n        {\n            MarkdownSGExtensions.RegisterTypeMap(TypeToHDPropertyTypeMap);\n            MarkdownSGExtensions.RegisterCustomInspectorGetter(GetDefaultCustomInspectorFromGraphData);\n#if UNITY_2020_2_OR_NEWER\n            MarkdownSGExtensions.RegisterCustomInspectorSetter(SetDefaultCustomInspector);\n#endif\n        }\n\n#if UNITY_2020_2_OR_NEWER\n        static bool SetDefaultCustomInspector(Target target, string customInspector)\n        {\n            if (target is HDTarget hdTarget)\n            {\n                if (hdTarget.customEditorGUI.Equals(customInspector, StringComparison.Ordinal))\n                    hdTarget.customEditorGUI = null; // GetDefaultCustomInspectorFromShader(mat.shader);\n                else\n                    hdTarget.customEditorGUI = customInspector;\n                return true;\n            }\n\n            return false;\n        }\n#endif\n        \n        static string GetDefaultCustomInspectorFromGraphData(GraphData graphData)\n        {\n            string customInspector = null;\n            \n            #if UNITY_2020_2_OR_NEWER\n            foreach(var target in graphData.activeTargets)\n            {\n                // Debug.Log(\"Active Target: \" + target.displayName);\n                if (target is HDTarget hdTarget)\n                {\n                    var activeSubTarget = ((JsonData<SubTarget>) typeof(HDTarget).GetField(\"m_ActiveSubTarget\", (BindingFlags)(-1)).GetValue(hdTarget)).value;\n                    if (activeSubTarget is HDSubTarget hdSubTarget)\n                    {\n                        customInspector = (string) typeof(HDSubTarget).GetProperty(\"customInspector\", (BindingFlags) (-1))?.GetValue(hdSubTarget);\n                        break;\n                        // Debug.Log($\"Active SubTarget: {activeSubTarget.displayName}, Custom Editor: \" + customInspector);\n                    }\n                }\n            }\n#else\n            if (graphData.outputNode is MasterNode masterNode)\n            {\n                switch (masterNode)\n                {\n                    case HDLitMasterNode hdLitMasterNode:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.HDLitGUI\";\n                        break;\n                    case HDUnlitMasterNode hdUnlitMasterNode:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.HDUnlitGUI\";\n                        break;\n                    case DecalMasterNode sub:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.DecalGUI\";\n                        break;\n                    case EyeMasterNode sub:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.EyeGUI\";\n                        break;\n                    case FabricMasterNode sub:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.FabricGUI\";\n                        break;\n                    case HairMasterNode sub:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.HairGUI\";\n                        break;\n                    case PBRMasterNode sub:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.HDPBRLitGUI\";\n                        break;\n                    case StackLitMasterNode sub:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.StackLitGUI\";\n                        break;\n                    case UnlitMasterNode sub:\n                        customInspector = \"UnityEditor.Rendering.HighDefinition.UnlitUI\";\n                        break;\n                }\n            } \n#endif\n            return customInspector;\n        }\n\n        public static void RemoveShaderGraphUIBlock(ShaderGUI baseShaderGui)\n        {\n            MaterialUIBlockList blockList = null;\n            \n#if UNITY_2020_2_OR_NEWER\n            if (baseShaderGui is LightingShaderGraphGUI hdGui)\n            {\n                blockList = (MaterialUIBlockList) typeof(LightingShaderGraphGUI).GetProperty(\"uiBlocks\", (BindingFlags) (-1))?.GetValue(hdGui);\n            }\n#else\n            if (baseShaderGui is HDLitGUI hdLitGUI)\n            {\n                blockList = (MaterialUIBlockList) typeof(HDLitGUI).GetField(\"uiBlocks\", (BindingFlags) (-1))?.GetValue(hdLitGUI); \n            }\n            else if (baseShaderGui is HDUnlitGUI hdUnlitGUI)\n            {\n                blockList = (MaterialUIBlockList) typeof(HDUnlitGUI).GetField(\"uiBlocks\", (BindingFlags) (-1))?.GetValue(hdUnlitGUI); \n            }\n#endif\n#if !UNITY_2021_1_OR_NEWER\n            else if (baseShaderGui is DecalGUI decalGUI)\n            {\n                blockList = (MaterialUIBlockList) typeof(DecalGUI).GetField(\"uiBlocks\", (BindingFlags) (-1))?.GetValue(decalGUI); \n            }\n#endif\n            else\n            {\n                blockList = (MaterialUIBlockList) baseShaderGui.GetType().GetField(\"uiBlocks\", (BindingFlags) (-1))?.GetValue(baseShaderGui);\n                if(blockList == null)\n                    blockList = (MaterialUIBlockList) baseShaderGui.GetType().GetProperty(\"uiBlocks\", (BindingFlags) (-1))?.GetValue(baseShaderGui);\n            }\n\n            if (blockList == null) return;\n            var shaderGraphBlock = blockList.FetchUIBlock<ShaderGraphUIBlock>();\n                \n            // // check if there are special features active and so we need to keep the block\n            // var m_Features = typeof(ShaderGraphUIBlock).GetField(\"m_Features\", (BindingFlags) (-1));\n            // var shaderGraphFeatures = (ShaderGraphUIBlock.Features) (m_Features?.GetValue(shaderGraphBlock) ?? 0);\n            // if(shaderGraphFeatures == 0)\n            blockList?.Remove(shaderGraphBlock);\n            \n            // Debug.Log(shaderGraphFeatures);\n        }\n    }\n}\n\n#endif"
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  {
    "path": "package/Editor/Internal/ShaderGraph/Experimental/MarkdownBlackboardProperties.cs",
    "content": "#if !NO_INTERNALS_ACCESS && UNITY_2019_4_OR_NEWER\n\n// using System;\n// using System.Collections.Generic;\n// using System.IO;\n// using System.Linq;\n// using System.Reflection;\n// using System.Text;\n// using UnityEngine;\n// using UnityEditor.ShaderGraph.Internal;\n// #if UNITY_2020_2_OR_NEWER\n// using UnityEditor.ShaderGraph.Serialization;\n// #else\n// #endif\n\nnamespace UnityEditor.ShaderGraph\n{\n#region Custom Blackboard Properties - Experimental\n    // [Serializable]\n    // [BlackboardInputInfo(30000, name = \"Markdown/Foldout Header\")]\n    // public class MarkdownFoldout : MarkdownShaderProperty\n    // {\n    //     internal override string DisplayName => \"# My Foldout\";\n    // }\n    //\n    // [Serializable]\n    // [BlackboardInputInfo(30001, name = \"Markdown/Header\")]\n    // public class MarkdownHeader : MarkdownShaderProperty\n    // {\n    //     internal override string DisplayName => \"## My Header\";\n    // }\n    //\n    // [Serializable]\n    // [BlackboardInputInfo(30002, name = \"Markdown/Note\")]\n    // public class MarkdownNote : MarkdownShaderProperty\n    // {\n    //     internal override string DisplayName => \"!NOTE My Note\";\n    // }\n    //\n    // public abstract class MarkdownShaderProperty : AbstractShaderProperty<bool>\n    // {\n    //      internal abstract string DisplayName { get; }\n    //      \n    //      internal MarkdownShaderProperty()\n    //      {\n    //          displayName = DisplayName;\n    //      }\n    //\n    //      public override PropertyType propertyType => PropertyType.Boolean;\n    //\n    //      internal override bool isExposable => true;\n    //      internal override bool isRenamable => true;\n    //\n    //      internal override string GetPropertyAsArgumentString()\n    //      {\n    //          return $\"{concreteShaderValueType.ToShaderString(concretePrecision.ToShaderString())} {referenceName}\";\n    //      }\n    //\n    //      internal override void ForeachHLSLProperty(Action<HLSLProperty> action)\n    //      {\n    //          HLSLDeclaration decl = GetDefaultHLSLDeclaration();\n    //          action(new HLSLProperty(HLSLType._float, referenceName, decl, concretePrecision));\n    //      }\n    //\n    //      internal override string GetPropertyBlockString()\n    //      {\n    //          return $\"{hideTagString}[ToggleUI]{referenceName}(\\\"{displayName}\\\", Float) = {(value == true ? 1 : 0)}\";\n    //      }\n    //\n    //      internal override AbstractMaterialNode ToConcreteNode()\n    //      {\n    //          return new BooleanNode() { value = new ToggleData(value) };\n    //      }\n    //\n    //      internal override PreviewProperty GetPreviewMaterialProperty()\n    //      {\n    //          return new PreviewProperty(propertyType)\n    //          {\n    //              name = referenceName,\n    //              booleanValue = value\n    //          };\n    //      }\n    //\n    //      internal override ShaderInput Copy()\n    //      {\n    //          return new BooleanShaderProperty()\n    //          {\n    //              displayName = displayName,\n    //              hidden = hidden,\n    //              value = value,\n    //              precision = precision,\n    //          };\n    //      }\n    // }\n#endregion\n}\n#endif"
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  {
    "path": "package/Editor/Internal/ShaderGraph/Experimental/PropertyManipulation.cs",
    "content": "#if !NO_INTERNALS_ACCESS && UNITY_2019_4_OR_NEWER\n\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing UnityEngine;\nusing UnityEditor.ShaderGraph.Internal;\n#if UNITY_2020_2_OR_NEWER\nusing UnityEditor.ShaderGraph.Serialization;\n#else\n#endif\n\nnamespace UnityEditor.ShaderGraph\n{\n    public static partial class MarkdownSGExtensions\n    {\n#region ShaderGraph Property Manipulation API\n        [MenuItem(\"internal:CONTEXT/Shader/Remove All Properties\", true)]\n        static bool RemoveAllPropertiesValidate(MenuCommand command)\n        {\n            return GetGraphData((Shader) command.context) != null;\n        }\n\n        [MenuItem(\"internal:CONTEXT/Shader/Remove All Properties\", false)]\n        static void RemoveAllProperties(MenuCommand command)\n        {\n            var shader = (Shader) command.context;\n                \n            var graphData = GetGraphData(shader);\n            if (graphData == null) return;\n                \n            if (m_Keywords == null) m_Keywords = typeof(GraphData).GetField(\"m_Keywords\", (BindingFlags) (-1));\n            if (m_Properties == null) m_Properties = typeof(GraphData).GetField(\"m_Properties\", (BindingFlags) (-1));\n#if UNITY_2020_2_OR_NEWER\n            var keywords = (List<JsonData<ShaderKeyword>>) m_Keywords.GetValue(graphData);\n            var properties = (List<JsonData<AbstractShaderProperty>>) m_Properties.GetValue(graphData);\n#else\n            var keywords = (List<ShaderKeyword>) m_Keywords.GetValue(graphData);\n            var properties = (List<AbstractShaderProperty>) m_Properties.GetValue(graphData);\n#endif\n            keywords.Clear();\n            properties.Clear();\n                \n            WriteShaderGraphToDisk(shader, graphData);\n        }\n        \n        [MenuItem(\"internal:CONTEXT/Shader/Add Test Property\", true)]\n        static bool AddTestPropertyValidate(MenuCommand command)\n        {\n            return GetGraphData((Shader) command.context) != null;\n        }\n\n        [MenuItem(\"internal:CONTEXT/Shader/Add Test Properties\", false)]\n        static void AddTestProperty(MenuCommand command)\n        {\n            var shader = (Shader) command.context;\n            \n            AddMaterialProperty<bool>(shader, \"My Bool\");\n            AddMaterialProperty<Color>(shader, \"My Color\");\n            AddMaterialProperty<Texture2D>(shader, \"My Texture\");\n            AddMaterialProperty<Vector4>(shader, \"My Vector\");\n            AddMaterialProperty<float>(shader, \"My Float\");\n\n            AddMaterialKeyword<bool>(shader, \"Some Boolean Keyword\");\n            AddMaterialKeyword<Enum>(shader, \"Some Enum Keyword\");\n        }\n\n        [MenuItem(\"CONTEXT/Shader/Add Properties Wizard\", true)]\n        static bool AddPropertiesWizardValidate(MenuCommand command)\n        {\n            return GetGraphData((Shader) command.context) != null;\n        }\n        \n        [MenuItem(\"CONTEXT/Shader/Add Properties Wizard\", false)]\n        static void AddPropertiesWizard(MenuCommand command)\n        {\n            // open wizard window\n            var wizard = ScriptableWizard.DisplayWizard<PropertyWizard>(\"Add Properties from Material\", \"Add Properties\");\n            wizard.targetShader = (Shader) command.context;\n        }\n\n        [InitializeOnLoadMethod]\n        static void RegisterBaseTypeMap()\n        {\n            RegisterTypeMap(TypeToPropertyTypeMap);\n        }\n\n        private static readonly List<Dictionary<Type, Type>> TypeMaps = new List<Dictionary<Type, Type>>(); \n        public static void RegisterTypeMap(Dictionary<Type,Type> typeToPropertyTypeMap)\n        {\n            if (!TypeMaps.Contains(typeToPropertyTypeMap)) TypeMaps.Add(typeToPropertyTypeMap);\n        }\n        \n        // commented out entries are either duplicates or don't have matching Unity types\n        private static readonly Dictionary<Type, Type> TypeToPropertyTypeMap = new Dictionary<Type, Type>()\n        {\n            { typeof(Gradient),       typeof(GradientShaderProperty) },\n            // { typeof(Matrix),         typeof(Matrix2ShaderProperty) },\n            // { typeof(null),           typeof(Matrix3ShaderProperty) },\n            { typeof(Matrix4x4),      typeof(Matrix4ShaderProperty) },\n            // { typeof(Matrix4x4),      typeof(MatrixShaderProperty) },\n            { typeof(TextureSamplerState), typeof(SamplerStateShaderProperty) },\n            // { typeof(VirtualTexture), typeof(VirtualTextureShaderProperty) },\n            // { typeof(null),           typeof(AbstractShaderProperty) },\n            { typeof(bool),           typeof(BooleanShaderProperty) },\n            { typeof(Color),          typeof(ColorShaderProperty) },\n            { typeof(Cubemap),        typeof(CubemapShaderProperty) },\n            { typeof(Texture2DArray), typeof(Texture2DArrayShaderProperty) },\n            { typeof(Texture2D),      typeof(Texture2DShaderProperty) },\n            { typeof(Texture3D),      typeof(Texture3DShaderProperty) },\n            { typeof(float),          typeof(Vector1ShaderProperty) },\n            { typeof(Vector2),        typeof(Vector2ShaderProperty) },\n            { typeof(Vector3),        typeof(Vector3ShaderProperty) },\n            { typeof(Vector4),        typeof(Vector4ShaderProperty) },\n            // { typeof(float),          typeof(VectorShaderProperty) },\n            // { typeof(null),           typeof(MultiJsonInternal.UnknownShaderPropertyType) },\n        };\n\n        private static FieldInfo m_Properties, m_Keywords;\n        \n        public static void AddMaterialKeyword<T>(Shader shader, string displayName, string referenceName = null)\n        {\n            var keywordType = typeof(T);\n            \n            var graphData = GetGraphData(shader);\n            if (graphData == null) return;\n            if (m_Keywords == null) m_Keywords = typeof(GraphData).GetField(\"m_Keywords\", (BindingFlags) (-1));\n            var keywords =\n#if UNITY_2020_2_OR_NEWER\n                (List<JsonData<ShaderKeyword>>)\n#else\n                (List<ShaderKeyword>)\n#endif\n                m_Keywords.GetValue(graphData);\n\n            ShaderKeyword keyword = null;\n            if(keywordType == typeof(Enum))\n                keyword = new ShaderKeyword(KeywordType.Enum);\n            else if (keywordType == typeof(bool))\n                keyword = new ShaderKeyword(KeywordType.Boolean);\n            else {\n                Debug.LogError($\"Can't create keyword of type {keywordType}, allowed types are Enum and bool\");\n                return;\n            }\n            \n            keyword.displayName = displayName;\n            if (!string.IsNullOrEmpty(referenceName))\n                keyword.overrideReferenceName = referenceName;\n            \n            // JsonData has an implicit conversion operator\n            keywords.Add(keyword);\n            \n            WriteShaderGraphToDisk(shader, graphData);\n        }\n\n        private static\n#if UNITY_2020_2_OR_NEWER\n            List<JsonData<AbstractShaderProperty>>\n#else\n            List<AbstractShaderProperty>\n#endif\n        GetProperties(GraphData graphData)\n        {\n            if (m_Properties == null) m_Properties = typeof(GraphData).GetField(\"m_Properties\", (BindingFlags) (-1));\n            var properties = \n#if UNITY_2020_2_OR_NEWER\n                (List<JsonData<AbstractShaderProperty>>)\n#else\n                (List<AbstractShaderProperty>)\n#endif\n                m_Properties.GetValue(graphData);\n            return properties;\n        }\n\n        internal static void AddMaterialPropertyInternal(GraphData graphData, Type propertyType, string displayName, string referenceName = null)\n        {\n            var properties = GetProperties(graphData);\n\n            var prop = (AbstractShaderProperty) Activator.CreateInstance(propertyType, true);\n            prop.displayName = displayName;\n            if (!string.IsNullOrEmpty(referenceName))\n                prop.overrideReferenceName = referenceName;\n            \n            // JsonData has an implicit conversion operator\n            properties.Add(prop);\n        }\n\n        public static void RemoveMaterialProperty(Shader shader, string referenceName)\n        {\n            var graphData = GetGraphData(shader);\n            if (graphData == null) return;\n            RemoveMaterialProperty(graphData, referenceName);\n            WriteShaderGraphToDisk(shader, graphData);\n        }\n\n        internal static void RemoveMaterialProperty(GraphData graphData, string referenceName)\n        {\n            var properties = GetProperties(graphData);\n            properties.RemoveAll(x => ((AbstractShaderProperty) x).referenceName.Equals(referenceName, StringComparison.Ordinal));\n        }\n        \n        public static void AddMaterialPropertyInternal(Shader shader, Type propertyType, string displayName, string referenceName = null)\n        {\n            var graphData = GetGraphData(shader);\n            if (graphData == null) return;\n            if (propertyType == null) return;\n            \n            AddMaterialPropertyInternal(graphData, propertyType, displayName, referenceName);\n\n            WriteShaderGraphToDisk(shader, graphData);\n        }\n        \n        public static void AddMaterialPropertyInternal<T>(Shader shader, string displayName, string referenceName = null) where T: AbstractShaderProperty\n        {\n            AddMaterialPropertyInternal(shader, typeof(T), displayName, referenceName);\n        }\n\n        internal static void AddMaterialProperty(GraphData graphData, Type propertyType, string displayName, string referenceName = null)\n        {\n            AddMaterialPropertyInternal(graphData, FindTypeInTypeMap(propertyType), displayName, referenceName);\n        }\n\n        private static Type FindTypeInTypeMap(Type propertyType)\n        {\n            Type foundType = null;\n            foreach(var dict in TypeMaps)\n            {\n                if (dict == null) continue;\n                if (dict.ContainsKey(propertyType)) {\n                    foundType = dict[propertyType];\n                    break;\n                }\n            }\n            \n            if(foundType == null)\n            {\n                Debug.LogError($\"Can't add property of type {propertyType}: not found in type map. Allowed types: {string.Join(\"\\n\", TypeToPropertyTypeMap.Select(x => x.Key + \" (\" + x.Value + \")\"))}\");\n                return null;\n            }\n\n            return foundType;\n        }\n        \n        public static void AddMaterialProperty(Shader shader, Type propertyType, string displayName, string referenceName = null)\n        {\n            AddMaterialPropertyInternal(shader, FindTypeInTypeMap(propertyType), displayName, referenceName);\n        }\n        \n        public static void AddMaterialProperty<T>(Shader shader, string displayName, string referenceName = null)\n        {\n            AddMaterialProperty(shader, typeof(T), displayName, referenceName);\n        }\n    }\n\n    [Serializable]\n    class PropertyWizard : ScriptableWizard\n    {\n        public Shader targetShader;\n        public Material sourceMaterial;\n        public Shader sourceShader;\n        public bool hideMatchingProperties = false;\n\n        private SerializedProperty _targetShader;\n        private SerializedProperty _sourceMaterial, _sourceShader;\n        \n        private SerializedObject serializedObject;\n        private void OnEnable()\n        {\n            serializedObject = new SerializedObject(this);\n            createButtonName = \"Apply Properties\";\n\n            _targetShader = serializedObject.FindProperty(\"targetShader\");\n            _sourceMaterial = serializedObject.FindProperty(\"sourceMaterial\");\n            _sourceShader = serializedObject.FindProperty(\"sourceShader\");\n        }\n\n        [Serializable]\n        public class ShaderProperty\n        {\n            public string name;\n            public ShaderUtil.ShaderPropertyType propertyType;\n            public string description;\n            public bool isHidden = false;\n        }\n\n        private Dictionary<string, ShaderProperty> sourceProperties = new Dictionary<string, ShaderProperty>();\n        private Dictionary<string, ShaderProperty> targetProperties = new Dictionary<string, ShaderProperty>();\n\n        enum DrawMode\n        {\n            AddToTarget,\n            RemoveFromTarget\n        }\n        \n        void OnGUI()\n        {\n            serializedObject.Update();\n            EditorGUILayout.BeginHorizontal();\n            EditorGUILayout.BeginVertical();\n            EditorGUILayout.PropertyField(_sourceMaterial);\n            EditorGUILayout.PropertyField(_sourceShader);\n            EditorGUILayout.EndVertical();\n            EditorGUILayout.BeginVertical();\n            EditorGUILayout.PropertyField(_targetShader);\n            EditorGUILayout.EndVertical();\n            EditorGUILayout.EndHorizontal();\n            \n            void AddProperty(GraphData graphData, ShaderUtil.ShaderPropertyType shaderPropertyType, string displayName, string referenceName)\n            {\n                Type ShaderPropertyTypeToType(ShaderUtil.ShaderPropertyType propertyType)\n                {\n                    switch (propertyType)\n                    {\n                        case ShaderUtil.ShaderPropertyType.Color:\n                            return typeof(Color);\n                        case ShaderUtil.ShaderPropertyType.Float:\n                            return typeof(float);\n                        case ShaderUtil.ShaderPropertyType.Range:\n                            return typeof(float);\n                        case ShaderUtil.ShaderPropertyType.TexEnv:\n                            return typeof(Texture2D);\n                        case ShaderUtil.ShaderPropertyType.Vector:\n                            return typeof(Vector4);\n                        default:\n                            return null;\n                    }\n                }\n                        \n                MarkdownSGExtensions.AddMaterialProperty(graphData, ShaderPropertyTypeToType(shaderPropertyType), displayName, referenceName);\n            }\n\n            void FillPropertyList(Shader shader, ref Dictionary<string, ShaderProperty> props)\n            {\n                if (props == null) props = new Dictionary<string, ShaderProperty>();\n                props.Clear();\n                var propertyCount = ShaderUtil.GetPropertyCount(shader);\n                for (int i = 0; i < propertyCount; i++)\n                {\n                    var propName = ShaderUtil.GetPropertyName(shader, i);\n                    if (props.ContainsKey(propName))\n                    {\n                        Debug.LogWarning(\"Duplicate property: \" + propName, shader);\n                        return;\n                    }\n                    \n                    props.Add(propName, new ShaderProperty()\n                    {\n                        name = propName,\n                        description = ShaderUtil.GetPropertyDescription(shader, i),\n                        propertyType = ShaderUtil.GetPropertyType(shader, i),\n                        isHidden = ShaderUtil.IsShaderPropertyHidden(shader, i)\n                    });\n                }\n            }\n            \n            void Refresh() {\n                if (!sourceMaterial && !sourceShader) return;\n                \n                FillPropertyList(sourceMaterial ? sourceMaterial.shader : sourceShader, ref sourceProperties);\n                FillPropertyList(targetShader, ref targetProperties);\n            }\n\n            void DrawElement(Rect rect, ShaderProperty property, bool existsInSource, DrawMode mode)\n            {\n                var c = GUI.color;\n                var baseColor = existsInSource ? Color.green : Color.white;\n                if (property.isHidden)\n                    baseColor.a = 0.5f;\n                GUI.color = baseColor;\n                rect.height = 20;\n                property.name = EditorGUI.TextField(rect, property.name);\n                rect.y += rect.height;\n                property.description = EditorGUI.TextField(rect, property.description);\n                rect.y += rect.height;\n                property.propertyType = (ShaderUtil.ShaderPropertyType) EditorGUI.EnumPopup(rect, property.propertyType);\n                rect.y += rect.height;\n                // property.isHidden = EditorGUI.Toggle(rect, property.isHidden);\n                // rect.y += rect.height;\n                // rect.width *= 0.5f;\n                switch (mode)\n                {\n                    case DrawMode.AddToTarget:\n                        if (GUI.Button(rect, \"Add to Target\"))\n                        {\n                            if (!targetProperties.ContainsKey(property.name))\n                            {\n                                var graphData = MarkdownSGExtensions.GetGraphData(targetShader);\n                                AddProperty(graphData, property.propertyType, property.description, property.name);\n                                MarkdownSGExtensions.WriteShaderGraphToDisk(targetShader, graphData);\n                            }\n                            else\n                            {\n                                Debug.LogWarning(\"Property already exists: \" + property.name + \", can't add again.\");\n                            }\n                        }\n                        break;\n                    case DrawMode.RemoveFromTarget:\n                        if (GUI.Button(rect, \"Remove from Target\"))\n                        {\n                            var graphData = MarkdownSGExtensions.GetGraphData(targetShader);\n                            MarkdownSGExtensions.RemoveMaterialProperty(graphData, property.name);\n                            MarkdownSGExtensions.WriteShaderGraphToDisk(targetShader, graphData);\n                        }\n                        break;\n                }\n                GUI.color = c;\n            }\n            \n            GUILayout.Label(\"Property Wizard\");\n            if (GUILayout.Button(\"Refresh\"))\n                Refresh();\n            if(GUILayout.Button(\"Add All Source Properties to Target\"))\n            {\n                var graphData = MarkdownSGExtensions.GetGraphData(targetShader);\n                \n                foreach (var kvp in sourceProperties)\n                {\n                    var prop = kvp.Value;\n                    if(!targetProperties.ContainsKey(prop.name))\n                        AddProperty(graphData, prop.propertyType, prop.description, prop.name);\n                }\n                \n                MarkdownSGExtensions.WriteShaderGraphToDisk(targetShader, graphData);\n            }\n\n            hideMatchingProperties = EditorGUILayout.Toggle(\"Hide Matching Properties\", hideMatchingProperties);\n\n            sp = EditorGUILayout.BeginScrollView(sp);\n            var draw = GUILayoutUtility.GetRect(position.width, Mathf.Max(sourceProperties.Count, targetProperties.Count) * 110);\n            draw.width /= 2;\n            int j = 0;\n            foreach(var prop in sourceProperties)\n            {\n                if(hideMatchingProperties && targetProperties.ContainsKey(prop.Key))\n                    continue;\n                \n                DrawElement(new Rect(draw.x, j * 110, draw.width, 110), prop.Value, targetProperties.ContainsKey(prop.Key), DrawMode.AddToTarget);\n                j++;\n            }\n\n            draw.x += draw.width;\n            j = 0;\n            foreach(var prop in targetProperties)\n            {\n                if(hideMatchingProperties && sourceProperties.ContainsKey(prop.Key))\n                    continue;\n\n                DrawElement(new Rect(draw.x, j * 110, draw.width, 110), prop.Value, sourceProperties.ContainsKey(prop.Key), DrawMode.RemoveFromTarget);\n                j++;\n            }\n            \n            EditorGUILayout.EndScrollView();\n\n            if (serializedObject.hasModifiedProperties)\n            {\n                serializedObject.ApplyModifiedProperties();\n                Refresh();\n            }\n        }\n\n        private Vector2 sp;\n    }\n    \n#endregion\n}\n#endif"
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    "path": "package/Editor/Internal/ShaderGraph/MarkdownSGExtensions.cs",
    "content": "﻿#if !NO_INTERNALS_ACCESS && UNITY_2019_4_OR_NEWER\n#if UNITY_2021_2_OR_NEWER\n#define SRP12_SG_REFACTORED\n#endif\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Reflection;\nusing System.Text;\nusing UnityEditor.Experimental.GraphView;\nusing UnityEditor.ShaderGraph.Drawing;\nusing UnityEditor.ShaderGraph.Internal;\nusing UnityEngine;\nusing UnityEngine.UIElements;\nusing Object = UnityEngine.Object;\n#if UNITY_2020_2_OR_NEWER\n#if SRP12_SG_REFACTORED\nusing UnityEditor.Rendering.BuiltIn.ShaderGraph;\n#else\n#if !UNITY_2021_2_OR_NEWER\nusing UnityEditor.ShaderGraph.Drawing.Views.Blackboard;\n#endif\n#endif\nusing UnityEditor.ShaderGraph.Serialization;\n#else\n#endif\n\nnamespace UnityEditor.ShaderGraph\n{\n    public static partial class MarkdownSGExtensions\n    {\n#if SRP12_SG_REFACTORED\n        [InitializeOnLoadMethod]\n        static void RegisterMarkdownHelpers()\n        {\n            MarkdownSGExtensions.RegisterCustomInspectorSetter(SetDefaultCustomInspector);\n        }\n        \n        static bool SetDefaultCustomInspector(Target target, string customInspector)\n        {\n            if (target is BuiltInTarget builtInTarget)\n            {\n                if (builtInTarget.customEditorGUI.Equals(customInspector, StringComparison.Ordinal))\n                    builtInTarget.customEditorGUI = null;\n                else\n                    builtInTarget.customEditorGUI = customInspector;\n                return true;\n            }\n\n            return false;\n        }\n#endif\n        \n        internal static GraphData GetGraphData(AssetImporter importer, bool initializeGraph = false)\n        {\n            try\n            {\n                var path = importer.assetPath;\n                var textGraph = File.ReadAllText(path, Encoding.UTF8);\n\n#if UNITY_2020_2_OR_NEWER\n                var graph = new GraphData\n                {\n                    assetGuid = AssetDatabase.AssetPathToGUID(path)\n                };\n                MultiJson.Deserialize(graph, textGraph);\n#else\n                var graph = JsonUtility.FromJson<GraphData>(textGraph);\n#endif\n\n                if(initializeGraph)\n                {\n                    graph.OnEnable();\n                    graph.ValidateGraph();\n                }\n                return graph;\n            }\n            catch (ArgumentException e)\n            {\n                Debug.LogError(\"Couldn't get graph data for \" + importer.assetPath + \": \" + e);\n                return null;\n            }\n        }\n\n        internal static GraphData GetGraphData(Shader shader, bool initializeGraph = false)\n        {\n            if (!AssetDatabase.Contains(shader)) return null;\n            var assetPath = AssetDatabase.GetAssetPath(shader);\n            var assetImporter = AssetImporter.GetAtPath(assetPath);\n            if (assetImporter is ShaderGraphImporter shaderGraphImporter)\n                return GetGraphData(shaderGraphImporter, initializeGraph);\n\n            return null;\n        }\n\n        internal static void WriteShaderGraphToDisk(Shader shader, GraphData graphData)\n        {\n#if UNITY_2020_2_OR_NEWER\n            File.WriteAllText(AssetDatabase.GetAssetPath(shader), MultiJson.Serialize(graphData));\n#else\n            File.WriteAllText(AssetDatabase.GetAssetPath(shader), JsonUtility.ToJson(graphData));\n#endif\n            AssetDatabase.Refresh();\n        }\n\n        public static string GetDefaultCustomInspectorFromShader(Shader shader)\n        {\n            var graphData = GetGraphData(shader);\n            string customInspector = null;\n            \n            if (graphData != null)\n            {\n                foreach (var getter in CustomInspectorGetters)\n                {\n                    var inspector = getter(graphData);\n                    if (!string.IsNullOrEmpty(inspector))\n                    {\n                        customInspector = inspector;\n                        break;\n                    }\n                }\n            }\n\n            foreach (var customGetter in CustomBaseShaderGUIGetters)\n            {\n                if(customGetter == null) continue;\n                var inspector = customGetter(shader);\n                if (!string.IsNullOrEmpty(inspector))\n                {\n                    customInspector = inspector;\n                    break;\n                }\n            }\n\n            // foreach (var target in graphData.allPotentialTargets)\n            //     Debug.Log(\"Potential Target: \" + target.displayName);\n\n            // HDShaderUtils.IsHDRPShader\n            // var shaderID = HDShaderUtils.GetShaderEnumFromShader(shader);\n\n            // var hdMetadata = AssetDatabase.LoadAssetAtPath<HDMetadata>(assetPath);\n            // Debug.Log(\"Shader ID: \" + shaderID);\n\n            // HDSubTarget.Setup\n\n            return customInspector;\n        }\n\n        private const string CustomEditorGUI = \"Needle.MarkdownShaderGUI\";\n\n        [MenuItem(\"CONTEXT/Material/Toggle ShaderGraph Markdown\", true)]\n        static bool ToggleShaderGraphMarkdownValidate(MenuCommand command)\n        {\n            if (command.context is Material mat)\n                return MarkdownSGExtensions.GetGraphData(mat.shader) != null;\n            return false;\n        }\n\n        [MenuItem(\"CONTEXT/Material/Toggle ShaderGraph Markdown\", false, 700)]\n        static void ToggleShaderGraphMarkdown(MenuCommand command)\n        {\n            if (command.context is Material mat)\n            {\n                var graphData = MarkdownSGExtensions.GetGraphData(mat.shader);\n\n#if UNITY_2020_2_OR_NEWER\n                foreach (var target in graphData.activeTargets)\n                {\n                    foreach (var setter in CustomInspectorSetters)\n                    {\n                        setter(target, CustomEditorGUI);\n                    }\n                }\n#else\n                if (graphData.outputNode is UnityEditor.ShaderGraph.MasterNode masterNode)\n                {\n                    var canChangeShaderGUI = masterNode as UnityEditor.Graphing.ICanChangeShaderGUI;\n                    // GenerationUtils.FinalCustomEditorString(canChangeShaderGUI);\n                    if (canChangeShaderGUI.OverrideEnabled) \n                    {\n                        canChangeShaderGUI.OverrideEnabled = false;\n                        canChangeShaderGUI.ShaderGUIOverride = null;\n                    }\n                    else \n                    {\n                        canChangeShaderGUI.OverrideEnabled = true;\n                        canChangeShaderGUI.ShaderGUIOverride = CustomEditorGUI;\n                    }\n                }\n#endif\n                MarkdownSGExtensions.WriteShaderGraphToDisk(mat.shader, graphData);\n            }\n        }\n\n        private static readonly List<Func<GraphData, string>> CustomInspectorGetters = new List<Func<GraphData, string>>();\n\n        internal static void RegisterCustomInspectorGetter(Func<GraphData, string> func)\n        {\n            CustomInspectorGetters.Add(func);\n        }\n\n        private static readonly List<Func<Shader, string>> CustomBaseShaderGUIGetters = new List<Func<Shader, string>>();\n\n        public static void RegisterCustomBaseShaderGUI(Func<Shader, string> func)\n        {\n            CustomBaseShaderGUIGetters.Add(func);\n        }\n        \n#if UNITY_2020_2_OR_NEWER\n        private static readonly List<Func<Target, string, bool>> CustomInspectorSetters = new List<Func<Target, string, bool>>();\n\n        internal static void RegisterCustomInspectorSetter(Func<Target, string, bool> func)\n        {\n            CustomInspectorSetters.Add(func);\n        }\n#endif\n        \n#region Blackboard Access Helpers\n        \n        private static FieldInfo m_InputRows;\n        \n        public static Dictionary<ShaderInput, VisualElement> GetInputRowDictionaryFromController(object controllerObject)\n        {\n#if !UNITY_2021_2_OR_NEWER\n            var provider = (BlackboardProvider) controllerObject;\n            if (provider != null)\n            {\n                if(m_InputRows == null) m_InputRows = typeof(BlackboardProvider).GetField(\"m_InputRows\", (BindingFlags) (-1));\n                var inputRows = (Dictionary<ShaderInput, BlackboardRow>) m_InputRows?.GetValue(provider);\n                return inputRows?.ToDictionary(x => x.Key, x => (VisualElement) x.Value);\n            }\n#endif\n            \n#if UNITY_2021_2_OR_NEWER\n            var controller = (BlackboardController) controllerObject;\n            if(controller != null)\n            {\n                return controller.Model.properties.ToDictionary(x => (ShaderInput) x, x => (VisualElement) controller.GetBlackboardRow(x));\n            }\n#endif\n            return null;\n        }\n        \n        public static List<VisualElement> GetBlackboardElements(VisualElement blackboard)\n        {\n            var blackboardFieldQuery = blackboard.Query<BlackboardField>().Visible().ToList(); \n            if(blackboardFieldQuery.Count > 0)\n                return blackboardFieldQuery.Cast<VisualElement>().ToList();\n#if SRP12_SG_REFACTORED\n            return blackboard.Query<SGBlackboardField>().Visible().ToList().Cast<VisualElement>().ToList();\n#else\n            return new List<VisualElement>();\n#endif\n        }\n        \n        public static string GetBlackboardFieldText(VisualElement fieldView)\n        {\n            if (fieldView is BlackboardField field1) return field1.text;\n#if SRP12_SG_REFACTORED\n            if (fieldView is SGBlackboardField field2) return field2.text;\n#endif\n            return \"unknown\";\n        }\n        \n        public static void SetBlackboardFieldTypeText(VisualElement fieldView, string toString)\n        {\n            if (fieldView is BlackboardField field1) field1.typeText = toString;\n#if SRP12_SG_REFACTORED\n            if (fieldView is SGBlackboardField field2) field2.typeText = toString;\n#endif\n        }\n        \n        public static bool ElementIsBlackboardRow(VisualElement element)\n        {\n            if (element is BlackboardRow) return true;\n#if UNITY_2021_2_OR_NEWER\n            if (element is SGBlackboardRow) return true;\n#endif\n            return false;\n        }\n        \n#endregion\n\n        public static ShaderGUI CreateShaderGUI(string defaultCustomInspector)\n        {\n            var type = typeof(EditorWindow).Assembly.GetType(\"UnityEditor.ShaderGUIUtility\");\n            var method = type?.GetMethod(\"CreateShaderGUI\", (BindingFlags)(-1));\n            if (method != null)\n                return (ShaderGUI) method.Invoke(null, new object[]{defaultCustomInspector});\n            return null;\n        }\n\n#if SRP12_SG_REFACTORED\n        public static IEnumerable<(string categoryName, int categoryHash, IEnumerable<string> properties)> CollectCategories(Shader s)\n        {\n            string path = AssetDatabase.GetAssetPath(s);\n            ShaderGraphMetadata metadata = null;\n            foreach (var obj in AssetDatabase.LoadAllAssetsAtPath(path))\n            {\n                if (obj is ShaderGraphMetadata meta)\n                {\n                    metadata = meta;\n                    var categories = metadata.categoryDatas\n                        .Select(x => (x.categoryName, x.GetHashCode(), x.propertyDatas.Select(x => x.referenceName)));\n                    return categories;\n                }\n            }\n\n            return null;\n        }\n#endif\n\n        public class WrappedShaderKeyword\n        {\n            internal ShaderKeyword keyword;\n        }\n        \n        public static WrappedShaderKeyword FindKeywordData(Shader shader, string keywordRef)\n        {\n            // collect keywords from graph and first level of child sub graphs\n            // (shader graph only generates shader_feature / multi_compile for that first level it seems)\n            var graphData = GetGraphData(shader);\n            if (graphData == null) return null;\n            \n            var shaderKeywords = new KeywordCollector();\n            foreach (var node in graphData.GetNodes<SubGraphNode>())\n                node.CollectShaderKeywords(shaderKeywords, GenerationMode.ForReals);\n            graphData.CollectShaderKeywords(shaderKeywords, GenerationMode.ForReals);\n\n            var keyword = shaderKeywords.keywords.FirstOrDefault(x => x.referenceName == keywordRef);\n            if (keyword == null) return null;\n            return new WrappedShaderKeyword() { keyword = keyword };\n        }\n\n        public static void DrawShaderKeywordProperty(MaterialEditor editor, WrappedShaderKeyword keyword, string tooltip, bool showPropertyNames = false)\n        {\n            var mat = (Material) editor.target;\n            switch (keyword.keyword.keywordType)\n            {\n                case KeywordType.Boolean:\n                    var isSet = mat.IsKeywordEnabled(keyword.keyword.referenceName);\n                    var newValue = EditorGUILayout.Toggle(new GUIContent(showPropertyNames ? keyword.keyword.referenceName : keyword.keyword.displayName, tooltip), isSet);\n                    if (isSet != newValue)\n                    {\n                        Undo.RegisterCompleteObjectUndo(mat, \"Set \" + keyword.keyword.displayName + \" to \" + newValue);\n                        if (newValue) mat.EnableKeyword(keyword.keyword.referenceName);\n                        else mat.DisableKeyword(keyword.keyword.referenceName);\n                    }\n                    break;\n                case KeywordType.Enum:\n                    var keywordEntries = keyword.keyword.entries;\n                    var keywordReferenceName = keyword.keyword.referenceName + \"_\";\n            \n                    // get selected index based on set keywords\n                    var currentIndex = 0;\n                    \n                    for (int i = 0; i < keywordEntries.Count; i++)\n                    {\n                        if (mat.IsKeywordEnabled(keywordReferenceName + keywordEntries[i].referenceName))\n                        {\n                            currentIndex = i;\n                            break;\n                        }\n                    }\n                    var newIndex = EditorGUILayout.Popup(new GUIContent(showPropertyNames ? keyword.keyword.referenceName : keyword.keyword.displayName, tooltip), currentIndex, keywordEntries.Select(x => x.displayName).ToArray());\n                    if (newIndex != currentIndex)\n                    {\n                        Undo.RegisterCompleteObjectUndo(mat, \"Set \" + keyword.keyword.displayName + \" to \" + keywordReferenceName + keywordEntries[newIndex].referenceName);\n                        for (int i = 0; i < keywordEntries.Count; i++)\n                        {\n                            if (i == newIndex) mat.EnableKeyword(keywordReferenceName + keywordEntries[i].referenceName);\n                            else mat.DisableKeyword(keywordReferenceName + keywordEntries[i].referenceName);\n                        }\n                    }\n                    break;\n            }\n        }\n\n        public static string GetShaderPathForWindow(EditorWindow wnd)\n        {\n            if (!(wnd is MaterialGraphEditWindow editWindow)) return null;\n            return AssetDatabase.GUIDToAssetPath(editWindow.selectedGuid);\n        }\n\n        public static bool IsSubGraph(EditorWindow wnd)\n        {\n            if (!(wnd is MaterialGraphEditWindow editWindow)) return false;\n#if UNITY_2020_3_OR_NEWER\n            return editWindow.graphObject != null && editWindow.graphObject.graph != null && editWindow.graphObject.graph.isSubGraph;\n#else\n            return false; // graphObject not easily accessible (would need reflection)\n#endif\n        }\n    }\n}\n\n#endif"
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  {
    "path": "package/Editor/Internal/URP/MarkdownURPExtensions.cs",
    "content": "#if !NO_INTERNALS_ACCESS && UNITY_2019_4_OR_NEWER\n\nusing System;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEditor.ShaderGraph;\nusing UnityEngine;\n#if UNITY_2020_2_OR_NEWER\nusing UnityEditor.Rendering.Universal.ShaderGraph;\n#endif\n\nnamespace UnityEditor.Rendering.Universal\n{\n    public static class MarkdownURPExtensions\n    {\n        [InitializeOnLoadMethod]\n        static void RegisterMarkdownHelpers()\n        {\n            MarkdownSGExtensions.RegisterCustomInspectorGetter(GetDefaultCustomInspectorFromGraphData);\n            #if UNITY_2020_2_OR_NEWER\n            MarkdownSGExtensions.RegisterCustomInspectorSetter(SetDefaultCustomInspector);\n            #endif\n        }\n\n#if UNITY_2021_2_OR_NEWER\n        internal struct MaterialHeaderScopeItem\n        {\n            public GUIContent headerTitle { get; set; }\n            public uint expandable { get; set; }\n            public Action<Material> drawMaterialScope { get; set; }\n        }\n        \n        internal class MarkdownShaderGraphLitGUI : ShaderGraphLitGUI\n        {\n            // needs to stay in sync with BaseShaderGUI:240.OnOpenGUI\n            public override void OnOpenGUI(Material material, MaterialEditor materialEditor)\n            {\n                var m_MaterialScopeList = (MaterialHeaderScopeList) typeof(BaseShaderGUI).GetField(\"m_MaterialScopeList\", (BindingFlags)(-1))?.GetValue(this);\n                m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceOptions, (uint)Expandable.SurfaceOptions, DrawSurfaceOptions);\n                // m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceInputs, (uint)Expandable.SurfaceInputs, DrawSurfaceInputs);\n                FillAdditionalFoldouts(m_MaterialScopeList);\n                m_MaterialScopeList.RegisterHeaderScope(Styles.AdvancedLabel, (uint)Expandable.Advanced, DrawAdvancedOptions);\n            }\n        }\n\n        internal class MarkdownShaderGraphUnlitGUI : ShaderGraphUnlitGUI\n        {\n            // needs to stay in sync with BaseShaderGUI:240.OnOpenGUI\n            public override void OnOpenGUI(Material material, MaterialEditor materialEditor)\n            {\n                var m_MaterialScopeList = (MaterialHeaderScopeList) typeof(BaseShaderGUI).GetField(\"m_MaterialScopeList\", (BindingFlags)(-1))?.GetValue(this);\n                m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceOptions, (uint)Expandable.SurfaceOptions, DrawSurfaceOptions);\n                // m_MaterialScopeList.RegisterHeaderScope(Styles.SurfaceInputs, (uint)Expandable.SurfaceInputs, DrawSurfaceInputs);\n                FillAdditionalFoldouts(m_MaterialScopeList);\n                m_MaterialScopeList.RegisterHeaderScope(Styles.AdvancedLabel, (uint)Expandable.Advanced, DrawAdvancedOptions);\n            }\n        }\n#endif\n        \n        private static string GetDefaultCustomInspectorFromGraphData(GraphData arg)\n        {\n#if UNITY_2021_2_OR_NEWER\n            foreach (var target in arg.activeTargets)\n            {\n                if (target is UniversalTarget universalTarget)\n                {\n                    switch (universalTarget.activeSubTarget)\n                    {\n                        case UniversalLitSubTarget litSubTarget:\n                            return typeof(MarkdownShaderGraphLitGUI).FullName;\n                        case UniversalUnlitSubTarget unlitSubTarget:\n                            return typeof(MarkdownShaderGraphUnlitGUI).FullName;\n                    }\n                }\n            }\n#endif\n\n            return null;\n        }\n\n#if UNITY_2020_2_OR_NEWER\n        static bool SetDefaultCustomInspector(Target target, string customInspector)\n        {\n            if (target is UniversalTarget universalTarget)\n            {\n                if (universalTarget.customEditorGUI.Equals(customInspector, StringComparison.Ordinal))\n                    universalTarget.customEditorGUI = null;\n                else\n                    universalTarget.customEditorGUI = customInspector;\n                return true;\n            }\n\n            return false;\n        }\n#endif\n    }\n}\n#endif"
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    "content": "fileFormatVersion: 2\nguid: 1fd8cc8fa6e9b5c4f9bdccf086a8f883\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "package/Editor/MarkdownShaderGUI.cs",
    "content": "#if UNITY_2021_2_OR_NEWER\n#define HAVE_VALIDATE_MATERIAL\n#if RP_CORE_7_OR_NEWER\n#define HAVE_HEADER_FOLDOUT_WITH_DOCS\n#endif\n#if SHADERGRAPH_7_OR_NEWER\n#define SRP12_SG_REFACTORED\n#endif\n#endif\nusing System;\nusing System.Linq;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing Needle.Editors;\nusing UnityEngine;\nusing UnityEditor;\nusing UnityEditor.Rendering;\nusing Needle.ShaderGraphMarkdown;\nusing Needle.ShaderGraphMarkdown.LogicExpressionParser;\nusing Unity.Profiling;\nusing UnityEditorInternal;\n#if SHADERGRAPH_7_OR_NEWER\nusing UnityEditor.ShaderGraph;\n#endif\nusing UnityEngine.Rendering;\n#if HDRP_7_OR_NEWER\nusing UnityEditor.Rendering.HighDefinition;\n#endif\n\n// we're making an exception here: only Needle namespace, because full namespace\n// has to be included in the ShaderGraph custom ui field.\nnamespace Needle\n{\n    [InitializeOnLoadAttribute]\n    static class EditorHeaderNeedleIcon\n    {\n        static EditorHeaderNeedleIcon()\n        {\n            Editor.finishedDefaultHeaderGUI += DisplayLogoInHeader;\n        }\n\n        static void DisplayLogoInHeader(Editor editor)\n        {\n            if (editor is MaterialEditor matEditor && matEditor.customShaderGUI is MarkdownShaderGUI)\n            {\n                var logo = MarkdownNeedleIcons.LogoButton;\n                if (logo)\n                {\n                    var rect = new Rect();\n                    rect.width = 20;\n                    rect.height = 20;\n                    rect.y = 2;\n                    rect.x = EditorGUIUtility.currentViewWidth - 70;\n\n                    if (Event.current.type == EventType.Repaint)\n                        GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit);\n\n                    EditorGUIUtility.AddCursorRect(rect, MouseCursor.Link);\n                    if (Event.current.type == EventType.MouseUp && rect.Contains(Event.current.mousePosition))\n                        Application.OpenURL(\"https://needle.tools\");\n                }\n            }\n        }\n    }\n    \n    // ReSharper disable once ClassNeverInstantiated.Global\n    public class MarkdownShaderGUI : ShaderGUI\n    {\n        private class HeaderGroup\n        {\n            public readonly string name;\n            public readonly string condition;\n            public List<MaterialProperty> properties;\n            public Action customDrawer = null;\n            public bool expandedByDefault = true;\n            private int hash = 0;\n            public string FoldoutStateKeyName => $\"{nameof(MarkdownShaderGUI)}.{name}.{hash}\";\n            \n            public HeaderGroup(string displayName, string condition = null, int hash = 0)\n            {\n                if (!string.IsNullOrEmpty(displayName) && displayName.EndsWith(\"-\", StringComparison.Ordinal))\n                {\n                    expandedByDefault = false;\n                    name = displayName.Substring(0, displayName.Length - 1);\n                }\n                else\n                {\n                    name = displayName;    \n                }\n\n                this.condition = condition;\n                this.hash = hash;\n            }\n        }\n\n        private static GUIStyle centeredGreyMiniLabel;\n        private static GUIStyle CenteredGreyMiniLabel {\n            get {\n                if (centeredGreyMiniLabel == null)\n                {\n                    centeredGreyMiniLabel = new GUIStyle(GUI.skin.FindStyle(\"MiniLabel\") ?? EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle(\"MiniLabel\")) {\n                        alignment = TextAnchor.MiddleLeft,\n                        normal = { textColor = Color.gray }\n                    };\n                }\n                return centeredGreyMiniLabel;\n            }\n        }\n        \n        private static readonly Dictionary<string, MarkdownMaterialPropertyDrawer> drawerCache = new Dictionary<string, MarkdownMaterialPropertyDrawer>();\n        private readonly List<MaterialProperty> referencedProperties = new List<MaterialProperty>();\n\n        internal enum MarkdownProperty\n        {\n            None,\n            Reference,\n            Link,\n            Note,\n            Drawer,\n            Header,\n            Foldout,\n            Tooltip,\n        }\n\n        private static readonly string refFormat = \"!REF\";\n        private static readonly string noteFormat = \"!NOTE\";\n        private static readonly string alternateNoteFormat = \"* \";\n        private static readonly string tooltipFormat = \"!TIP\";\n        private static readonly string alternateTooltipFormat = \"!TOOLTIP\";\n        private static readonly string drawerFormat = \"!DRAWER\";\n        private static readonly string foldoutHeaderFormat = \"#\";\n        private static readonly string foldoutHeaderFormatStart = foldoutHeaderFormat + \" \";\n        private static readonly string headerFormat = \"##\";\n        private static readonly string headerFormatStart = headerFormat + \" \";\n        private static readonly string headerFormatStartLabel = headerFormat + \"# \";\n\n        private static MarkdownProperty GetMarkdownTypeUncached(string display)\n        {\n            if (display.StartsWith(refFormat))\n                return MarkdownProperty.Reference;\n            if (display.StartsWith(\"[\") && display.IndexOf(\"]\", StringComparison.Ordinal) > -1 && display.IndexOf(\"(\", StringComparison.Ordinal) > -1 && display.EndsWith(\")\"))\n                return MarkdownProperty.Link;\n            if (display.StartsWith(noteFormat) || display.StartsWith(alternateNoteFormat))\n                return MarkdownProperty.Note;\n            if (display.StartsWith(tooltipFormat) || display.StartsWith(alternateTooltipFormat))\n                return MarkdownProperty.Tooltip;\n            if (display.StartsWith(drawerFormat))\n                return MarkdownProperty.Drawer;\n            if (display.StartsWith(foldoutHeaderFormatStart) || display.Equals(foldoutHeaderFormat, StringComparison.Ordinal))\n                return MarkdownProperty.Foldout;\n            if (display.StartsWith(headerFormatStart) || display.StartsWith(headerFormatStartLabel) || display.Equals(headerFormat, StringComparison.Ordinal))\n                return MarkdownProperty.Header;\n            return MarkdownProperty.None;\n        }\n        \n        private static Dictionary<string, MarkdownProperty> propertyTypeCache = new Dictionary<string, MarkdownProperty>();\n        internal static MarkdownProperty GetMarkdownType(string display)\n        {\n            if (propertyTypeCache.ContainsKey(display)) return propertyTypeCache[display];\n            var type = GetMarkdownTypeUncached(display);\n            propertyTypeCache.Add(display, type);\n            return type;\n        }\n\n        internal static int GetIndentLevel(string display)\n        {\n            int indent = 0;\n            for(int i = 0; i < display.Length; i++) {\n                if (display[i].Equals('-')) indent++;\n                else break;\n            }\n\n            return indent;\n        }\n\n        private bool\n            showOriginalPropertyList = false,\n            _showPropertyNames = false,\n            debugConditionalProperties = false,\n            debugReferencedProperties = false;\n\n        private bool shortcutShowPropertyNames = false;\n        private bool showPropertyNames => _showPropertyNames || shortcutShowPropertyNames;\n\n        private bool\n            debugPropertyDrawers = false,\n            debugMarkdownGroups = false,\n            showBaseShaderGuiOptions = true;\n        \n        // Reflection Access\n        // ReSharper disable InconsistentNaming\n        private static Type MaterialPropertyHandler;\n        private static MethodInfo GetHandler;\n        private static FieldInfo m_PropertyDrawer, m_DecoratorDrawers;\n        private bool debugLocalAndGlobalKeywords = false;\n\n#if UNITY_2021_2_OR_NEWER\n        private Dictionary<string, LocalKeyword> localKeywords;\n        private Dictionary<string, GlobalKeyword> globalKeywords;\n#else\n        private List<string> localKeywords;\n        private List<string> globalKeywords;\n        private static MethodInfo getShaderLocalKeywords;\n        private static MethodInfo GetShaderLocalKeywords {\n            get {\n                if (getShaderLocalKeywords  == null) getShaderLocalKeywords  = typeof(ShaderUtil).GetMethod(\"GetShaderLocalKeywords\",  (BindingFlags) (-1));\n                return getShaderLocalKeywords;\n            }\n        }\n\n        private static MethodInfo getShaderGlobalKeywords;\n        private static MethodInfo GetShaderGlobalKeywords {\n            get {\n                if (getShaderGlobalKeywords == null) getShaderGlobalKeywords = typeof(ShaderUtil).GetMethod(\"GetShaderGlobalKeywords\", (BindingFlags) (-1));\n                return getShaderGlobalKeywords;\n            }\n        }\n#endif\n        // ReSharper restore InconsistentNaming\n             \n        private static MaterialProperty FindKeywordProperty(string keywordRef, MaterialProperty[] properties)\n        {\n            var keywordProp = ShaderGUI.FindProperty(keywordRef, properties, false);\n            \n            // special case: bool properties have to be named MY_PROP_ON in ShaderGraph to be exposed,\n            // but the actual property is named \"MY_PROP\" and the keyword is still \"MY_PROP_ON\".\n            if (keywordProp == null && keywordRef.EndsWith(\"_ON\", StringComparison.Ordinal))\n                keywordProp = ShaderGUI.FindProperty(keywordRef.Substring(0, keywordRef.Length - \"_ON\".Length), properties, false);\n            \n            return keywordProp;\n        }\n\n        internal static MarkdownMaterialPropertyDrawer GetCachedDrawer(string objectName)\n        {\n            if(!drawerCache.ContainsKey(objectName) || !drawerCache[objectName])\n            {\n                var objectPath = AssetDatabase.FindAssets($\"t:{nameof(MarkdownMaterialPropertyDrawer)} {objectName}\").Select(AssetDatabase.GUIDToAssetPath).FirstOrDefault();\n                var scriptableObject = default(MarkdownMaterialPropertyDrawer);\n                \n                if(!string.IsNullOrEmpty(objectPath))\n                    scriptableObject = AssetDatabase.LoadAssetAtPath<MarkdownMaterialPropertyDrawer>(objectPath);\n                \n                if (!scriptableObject)\n                {\n                    // create a drawer instance in memory\n                    var drawerType = TypeCache\n                        .GetTypesDerivedFrom<MarkdownMaterialPropertyDrawer>()\n                        .FirstOrDefault(x => x.Name.Equals(objectName, StringComparison.Ordinal));\n                    scriptableObject = (MarkdownMaterialPropertyDrawer) ScriptableObject.CreateInstance(drawerType);\n\n                    if (!scriptableObject && !objectName.EndsWith(\"Drawer\", StringComparison.Ordinal))\n                    {\n                        var longName = objectName + \"Drawer\";\n                        if (drawerCache.ContainsKey(longName) && drawerCache[longName])\n                            scriptableObject = drawerCache[longName];\n                        else\n                            scriptableObject = GetCachedDrawer(longName);\n                    }\n                }\n                \n                if (drawerCache.ContainsKey(objectName)) drawerCache[objectName] = scriptableObject;\n                else drawerCache.Add(objectName, scriptableObject);\n            }\n\n            return drawerCache[objectName];\n        }\n\n        public override void OnClosed(Material material)\n        {\n            headerGroups?.Clear();\n            headerGroups = null;\n            lastHash = -1;\n            base.OnClosed(material);\n        }\n        \n        private int lastHash;\n        private List<HeaderGroup> headerGroups = null;\n#if SRP12_SG_REFACTORED\n        private Dictionary<string, int> propertyToCategory = null;\n        private Dictionary<int, HeaderGroup> categoryToHeaderGroup = null;\n#endif\n        \n        private string nextTooltip = null;\n        private string UseTooltip()\n        {\n            if (nextTooltip == null) return null;\n            var val = nextTooltip;\n            nextTooltip = null;\n            return val;\n        }\n        \n        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)\n        {\n            var targetMat = materialEditor.target as Material;\n            if (!targetMat) return;\n\n            OnGUIMarker.Begin();\n            \n            // Use default labelWidth\n            EditorGUIUtility.labelWidth = 0f;\n            // proper widths for texture and label fields, same as ShaderGUI\n            EditorGUIUtility.fieldWidth = 64f;\n            // keyboard shortcut overrides\n            shortcutShowPropertyNames = Event.current.shift;\n            \n            int GetTargetMaterialHashCode()\n            {\n                var hashCode = targetMat.name.GetHashCode();\n                hashCode = (hashCode * 397) ^ (targetMat.shader ? targetMat.shader.name.GetHashCode() : 0);\n                foreach(var prop in properties)\n                {\n                    hashCode = (hashCode * 397) ^ prop.name.GetHashCode();\n                    hashCode = (hashCode * 397) ^ prop.displayName.GetHashCode();\n                    hashCode = (hashCode * 397) ^ prop.rangeLimits.GetHashCode();\n#if UNITY_6000_2_OR_NEWER\n                    hashCode = (hashCode * 397) ^ prop.propertyFlags.GetHashCode();\n#else\n                    hashCode = (hashCode * 397) ^ prop.flags.GetHashCode();\n#endif\n                    \n                    // need to hash values as well since it seems MaterialProperties are changing whenever a value is changed/undone etc.\n                    hashCode = (hashCode * 397) ^ prop.floatValue.GetHashCode();\n                    hashCode = (hashCode * 397) ^ prop.colorValue.GetHashCode();\n                    hashCode = (hashCode * 397) ^ prop.vectorValue.GetHashCode();\n                    if(prop.textureValue) hashCode = (hashCode * 397) ^ prop.textureValue.GetHashCode();\n                    hashCode = (hashCode * 397) ^ prop.textureScaleAndOffset.GetHashCode();\n                }\n                return hashCode;\n            }\n\n            GetHashCodeMarker.Begin();\n            int currentHash = GetTargetMaterialHashCode();\n            if (lastHash != currentHash) {\n                lastHash = currentHash;\n                MaterialChanged(materialEditor, properties);\n                headerGroups?.Clear();\n            }\n            GetHashCodeMarker.End();\n\n            if (headerGroups == null)\n                headerGroups = new List<HeaderGroup>();\n            \n            // split by header properties\n            if(headerGroups.Count < 1)\n            {\n                GenerateHeaderGroupsMarker.Begin();\n                headerGroups.Add(new HeaderGroup(\"Default\"));\n                \n#if SRP12_SG_REFACTORED\n                // on 2021.2+, we need to also collect Blackboard Categories, which are stored in a sub asset\n                var blackboardCategories = MarkdownSGExtensions.CollectCategories(targetMat.shader)?.ToList();\n                propertyToCategory = new Dictionary<string, int>();\n                categoryToHeaderGroup = new Dictionary<int, HeaderGroup>();\n                if(blackboardCategories != null)\n                {\n                    foreach (var cat in blackboardCategories)\n                    {\n                        var firstPropertyInCategory = cat.properties.FirstOrDefault();\n                        if(firstPropertyInCategory != null)\n                            propertyToCategory.Add(firstPropertyInCategory, cat.categoryHash);\n                    }\n                    \n                    foreach (var cat in blackboardCategories)\n                    {\n                        var display = cat.categoryName;\n                        var condition = GetBetween(display, '[', ']', true);\n                        if (!string.IsNullOrWhiteSpace(condition))\n                            display = display.Substring(0, display.LastIndexOf('[')).TrimEnd();\n                        var group = new HeaderGroup(display, condition, cat.categoryHash);\n                        categoryToHeaderGroup.Add(cat.categoryHash, group);\n                    }\n                }\n#endif\n                \n                foreach (var prop in properties)\n                {\n                    var display = prop.displayName;\n                    if(display.StartsWith(foldoutHeaderFormatStart) || display.Equals(foldoutHeaderFormat, StringComparison.Ordinal))\n                    {\n                        var condition = GetBetween(display, '[', ']', true);\n                        if (!string.IsNullOrWhiteSpace(condition))\n                            display = display.Substring(0, display.LastIndexOf('[')).TrimEnd();\n                        if (display.Equals(foldoutHeaderFormat, StringComparison.Ordinal)  || \n                            (display.StartsWith(foldoutHeaderFormatStart + \"(\", StringComparison.Ordinal) && display.EndsWith(\")\", StringComparison.Ordinal))) // for multiple # (1) foldout breakers)\n                            headerGroups.Add(new HeaderGroup(null, condition));\n                        else\n                        {\n                            // remove \"# \" from start\n                            display = display.Substring(display.IndexOf(' ') + 1);\n                            headerGroups.Add(new HeaderGroup(display, condition));\n                        }\n                    }\n                    else\n                    {\n#if SRP12_SG_REFACTORED\n                        if (propertyToCategory.ContainsKey(prop.name))\n                        {\n                            var categoryHeaderGroup = categoryToHeaderGroup[propertyToCategory[prop.name]];\n                            headerGroups.Add(categoryHeaderGroup);\n                        }\n#endif\n                        var headerGroup = headerGroups.Last();\n                        \n                        if (headerGroup.properties == null) \n                            headerGroup.properties = new List<MaterialProperty>();\n                        \n                        // need to process REF/DRAWER properties early so we can hide them properly if needed\n                        display = display.TrimStart('-');\n                        var searchForReferencedProperties = false;\n                        \n                        // don't collect properties for drawers/references that are conditionally excluded\n                        var markdownType = GetMarkdownType(display);\n                        switch (markdownType)\n                        {\n                            case MarkdownProperty.Foldout:\n                            case MarkdownProperty.Header:\n                            case MarkdownProperty.Link:\n                            case MarkdownProperty.Note:\n                            case MarkdownProperty.Tooltip:\n                            case MarkdownProperty.None:\n                                break;\n                            case MarkdownProperty.Reference:\n                            case MarkdownProperty.Drawer:\n                                searchForReferencedProperties = true;\n                                break;\n                        }\n                        \n                        if(searchForReferencedProperties)\n                        {\n                            // TODO unsure about this: there are cases where both excluding and including such properties seems desired.\n                            // var condition = GetBetween(display, '[', ']', true);\n                            // if (!string.IsNullOrEmpty(condition) && !ConditionIsFulfilled(targetMat, condition))\n                            //     continue;\n\n                            var split = display.Split(new[] {' '}, StringSplitOptions.RemoveEmptyEntries);\n                            if (split.Length < 2)\n                                continue;\n                            \n                            switch (markdownType)\n                            {\n                                case MarkdownProperty.Reference:\n                                    var keywordRef = split[1];\n                                    var keywordProp = FindKeywordProperty(keywordRef, properties);\n                                    if(keywordProp != null)\n                                        referencedProperties.Add(keywordProp);\n                                    break;\n                                case MarkdownProperty.Drawer:\n                                    var objectName = split[1];\n                                    var drawer = GetCachedDrawer(objectName);\n                                    if (drawer != null)\n                                    {\n                                        var referencedProps = drawer.GetReferencedProperties(materialEditor, properties, new MarkdownMaterialPropertyDrawer.DrawerParameters(split));\n                                        if(referencedProps != null)\n                                            referencedProperties.AddRange(referencedProps);\n                                    }\n                                    break;\n                            }\n                        }\n                        headerGroup.properties.Add(prop);\n                    }\n                }\n                headerGroups.Add(new HeaderGroup(null) { properties = null, customDrawer = DrawCustomGUI });\n                headerGroups.Add(new HeaderGroup(MarkdownToolsLabel) { properties = null, customDrawer = DrawDebugGroupContent, expandedByDefault = false});\n                \n                GenerateHeaderGroupsMarker.End();\n            }\n            \n            void DrawDebugGroupContent()\n            {\n                DrawDebugGroupContentMarker.Begin();\n\n                EditorGUILayout.LabelField(\"Utilities\", EditorStyles.boldLabel);\n                if (shortcutShowPropertyNames)\n                {\n                    EditorGUI.showMixedValue = true;\n                    EditorGUILayout.Toggle(ShowPropertyNames, _showPropertyNames);\n                    EditorGUI.showMixedValue = false;\n                }\n                else\n                {\n                    _showPropertyNames = EditorGUILayout.Toggle(ShowPropertyNames, _showPropertyNames);\n                }\n                EditorGUILayout.BeginHorizontal();\n                EditorGUILayout.PrefixLabel(\"Refactoring\");\n                if (GUILayout.Button(RenameShaderProperties, EditorStyles.miniButton))\n                    ShowRefactoringWindow(AssetDatabase.GetAssetPath(targetMat.shader), \"\");\n                EditorGUILayout.EndHorizontal();\n                \n                EditorGUILayout.Space();\n                EditorGUILayout.LabelField(\"Markdown Debugging\", EditorStyles.boldLabel);\n                EditorGUI.BeginChangeCheck();\n                showOriginalPropertyList = EditorGUILayout.Toggle(ShowOriginalProperties, showOriginalPropertyList);\n                if (EditorGUI.EndChangeCheck())\n                    InitializeCustomGUI(targetMat);\n                debugConditionalProperties = EditorGUILayout.Toggle(DebugConditionalProperties, debugConditionalProperties);\n                debugReferencedProperties = EditorGUILayout.Toggle(DebugReferencedProperties, debugReferencedProperties);\n                \n                EditorGUILayout.Space();\n\n                EditorGUILayout.LabelField(ShaderKeywords, EditorStyles.boldLabel);\n                foreach (var kw in targetMat.shaderKeywords)\n                {\n                    EditorGUILayout.TextField(kw, EditorStyles.miniLabel);\n                }\n\n                EditorGUILayout.Space();\n\n                var newVal = EditorGUILayout.Foldout(debugLocalAndGlobalKeywords, LocalAndGlobalKeywords);\n                if (newVal != debugLocalAndGlobalKeywords)\n                {\n                    debugLocalAndGlobalKeywords = newVal;\n                    \n                    // enforce refresh when opening / closing the foldout\n                    if (debugLocalAndGlobalKeywords)\n                        CollectLocalAndGlobalKeywords(targetMat);\n                }\n                if(debugLocalAndGlobalKeywords)\n                {\n                    EditorGUILayout.LabelField(LocalKeywords, EditorStyles.boldLabel);\n                    EditorGUI.indentLevel++;\n                    EditorGUI.indentLevel++;\n                    foreach (var kw in localKeywords)\n                    {\n#if UNITY_2021_2_OR_NEWER\n                        var title = kw.Value.name + \"  \" + (kw.Value.type != ShaderKeywordType.UserDefined ? \"[\" + kw.Value.type + \"]\" : \"\") + (kw.Value.isOverridable ? \" [Overridable]\" : \"\");\n                        var isOn = targetMat.shaderKeywords.Contains(kw.Value.name);\n#else\n                        var title = kw;\n                        var isOn = targetMat.shaderKeywords.Contains(kw);\n#endif\n                        EditorGUILayout.TextField(title, EditorStyles.miniLabel);\n                        var lastRect = GUILayoutUtility.GetLastRect();\n                        lastRect.xMin -= 32;\n                        lastRect.xMax = lastRect.xMin += 16;\n                        EditorGUI.BeginDisabledGroup(true);\n                        EditorGUI.ToggleLeft(lastRect, GUIContent.none, isOn);   \n                        EditorGUI.EndDisabledGroup();\n                    }\n                    EditorGUI.indentLevel--;\n                    EditorGUI.indentLevel--;\n                    EditorGUILayout.LabelField(GlobalKeywords, EditorStyles.boldLabel);\n                    EditorGUI.indentLevel++;\n                    EditorGUI.indentLevel++;\n                    foreach (var kw in globalKeywords)\n                    {\n#if UNITY_2021_2_OR_NEWER\n                        var title = kw.Value.name;\n                        var isOn = Shader.IsKeywordEnabled(kw.Value);\n#else\n                        var title = kw;\n                        var isOn = Shader.IsKeywordEnabled(kw);\n#endif\n                        EditorGUILayout.TextField(title, EditorStyles.miniLabel);\n                        var lastRect = GUILayoutUtility.GetLastRect();\n                        lastRect.xMin -= 32;\n                        lastRect.xMax = lastRect.xMin += 16;\n                        EditorGUI.BeginDisabledGroup(true);\n                        EditorGUI.ToggleLeft(lastRect, GUIContent.none, isOn);  \n                        EditorGUI.EndDisabledGroup();\n                    }\n                    EditorGUI.indentLevel--;\n                    EditorGUI.indentLevel--;\n                }\n                \n                GUILayout.BeginHorizontal();\n                EditorGUILayout.PrefixLabel(\"Reset\");\n                if (GUILayout.Button(ClearKeywords))\n                {\n                    foreach (var kw in targetMat.shaderKeywords)\n                        targetMat.DisableKeyword(kw);\n                    \n#if HDRP_7_OR_NEWER\n                    try\n                    {\n                        HDShaderUtils.ResetMaterialKeywords(targetMat);\n                    }\n                    catch (ArgumentException)\n                    {\n                        // ignore, not a HDRP shader probably\n                    }\n#endif\n                    ValidateMaterial(targetMat);\n                    \n                    // resetting the shader seems to trigger keyword sanitization for ShaderGraph shaders and some other Unity shaders \n                    baseShaderGui?.AssignNewShaderToMaterial(targetMat, targetMat.shader, targetMat.shader);\n                }\n                GUILayout.EndHorizontal();\n                \n                if (IsDeveloperMode())\n                {\n                    DrawDeveloperModeContent();\n                }\n                EditorGUILayout.Space();\n                \n                // #if HDRP_7_OR_NEWER\n                // EditorGUILayout.LabelField(\"ShaderGraph Info\", EditorStyles.boldLabel);\n                // if (GUILayout.Button(\"Refresh\"))\n                // {\n                //     Debug.Log(MarkdownHDExtensions.GetDefaultCustomInspectorFromShader(targetMat.shader));\n                // }\n                // #endif\n                \n                DrawDebugGroupContentMarker.End();\n            }\n\n            void DrawDeveloperModeContent()\n            {\n                EditorGUILayout.Space();\n                EditorGUILayout.LabelField(DevelopmentOptionsLabel, EditorStyles.boldLabel);\n                showBaseShaderGuiOptions = EditorGUILayout.Foldout(showBaseShaderGuiOptions, BaseShaderGUIOptions);\n                if (showBaseShaderGuiOptions)\n                {\n                    EditorGUI.indentLevel++;\n                    EditorGUILayout.TextField(\"Type\", baseShaderGui != null ? baseShaderGui.GetType().ToString() : \"none\", EditorStyles.miniLabel);\n                    if(baseShaderGui != null)\n                    {\n                        if (GUILayout.Button(\"Validate Material\")) ValidateMaterial(targetMat);\n                        if (GUILayout.Button(\"Re-Assign Shader\")) baseShaderGui.AssignNewShaderToMaterial(targetMat, targetMat.shader, targetMat.shader);\n                    }\n                    EditorGUI.indentLevel--;\n                }\n                \n                debugPropertyDrawers = EditorGUILayout.Foldout(debugPropertyDrawers, PropertyDrawersAndDecorators);\n                if (debugPropertyDrawers)\n                {\n                    foreach (var prop in properties)\n                    {\n                        if (MaterialPropertyHandler == null) MaterialPropertyHandler = typeof(MaterialProperty).Assembly.GetType(\"UnityEditor.MaterialPropertyHandler\");\n                        if (MaterialPropertyHandler != null)\n                        {\n                            if(GetHandler         == null) GetHandler         = MaterialPropertyHandler.GetMethod(\"GetHandler\", (BindingFlags) (-1));\n                            var handler = GetHandler.Invoke(null, new object[] {((Material) materialEditor.target).shader, prop.name});\n                            if(m_PropertyDrawer   == null) m_PropertyDrawer   = MaterialPropertyHandler.GetField(\"m_PropertyDrawer\", (BindingFlags) (-1));\n                            if(m_DecoratorDrawers == null) m_DecoratorDrawers = MaterialPropertyHandler.GetField(\"m_DecoratorDrawers\", (BindingFlags) (-1));\n\n                            if(handler != null)\n                            {\n                                MaterialPropertyDrawer propertyDrawer = (MaterialPropertyDrawer) m_PropertyDrawer.GetValue(handler);\n                                List<MaterialPropertyDrawer> decoratorDrawers = (List<MaterialPropertyDrawer>) m_DecoratorDrawers.GetValue(handler);\n                                if (propertyDrawer != null || decoratorDrawers != null)\n                                {\n#if UNITY_6000_2_OR_NEWER\n                                    EditorGUILayout.LabelField($@\"{prop.name}(\"\"{prop.displayName}\"\", {prop.propertyType})\");\n#else\n                                    EditorGUILayout.LabelField($@\"{prop.name}(\"\"{prop.displayName}\"\", {prop.type})\");\n#endif\n                                }\n                                EditorGUI.indentLevel++;\n                                if(propertyDrawer != null)\n                                {\n                                    EditorGUILayout.LabelField(\"Property Drawer\", EditorStyles.miniLabel);\n                                    EditorGUILayout.LabelField(propertyDrawer.GetType() + \" (height: \" + propertyDrawer.GetPropertyHeight(prop, prop.displayName, materialEditor) + \"px)\");\n                                }\n                                if(decoratorDrawers != null)\n                                {\n                                    EditorGUILayout.LabelField(\"Decorator Drawers\", EditorStyles.miniLabel);\n                                    foreach (var d in decoratorDrawers)\n                                    {\n                                        EditorGUILayout.LabelField(d.GetType() + \" (height: \" + d.GetPropertyHeight(prop, prop.displayName, materialEditor) + \"px)\");\n                                    }\n                                }\n                                EditorGUI.indentLevel--;\n                            }\n                        }\n                        // MaterialPropertyHandler handler = MaterialPropertyHandler.GetHandler(((Material) materialEditor.target).shader, prop.name);\n                    }\n                }\n                \n                debugMarkdownGroups = EditorGUILayout.Foldout(debugMarkdownGroups, GroupsAndCategories);\n                if (debugMarkdownGroups)\n                {\n                    EditorGUI.BeginDisabledGroup(true);\n                    foreach (var group in headerGroups)\n                    {\n                        EditorGUILayout.LabelField(group.name == null ? \"<null>\" : string.IsNullOrWhiteSpace(group.name) ? \"<whitespace>\" : group.name, EditorStyles.boldLabel);\n                        EditorGUILayout.LabelField(\"Condition\", group.condition == null ? \"<null>\" : group.condition);\n                        EditorGUILayout.LabelField(\"Custom Drawer\", group.customDrawer?.Method?.Name ?? \"<null>\");\n                        EditorGUILayout.LabelField(\"Property Count\", \"\" + (group.properties?.Count ?? 0));\n                        EditorGUILayout.Space();\n                    }\n                    EditorGUI.EndDisabledGroup();\n                }\n                \n                EditorGUILayout.Space();\n                \n                GUILayout.BeginHorizontal();\n                EditorGUILayout.PrefixLabel(\"Inspector\");\n                if (GUILayout.Button(RedrawInspector))\n                {\n                    drawerCache.Clear();\n                    headerGroups.Clear();\n                    GUIUtility.ExitGUI();\n                }                \n                GUILayout.EndHorizontal();\n                \n                GUILayout.BeginHorizontal();\n                EditorGUILayout.PrefixLabel(\"Foldouts\");\n                if (GUILayout.Button(ResetFoldoutSessionState))\n                {\n                    foreach(var group in headerGroups)\n                    {\n                        SessionState.EraseBool(group.FoldoutStateKeyName);\n                    }\n                }\n                GUILayout.EndHorizontal();\n            }\n            \n            void DrawCustomGUI()\n            {\n                DrawCustomGUIMarker.Begin();\n                \n                if (!haveSearchedForCustomGUI)\n                    InitializeCustomGUI(targetMat);\n            \n                // This assumes that all base shader GUIs draw the advanced options themselves (e.g. instancing, queue, ...)\n                if(baseShaderGui == null)\n                {\n                    EditorGUILayout.Space();\n                    EditorGUILayout.LabelField(AdditionalOptions, EditorStyles.boldLabel);\n                    EditorGUILayout.Space();\n                    \n                    // from MaterialEditor.PropertiesDefaultGUI(properties);\n                    if (SupportedRenderingFeatures.active.editableMaterialRenderQueue)\n                        materialEditor.RenderQueueField();\n                    materialEditor.EnableInstancingField();\n                    materialEditor.DoubleSidedGIField();\n                    \n                    // if the material exposes _EMISSION as user-changeable property, we only want to draw the lightmap settings when its on.\n                    // otherwise, we always draw it when the known emission properties exist\n                    if (targetMat.HasProperty(EmissionColorPropertyName) || targetMat.HasProperty(EmissionMapPropertyName) || targetMat.HasProperty(EmissionColorPropertyName2) || targetMat.HasProperty(EmissionMapPropertyName2))\n                        if (!(targetMat.HasProperty(EmissionKeyword) || targetMat.HasProperty(\"_Emission\")) || targetMat.IsKeywordEnabled(EmissionKeyword))\n                            materialEditor.LightmapEmissionFlagsProperty(0, true, true);\n                    \n                    EditorGUILayout.Space();\n                    CoreEditorUtils.DrawSplitter();\n                }\n\n                try\n                {\n                    if (baseShaderGui != null)\n                    {\n                        // only pass in the properties that are hidden - this allows us to render all custom HDRP ShaderGraph UIs.\n                        baseShaderGui?.OnGUI(materialEditor, showOriginalPropertyList \n                            ? properties\n                            : properties\n#if UNITY_6000_2_OR_NEWER                                    \n                                .Where(x => x.propertyFlags.HasFlag(ShaderPropertyFlags.HideInInspector))\n#else\n                                .Where(x => x.flags.HasFlag(MaterialProperty.PropFlags.HideInInspector))\n#endif\n                                .ToArray());\n                        CoreEditorUtils.DrawSplitter();\n                    }\n                }\n                catch (Exception e)\n                {\n                    EditorGUILayout.HelpBox(\"Exception when drawing base shader GUI of type \" + baseShaderGui?.GetType() + \":\\n\" + e, MessageType.Error);\n                }\n                \n                DrawCustomGUIMarker.End();\n            }\n            \n            void DrawGroup(HeaderGroup group)\n            {\n                DrawGroupMarker.Begin();\n\n                bool previousPropertyWasDrawn = true;\n                bool nextPropertyDrawerShouldBeInline = false;\n                \n                for(int i = 0; i < group.properties.Count; i++)\n                {\n                    var prop = group.properties[i];\n                    var display = prop.displayName;\n                    var isDisabled = false;\n                    var hasCondition = !display.StartsWith(\"[\", StringComparison.Ordinal) && display.Contains('[') && display.EndsWith(\"]\", StringComparison.Ordinal);\n                    if (hasCondition)\n                    {\n                        var condition = GetBetween(display, '[', ']', true);\n                        if (!string.IsNullOrEmpty(condition))\n                        {\n                            if (!ConditionIsFulfilled(targetMat, condition))\n                            {\n                                // consume tooltip for conditionally excluded properties\n                                UseTooltip();\n                                if(!debugConditionalProperties)\n                                {\n                                    previousPropertyWasDrawn = false;\n                                    continue;\n                                }\n                                \n                                isDisabled = true;\n                                EditorGUI.BeginDisabledGroup(true);\n                            }\n                            if(!debugConditionalProperties)\n                                display = display.Substring(0, display.IndexOf('[') - 1);\n                        }\n                    }\n\n                    var currentIndent = EditorGUI.indentLevel;\n                    EditorGUI.indentLevel = currentIndent + GetIndentLevel(display);\n                    display = display.TrimStart('-');\n                    switch (GetMarkdownType(display))\n                    {\n                        case MarkdownProperty.Link:\n                            if (!previousPropertyWasDrawn) continue;\n                            var linkText = GetBetween(display, '[', ']');\n                            var linkHref = GetBetween(display, '(', ')');\n                            if (GUILayout.Button(new GUIContent(linkText, UseTooltip()), CenteredGreyMiniLabel)) Application.OpenURL(linkHref);\n                            break;\n                        case MarkdownProperty.Note:\n                            if (!previousPropertyWasDrawn) continue;\n                            var noteText = display.Substring(display.IndexOf(' ') + 1);\n                            EditorGUILayout.LabelField(new GUIContent(noteText, UseTooltip()), CenteredGreyMiniLabel);\n                            break;\n                        case MarkdownProperty.Tooltip:\n                            nextTooltip = display.Substring(display.IndexOf(' ') + 1);\n                            break;\n                        case MarkdownProperty.Drawer:\n                            var parts = display.Split(' ');\n                            if(parts.Length > 1) {\n                                var objectName = parts[1];\n                                var drawer = GetCachedDrawer(objectName);\n                                if(drawer) {\n                                    try\n                                    {\n                                        if (nextPropertyDrawerShouldBeInline)\n                                        {\n                                            if(drawer.SupportsInlineDrawing)\n                                            {\n                                                var rect = InlineTextureDrawer.LastInlineTextureRect;\n                                                rect.xMin += EditorGUI.indentLevel * 15f;\n                                                var previousIndent = EditorGUI.indentLevel;\n                                                EditorGUI.indentLevel = 0;\n                                                drawer.OnInlineDrawerGUI(InlineTextureDrawer.LastInlineTextureRect, materialEditor, properties, new MarkdownMaterialPropertyDrawer.DrawerParameters(parts, UseTooltip()));\n                                                EditorGUI.indentLevel = previousIndent;\n                                            }\n                                            else\n                                            {\n                                                EditorGUI.LabelField(InlineTextureDrawer.LastInlineTextureRect, drawer + \" doesn't support inline drawing\", EditorStyles.miniLabel);\n                                                drawer.OnDrawerGUI(materialEditor, properties, new MarkdownMaterialPropertyDrawer.DrawerParameters(parts, UseTooltip()));\n                                            }\n                                        }\n                                        else\n                                        {\n                                            drawer.OnDrawerGUI(materialEditor, properties, new MarkdownMaterialPropertyDrawer.DrawerParameters(parts, UseTooltip(), showPropertyNames));\n                                        }\n                                    }\n                                    catch (Exception e)\n                                    {\n                                        EditorGUILayout.HelpBox(\"Error in Custom Drawer \\\"\" + objectName + \"\\\":\\n\" + e.Message, MessageType.Error);\n                                    }\n                                    finally\n                                    {\n                                        nextPropertyDrawerShouldBeInline = false;\n                                    }\n                                }\n                                else\n                                    EditorGUILayout.HelpBox(\"Custom Drawer \\\"\" + objectName + \"\\\" not found.\", MessageType.Error);\n                            }\n                            else {\n                                EditorGUILayout.HelpBox(\"No Drawer specified.\", MessageType.Warning);\n                            }\n                            previousPropertyWasDrawn = true;\n                            break;\n                        case MarkdownProperty.Header:\n                            var stringIndex = display.IndexOf(' ') + 1;\n                            if(stringIndex > 0 && !(display.StartsWith(headerFormatStart + \"(\", StringComparison.Ordinal) && display.EndsWith(\")\", StringComparison.Ordinal)))\n                            {\n                                var labelName = display.Substring(stringIndex);\n                                if(display.StartsWith(headerFormatStartLabel))\n                                {\n                                    EditorGUILayout.LabelField(new GUIContent(labelName, UseTooltip()));\n                                }\n                                else\n                                {\n                                    EditorGUILayout.Space();\n                                    EditorGUILayout.LabelField(new GUIContent(labelName, UseTooltip()), EditorStyles.boldLabel);\n                                }\n                            }\n                            else\n                            {\n                                EditorGUILayout.Space();\n                            }\n                            previousPropertyWasDrawn = true;\n                            break;\n                        case MarkdownProperty.Reference:\n                            var split = display.Split(' ');\n                            if (split.Length > 1)\n                            {\n                                var keywordRef = split[1];\n                                var keywordProp = FindKeywordProperty(keywordRef, properties);\n                                var foundKeywordToDraw = false;\n                                \n#if SHADERGRAPH_7_OR_NEWER\n                                // special case: the keyword might be defined in a subgraph\n                                if (keywordProp == null)\n                                {\n                                    var keyword = MarkdownSGExtensions.FindKeywordData(targetMat.shader, keywordRef);\n                                    if (keyword != null)\n                                    {\n                                        MarkdownSGExtensions.DrawShaderKeywordProperty(materialEditor, keyword, UseTooltip(), showPropertyNames);\n                                        foundKeywordToDraw = true;\n                                    }\n                                }\n#endif\n                                if (!foundKeywordToDraw)\n                                {\n                                    if (keywordProp == null)\n                                    {\n#if UNITY_2021_2_OR_NEWER\n                                        if (globalKeywords.ContainsKey(keywordRef))   \n#else\n                                        if (globalKeywords.Contains(keywordRef))\n#endif\n                                        {\n                                            EditorGUI.BeginChangeCheck();\n                                            var newVal = EditorGUILayout.Toggle(keywordRef, Shader.IsKeywordEnabled(keywordRef));\n                                            if (EditorGUI.EndChangeCheck())\n                                            {\n                                                if (newVal) Shader.EnableKeyword(keywordRef);\n                                                else Shader.DisableKeyword(keywordRef);\n                                            }\n                                        }\n                                        else\n                                        {\n                                            EditorGUILayout.HelpBox(\"Could not find MaterialProperty: '\" + keywordRef, MessageType.Error);\n                                        }\n                                    }\n                                    else\n                                        materialEditor.ShaderProperty(keywordProp, new GUIContent(showPropertyNames ? keywordProp.name : keywordProp.displayName, UseTooltip()));\n                                }\n                            }\n                            previousPropertyWasDrawn = true;\n                            break;\n                        // case MarkdownProperty.None:\n                        default:\n                            if(referencedProperties.Contains(prop))\n                            {\n                                if (debugReferencedProperties)\n                                {\n                                    EditorGUI.BeginDisabledGroup(true);\n                                    materialEditor.ShaderProperty(prop, display);\n                                    EditorGUI.EndDisabledGroup();\n                                }\n                                previousPropertyWasDrawn = false;\n                                break;\n                            }\n#if UNITY_6000_2_OR_NEWER\n                            if(prop.propertyFlags.HasFlag(ShaderPropertyFlags.HideInInspector))\n                                break;\n                            \n                            if(prop.propertyFlags.HasFlag(ShaderPropertyFlags.PerRendererData))\n                                break;\n#else\n                            if(prop.flags.HasFlag(MaterialProperty.PropFlags.HideInInspector))\n                                break;\n                            if(prop.flags.HasFlag(MaterialProperty.PropFlags.PerRendererData))\n                                break;\n#endif\n                            \n                            // check if drawer shorthand + parameters\n                            var indexOfShorthand = display.IndexOf(\"&&\", StringComparison.Ordinal);\n                            var isShorthandWithParameters = indexOfShorthand > 0 && indexOfShorthand < display.Length - 2;\n                            \n                            // drawer shorthands\n                            if (isShorthandWithParameters || display.EndsWith(\"&\", StringComparison.Ordinal) ||\n#if UNITY_6000_2_OR_NEWER\n                                (prop.propertyType == ShaderPropertyType.Texture && prop.propertyFlags.HasFlag(ShaderPropertyFlags.NonModifiableTextureData))) // display non-modifiable textures inlined by default\n#else\n                                (prop.type == MaterialProperty.PropType.Texture && prop.flags.HasFlag(MaterialProperty.PropFlags.NonModifiableTextureData))) // display non-modifiable textures inlined by default\n#endif\n                            {\n                                bool shouldDrawMultiplePropertiesInline = display.EndsWith(\"&&\", StringComparison.Ordinal);\n                                var parameters = default(MarkdownMaterialPropertyDrawer.DrawerParameters);\n                                if (isShorthandWithParameters)\n                                {\n                                    // extract parameters\n                                    var parameterRemainder = display.Substring(indexOfShorthand + 2).Trim();\n                                    parameters = new MarkdownMaterialPropertyDrawer.DrawerParameters((\"!DRAWER Dummy \" + prop.name + \" \" + parameterRemainder)\n                                        .Split(new [] {' '}, StringSplitOptions.RemoveEmptyEntries), UseTooltip());\n                                    display = display.Substring(0, indexOfShorthand);\n                                }\n                                \n                                var trimmedDisplay = display.Trim(' ', '&');\n#if UNITY_6000_2_OR_NEWER\n                                if(prop.propertyType == ShaderPropertyType.Texture)\n#else\n                                if(prop.type == MaterialProperty.PropType.Texture)\n#endif\n                                {\n                                    var drawer = (InlineTextureDrawer) GetCachedDrawer(nameof(InlineTextureDrawer));\n                                    if (drawer)\n                                    {\n                                        if (isShorthandWithParameters)\n                                        {\n                                            drawer.OnDrawerGUI(materialEditor, properties, parameters);\n                                            \n                                            // exclude parameter properties from further regular rendering\n                                            for (int k = 1; k < parameters.Count; k++)\n                                            {\n                                                var j = k;\n                                                var referencedProperty = properties.FirstOrDefault(x => x.name == parameters.Get(j, \"\"));\n                                                if (referencedProperty != null && !referencedProperties.Contains(referencedProperty))\n                                                    referencedProperties.Add(referencedProperty);\n                                            }\n                                        }\n                                        else\n                                        {\n                                            MaterialProperty extraProperty = null;\n                                            if (shouldDrawMultiplePropertiesInline)\n                                            {\n                                                extraProperty = (i + 1 < group.properties.Count) ? group.properties[i + 1] : null;\n\n                                                if (extraProperty != null)\n                                                {\n#if UNITY_6000_2_OR_NEWER\n                                                    if (extraProperty.propertyFlags.HasFlag(ShaderPropertyFlags.HideInInspector))\n#else\n                                                    if (extraProperty.flags.HasFlag(MaterialProperty.PropFlags.HideInInspector))\n#endif\n                                                    {\n                                                        extraProperty = null;\n                                                    }\n                                                    else if (GetMarkdownType(extraProperty.displayName) == MarkdownProperty.Drawer)\n                                                    {\n                                                        extraProperty = null;\n                                                        nextPropertyDrawerShouldBeInline = true;\n                                                    }\n                                                    // check if this is a special property, not supported right now\n                                                    // also we don't want to draw if hidden (e.g. unity_Lightmaps)\n                                                    else if (GetMarkdownType(extraProperty.displayName) != MarkdownProperty.None)\n                                                    {\n                                                        extraProperty = null;\n                                                    }\n\n                                                    // add this to the referenced list so we don't draw it twice\n                                                    if (extraProperty != null && !referencedProperties.Contains(extraProperty))\n                                                    {\n                                                        referencedProperties.Add(extraProperty);\n                                                    }\n                                                }\n                                            }\n\n                                            drawer.OnDrawerGUI(materialEditor, properties, prop, new GUIContent(showPropertyNames ? prop.name + (extraProperty != null ? \" & \" + extraProperty.name : \"\") : trimmedDisplay, UseTooltip()), extraProperty);\n                                        }\n                                    }\n                                }\n#if UNITY_6000_2_OR_NEWER\n                                else if (prop.propertyType == ShaderPropertyType.Vector)\n#else\n                                else if (prop.type == MaterialProperty.PropType.Vector)\n#endif\n                                {\n                                    var drawer = (VectorSliderDrawer) GetCachedDrawer(nameof(VectorSliderDrawer)); \n                                    if (drawer)\n                                    {\n                                        drawer.OnDrawerGUI(materialEditor, prop, new GUIContent(showPropertyNames ? prop.name : trimmedDisplay, UseTooltip()));\n                                    }\n                                }\n                            }\n                            else\n                            {\n                                materialEditor.ShaderPropertyWithTooltip(prop, new GUIContent(showPropertyNames ? prop.name : display, UseTooltip()));\n                            }\n                            previousPropertyWasDrawn = true;\n                            break;\n                    }\n                    EditorGUI.indentLevel = currentIndent;\n                    \n                    if(isDisabled)\n                        EditorGUI.EndDisabledGroup();\n                }    \n                EditorGUILayout.Space();\n                \n                DrawGroupMarker.End();\n            }\n\n            foreach(var group in headerGroups)\n            {\n                if (group.properties == null && group.customDrawer == null) continue;\n                bool isDisabled = false;\n                if (group.condition != null)\n                {\n                    if (!ConditionIsFulfilled(targetMat, group.condition))\n                    {\n                        if (debugConditionalProperties)\n                            isDisabled = true;\n                        else\n                            continue;\n                    }\n                }\n\n                DrawHeaderGroupMarker.Begin();\n                if (isDisabled)\n                    EditorGUI.BeginDisabledGroup(true);\n                EditorGUI.BeginChangeCheck();\n                if (string.IsNullOrEmpty(group.name) || group.name.Equals(\"Default\", StringComparison.OrdinalIgnoreCase)) {\n                    if(group.customDrawer != null) {\n                        group.customDrawer.Invoke();\n                    }\n                    else {\n                        DrawGroup(group);\n                        CoreEditorUtils.DrawSplitter();\n                    }\n                }\n                else\n                {\n                    var keyName = group.FoldoutStateKeyName;\n                    var state = SessionState.GetBool(keyName, group.expandedByDefault);\n                    bool newState;\n                    if (group.customDrawer == DrawDebugGroupContent || group.name == MarkdownToolsLabel)\n                    {\n                        newState = DrawHeaderFoldout(new GUIContent(group.name), state, false, () => true, null, AttributeDocumentationUrl, pos =>\n                            {\n                                var menu = new GenericMenu();\n                                menu.AddItem(new GUIContent(\"Show Development Options\"), ShowDevelopmentOptions, () => { ShowDevelopmentOptions = !ShowDevelopmentOptions; });\n                                menu.DropDown(new Rect(pos, Vector2.zero));\n                            });\n                    }\n                    else {\n                        newState = CoreEditorUtils.DrawHeaderFoldout(group.name, state);\n                    }\n                    \n                    if(newState != state) SessionState.SetBool(keyName, newState);\n                    state = newState;\n                    if (state)\n                    {\n                        EditorGUI.indentLevel++;\n                        EditorGUILayout.Space();\n                        if (group.customDrawer != null) {\n                            group.customDrawer.Invoke();\n                            if(group != headerGroups.Last())\n                                CoreEditorUtils.DrawSplitter();\n                        }\n                        else\n                            DrawGroup(group);\n                        EditorGUI.indentLevel--;\n                    }\n                    \n                    if(group != headerGroups.Last())\n                        CoreEditorUtils.DrawSplitter();\n                }\n\n                if (EditorGUI.EndChangeCheck())\n                    MaterialChanged(materialEditor, properties);\n\n                if(isDisabled)\n                    EditorGUI.EndDisabledGroup();\n                \n                DrawHeaderGroupMarker.End();\n            }\n            \n            OnGUIMarker.End();\n            \n            MarkdownNeedleIcons.DrawGUILogo(); \n        }\n\n        private bool IsDeveloperMode()\n        {\n            return Unsupported.IsDeveloperMode() || ShowDevelopmentOptions;\n        }\n\n        public static string GetBetween(string str, char start, char end, bool last = false)\n        {\n            var i0 = last ? str.LastIndexOf(start) : str.IndexOf(start);\n            var i1 = last ? str.LastIndexOf(end)   : str.IndexOf(end);\n            if (i0 < 0 || i1 < 0) return null;\n            return str.Substring(i0 + 1, i1 - i0 - 1);\n        }\n\n        private static Parser parser;\n        // private static Dictionary<string, LogicExpression> expressionCache = new Dictionary<string, LogicExpression>();\n        private static bool ConditionIsFulfilled(Material targetMaterial, string conditionExpression)\n        {\n            bool SetValueForCondition(ExpressionVariable variable, string condition)\n            {\n                // check if keyword is set\n                var keywordIsSet = Array.IndexOf(targetMaterial.shaderKeywords, condition) >= 0;\n                if (keywordIsSet)\n                {\n                    variable.Set(true);\n                    return true;\n                }\n\n                // also check for global keywords\n                if (Shader.IsKeywordEnabled(condition))\n                {\n                    variable.Set(true);\n                    return true;\n                }\n\n                var propertyIndex = targetMaterial.shader.FindPropertyIndex(condition);\n                if (propertyIndex <= -1)\n                {\n                    // property not found -\n                    // we could search harder (e.g. assume Vector.x/y/z/w or Color.r/g/b/a)\n                    // or we warn.\n                    // we should still set the value here\n                    // variable.Set(0);\n                    return false;\n                }\n                \n                var propertyType = targetMaterial.shader.GetPropertyType(propertyIndex);\n\n                switch (propertyType)\n                {\n                    case ShaderPropertyType.Float:\n                    case ShaderPropertyType.Range:\n                        variable.Set(targetMaterial.GetFloat(condition));\n                        break;\n                    case ShaderPropertyType.Texture:\n                        variable.Set(targetMaterial.GetTexture(condition));\n                        break;\n                    case ShaderPropertyType.Vector:\n                        variable.Set(targetMaterial.GetVector(condition).magnitude);\n                        break;\n                    case ShaderPropertyType.Color:\n                        variable.Set(targetMaterial.GetColor(condition).maxColorComponent);\n                        break;\n                    default:\n                        // weird property type in comparison\n                        return false;\n                }\n\n                return true;\n            }\n\n            ConditionCheckMarker.Begin();\n            \n            // TODO Cache properly\n            bool result;\n            try\n            {\n                parser = new Parser(new ParsingContext(false), new ExpressionContext(false));\n                var expression = parser.Parse(conditionExpression);\n\n                bool allConditionsResolved = true;\n                foreach (var v in expression.Context.Variables)\n                {\n                    allConditionsResolved &= SetValueForCondition(v.Value, v.Key);\n                }\n\n                if (!allConditionsResolved)\n                {\n                    // TODO show warning\n                    // TODO how to see which expressions are actually needed?\n                }\n\n                result = expression.GetResult();\n            }\n            catch (ParseException)\n            {\n                Debug.LogWarning(\"Expression parse error for Shader condition: \" + conditionExpression + \" on \" + targetMaterial, targetMaterial);\n                result = false;\n            }\n\n            ConditionCheckMarker.End();\n            return result;\n        }\n        \n        private void CollectLocalAndGlobalKeywords(Material material)\n        {\n            // TODO properly support keywordSpace and local/global keywords and overrides on 2021.2+            \n#if UNITY_2021_2_OR_NEWER\n            localKeywords = material.shader.keywordSpace.keywords.ToDictionary(x => x.name, x => x);\n            globalKeywords = Shader.globalKeywords.ToDictionary(x => x.name, x => x);\n#else\n            localKeywords = ((string[]) GetShaderLocalKeywords.Invoke(null, new object[] { material.shader })).ToList();\n            globalKeywords = ((string[]) GetShaderGlobalKeywords.Invoke(null, new object[] { material.shader })).ToList();\n#endif\n        }\n        \n        protected virtual void MaterialChanged(MaterialEditor materialEditor, MaterialProperty[] properties)\n        {\n            MaterialChangedMarker.Begin();\n            foreach(var mat in materialEditor.targets)\n            {\n                var material = (Material) mat;\n                if (!material)\n                    throw new ArgumentNullException(nameof(materialEditor), \"Target material is null for \" + materialEditor);\n\n                if (!material.shader) return;\n                \n                // get keywords for this shader.\n                CollectLocalAndGlobalKeywords(material);\n                \n                // loop through texture properties\n#if UNITY_6000_2_OR_NEWER\n                foreach (var materialProperty in properties.Where(x => x.propertyType == ShaderPropertyType.Texture))\n#else\n                foreach (var materialProperty in properties.Where(x => x.type == MaterialProperty.PropType.Texture))\n#endif\n                {\n                    var uppercaseName = materialProperty.name.ToUpperInvariant();\n#if UNITY_2021_2_OR_NEWER\n                    if (localKeywords.ContainsKey(uppercaseName))\n#else\n                    if (localKeywords.Contains(uppercaseName))\n#endif\n                    {\n                        if (material.GetTexture(materialProperty.name))\n                            material.EnableKeyword(uppercaseName);\n                        else\n                            material.DisableKeyword(uppercaseName);\n                    }\n                }\n            }\n            \n            MaterialChangedMarker.End();\n        }\n\n        private ShaderGUI baseShaderGui = null;\n        private bool haveSearchedForCustomGUI = false;\n\n        // ReSharper disable InconsistentNaming\n        private static readonly GUIContent AdditionalOptions = new GUIContent(\"Additional Options\", \"Options from the shader that are not part of the usual shader properties, e.g. instancing.\");\n        private static readonly GUIContent ShowOriginalProperties = new GUIContent(\"Show Original Properties\", \"Enable this option to show all properties, even those marked with [HideInInspector].\");\n        private static readonly GUIContent ShowPropertyNames = new GUIContent(\"Show Reference Names\", \"Shortcut: Hold the <shift> key.\\nEnable this option to see the actual reference names of all properties. This helps with access from code or animation.\");\n        private static readonly GUIContent RenameShaderProperties = new GUIContent(\"Rename Shader Properties\", \"Change shader property names across your project. Finds and renames property names in existing materials, animations, and scripts using that shader.\");\n        private static readonly GUIContent DebugConditionalProperties = new GUIContent(\"Debug Conditional Properties\", \"Enable this option to show properties that are conditionally filtered out with [SOME_CONDITION].\");\n        private static readonly GUIContent DebugReferencedProperties = new GUIContent(\"Debug Referenced Properties\", \"Enable this option to show properties that are filtered out because they are referenced by drawers (!DRAWER) or inline properties (&&).\");\n        private static readonly GUIContent RedrawInspector = new GUIContent(\"Reset Inspector\", \"After updating some properties and drawers, Unity caches some editor/inspector details. Clicking this button forces a regeneration of the Shader Inspector in such cases.\");\n        private static readonly GUIContent ShaderKeywords = new GUIContent(\"Enabled Keywords\");\n        private static readonly GUIContent ClearKeywords = new GUIContent(\"Reset Keywords\", \"Reset keywords currently set on this shader.\");\n        private static readonly GUIContent LocalKeywords = new GUIContent(\"Local Keywords\");\n        private static readonly GUIContent GlobalKeywords = new GUIContent(\"Global Keywords\");\n        private static readonly GUIContent DevelopmentOptionsLabel = new GUIContent(\"Development Options\");\n        private static readonly GUIContent BaseShaderGUIOptions = new GUIContent(\"Base Shader GUI\");\n        private static readonly GUIContent PropertyDrawersAndDecorators = new GUIContent(\"Property Drawers and Decorators\");\n        private static readonly GUIContent GroupsAndCategories = new GUIContent(\"Groups and Categories\");\n        private static readonly GUIContent ResetFoldoutSessionState = new GUIContent(\"Reset Foldout SessionState\");\n        private static readonly GUIContent LocalAndGlobalKeywords = new GUIContent(\"All Keywords\", \"All keywords that are defined/used by this shader and globally.\");\n        private static readonly string MarkdownToolsLabel = \"Markdown Tools\";\n        private static readonly string AttributeDocumentationUrl = \"https://github.com/needle-tools/shadergraph-markdown#attribute-reference\";\n        internal static readonly string PropertyRefactorDocumentationUrl = \"https://github.com/needle-tools/shadergraph-markdown#refactoring-shader-properties\";\n        \n        private static ProfilerMarker OnGUIMarker = new ProfilerMarker(\"OnGUI\");\n        private static ProfilerMarker GetHashCodeMarker = new ProfilerMarker(\"Get Hash Code\");\n        private static ProfilerMarker GenerateHeaderGroupsMarker = new ProfilerMarker(\"Generate Header Groups\");\n        private static ProfilerMarker DrawGroupMarker = new ProfilerMarker(\"Draw Group\");\n        private static ProfilerMarker DrawCustomGUIMarker = new ProfilerMarker(\"Draw Custom GUI\");\n        private static ProfilerMarker DrawDebugGroupContentMarker = new ProfilerMarker(\"Draw Debug Group Content\");\n        private static ProfilerMarker DrawHeaderGroupMarker = new ProfilerMarker(\"Draw Header Groups\");\n        private static ProfilerMarker MaterialChangedMarker = new ProfilerMarker(\"Material Changed\");\n        private static ProfilerMarker ConditionCheckMarker = new ProfilerMarker(\"Condition Check\");\n        \n        private const string ShowDevelopmentOptionsKey = nameof(MarkdownShaderGUI) + \".\" + nameof(ShowDevelopmentOptions);\n        private const string EmissionKeyword = \"_EMISSION\";\n        private const string EmissionColorPropertyName = \"_EmissionColor\";\n        private const string EmissionMapPropertyName = \"_EmissionMap\";\n        private const string EmissionColorPropertyName2 = \"emissiveFactor\";\n        private const string EmissionMapPropertyName2 = \"emissiveTexture\";\n\n        private bool ShowDevelopmentOptions\n        {\n            get => SessionState.GetBool(ShowDevelopmentOptionsKey, false);\n            set => SessionState.SetBool(ShowDevelopmentOptionsKey, value);\n        }\n        // ReSharper restore InconsistentNaming\n        \n        private void InitializeCustomGUI(Material targetMat)\n        {\n            // instead of calling base, we need to draw the right inspector here.\n            // to figure out which one that is, we need to get info from the ShaderGraph directly - \n            // at least in HDRP, different custom editors are used depending on what modes are selected in ShaderGraph.\n            \n            // also see HDShaderUtils.cs\n            \n            //// HDRP 10\n            // Decal        Rendering.HighDefinition.DecalGUI\n            // Eye          Rendering.HighDefinition.LightingShaderGraphGUI\n            // Fabric       Rendering.HighDefinition.LightingShaderGraphGUI\n            // Hair         Rendering.HighDefinition.LightingShaderGraphGUI\n            // Lit          Rendering.HighDefinition.LitShaderGraphGUI\n            // StackLit     Rendering.HighDefinition.LightingShaderGraphGUI\n            // LayeredLit   Rendering.HighDefinition.LayeredLitGUI\n            // Unlit        Rendering.HighDefinition.HDUnlitGUI\n            // TerrainLitGUI\n            // AxFGUI\n            \n            //// HDRP 8\n            // UnityEditor.Rendering.HighDefinition.HDLitGUI\n            // UnityEditor.Rendering.HighDefinition.HDUnlitGUI\n            // UnityEditor.Rendering.HighDefinition.DecalGUI\n#if SHADERGRAPH_7_OR_NEWER\n            var defaultCustomInspector = MarkdownSGExtensions.GetDefaultCustomInspectorFromShader(targetMat.shader);\n            if(!string.IsNullOrEmpty(defaultCustomInspector))\n            {\n                baseShaderGui = MarkdownSGExtensions.CreateShaderGUI(defaultCustomInspector);\n            }\n            // remove the \"ShaderGraphUIBlock\" uiBlock (\"Exposed Properties\") as we're rendering that ourselves\n            // if(!showOriginalPropertyList)\n            //     MarkdownHDExtensions.RemoveShaderGraphUIBlock(baseShaderGui);\n#endif\n            \n            haveSearchedForCustomGUI = true;\n        }\n\n#if HAVE_VALIDATE_MATERIAL\n        public override void ValidateMaterial(Material material)\n        {\n            base.ValidateMaterial(material);\n            if(baseShaderGui != null) baseShaderGui.ValidateMaterial(material);\n#else\n        public void ValidateMaterial(Material material)\n        {\n#endif\n            // if the material has an emission keyword, this is explicitly controlled;\n            // if it doesn't, GI only works when _EmissionColor is present\n            if (!(material.HasProperty(EmissionKeyword) || material.HasProperty(\"_Emission\")) && (material.HasProperty(EmissionColorPropertyName) || material.HasProperty(EmissionColorPropertyName2)))\n            {\n                MaterialEditor.FixupEmissiveFlag(material);\n                bool state = (material.globalIlluminationFlags & MaterialGlobalIlluminationFlags.EmissiveIsBlack) == MaterialGlobalIlluminationFlags.None;\n                if (state) material.EnableKeyword(EmissionKeyword);\n                else material.DisableKeyword(EmissionKeyword);\n            }\n        }\n\n        public static void ShowRefactoringWindow(string shaderAssetPath, string inputReferenceName)\n        {\n            ShaderRefactoringWindow.Show(shaderAssetPath, inputReferenceName);\n        }\n\n        internal static bool DrawHeaderFoldout(GUIContent title, bool state, bool isBoxed = false, Func<bool> hasMoreOptions = null, Action toggleMoreOptions = null, string documentationURL = \"\", Action<Vector2> contextAction = null)\n        {\n#if HAVE_HEADER_FOLDOUT_WITH_DOCS\n#if UNITY_2023_1_OR_NEWER\n            return CoreEditorUtils.DrawHeaderFoldout(title, state, isBoxed, hasMoreOptions, toggleMoreOptions, false, documentationURL, contextAction);\n#else\n            return CoreEditorUtils.DrawHeaderFoldout(title, state, isBoxed, hasMoreOptions, toggleMoreOptions, documentationURL, contextAction);\n#endif\n#else\n            return CoreEditorUtilsShim.DrawHeaderFoldout(title, state, isBoxed, hasMoreOptions, toggleMoreOptions, documentationURL, contextAction);\n#endif\n        }\n    }\n}\n"
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    "content": ".__markdown #pill #node-border {\n    background-image: none;\n    border-bottom-width: 0;\n    border-top-width: 0;\n    border-left-width: 0;\n    border-right-width: 0;\n}\n\n.__markdown .pill.has-icon #contents #top #icon {\n    display:none;\n}\n\n.__markdown .__markdown_Reference #contents > #top > #title-label {\n    -unity-font-style: italic;\n}\n\n.__markdown .__markdown_Link #contents > #top > #title-label {\n    font-size:11px;\n    color: #6BBDEE;\n    max-width:350px;\n    white-space:normal;\n}\n\n.__markdown .__markdown_Note #contents > #top {\n    width:auto;\n}\n\n.__markdown .__markdown_Note #contents > #top > #title-label {\n    color: #fdc64d;\n    max-width:350px;\n    white-space:normal;\n}\n\n.__markdown .__markdown_Tooltip #contents > #top {\n    width:auto;\n}\n\n.__markdown .__markdown_Tooltip #contents > #top > #title-label {\n    color: #9e9e9e;\n    max-width:350px;\n    white-space:normal;\n}\n\n.__markdown .__markdown_Drawer #contents > #top > #title-label {\n    -unity-font-style: italic;\n}\n\n.__markdown .__markdown_Header #contents > #top > #title-label {\n    -unity-font-style: bold;\n}\n\n.__markdown .__markdown_Foldout #contents > #top > #title-label {\n    -unity-font-style: bold;\n    font-size: 16px;\n}\n\n.__markdown #contentItem > Label#typeLabel {\n    /* -unity-font-style: italic; */\n    opacity: 0.5;\n}\n\n.__markdown_DefaultReferenceWarning > #typeLabel {\n    padding-right:8px;\n    border-right-width: 2px;\n    border-right-color: rgba(255,0,0,1);\n    /*-unity-font-style: italic;*/\n}\n\n.__markdown_NonRecommendedReferenceHint > #typeLabel {\n    padding-right:8px;\n    border-right-width: 2px;\n    border-right-color: rgb(241, 192, 14);\n    /*-unity-font-style: italic;*/\n}\n\n.__markdown_indent_1 {\n    margin-left:10px;\n}\n\n.__markdown_indent_2 {\n    margin-left:20px;\n}\n\n.__markdown_indent_3 {\n    margin-left:30px;\n}\n\n.__markdown_indent_4 {\n    margin-left:40px;\n}\n\n.__markdown_indent_5 {\n    margin-left:50px;\n}\n\n.__markdown_indent_6 {\n    margin-left:60px;\n}"
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  {
    "path": "package/Editor/Settings/ShaderGraphMarkdownSettings.cs",
    "content": "using System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n#if !UNITY_2020_2_OR_NEWER\nusing System.IO;\nusing System.Linq;\nusing UnityEditorInternal;\n#endif\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    internal class ShaderGraphMarkdownSettingsProvider : SettingsProvider\n    {\n        private SerializedObject m_SerializedObject;\n        private SerializedProperty showDefaultReferenceNameWarning, showNamingRecommendationHint, showMarkdownInBlackboard;\n        \n        public override void OnGUI(string searchContext)\n        {\n            if (m_SerializedObject == null) {\n                ShaderGraphMarkdownSettings.instance.hideFlags = HideFlags.DontSave;\n                m_SerializedObject = new SerializedObject(ShaderGraphMarkdownSettings.instance);\n                showMarkdownInBlackboard = m_SerializedObject.FindProperty(nameof(ShaderGraphMarkdownSettings.instance.showMarkdownInBlackboard));\n                showDefaultReferenceNameWarning = m_SerializedObject.FindProperty(nameof(ShaderGraphMarkdownSettings.instance.showDefaultReferenceNameWarning));\n                showNamingRecommendationHint = m_SerializedObject.FindProperty(nameof(ShaderGraphMarkdownSettings.instance.showNamingRecommendationHint));\n            }\n            \n            EditorGUILayout.LabelField(\"Blackboard Hints\", EditorStyles.boldLabel);\n            EditorGUILayout.PropertyField(showMarkdownInBlackboard, new GUIContent(\"Show Markdown in Blackboard\"));\n            EditorGUILayout.PropertyField(showDefaultReferenceNameWarning, new GUIContent(\"Default Name Warning\"));\n            EditorGUILayout.PropertyField(showNamingRecommendationHint, new GUIContent(\"Recommendations Hint\"));\n            \n            if(m_SerializedObject.hasModifiedProperties) {\n                m_SerializedObject.ApplyModifiedProperties();\n            }\n        }\n        \n        // we don't need the SettingsProvider before 2020.2 as the only setting for now\n        // are the blackboard hints, which are available on 2020.2+ only\n#if UNITY_2020_2_OR_NEWER\n        [SettingsProvider]\n        public static SettingsProvider CreateShaderGraphMarkdownSettingsProvider()\n        {\n            ShaderGraphMarkdownSettings.instance.Save();\n            return new ShaderGraphMarkdownSettingsProvider(\"Project/Graphics/ShaderGraph Markdown\", SettingsScope.Project);\n        }\n#endif\n        \n        public ShaderGraphMarkdownSettingsProvider(string path, SettingsScope scopes, IEnumerable<string> keywords = null) : base(path, scopes, keywords) { }\n    }\n\n    [FilePath(\"ProjectSettings/ShaderGraphMarkdownSettings.asset\", FilePathAttribute.Location.ProjectFolder)]\n    internal class ShaderGraphMarkdownSettings : ScriptableSingleton<ShaderGraphMarkdownSettings>\n    {\n        public bool showMarkdownInBlackboard = true;\n        [Tooltip(\"Shows a red bar next to properties that still have the default reference name. This is not recommended, as it will be hard to change to another shader in the future. Try to align your property names to Unity conventions (e.g. \\\"_BaseColor\\\")\")]\n        public bool showDefaultReferenceNameWarning = true;\n        [Tooltip(\"Shows a yellow bar next to properties that don't follow recommended reference naming. Reference names should start with \\\"_\\\" and be in CamelCase.\")]\n        public bool showNamingRecommendationHint = true;\n\n        public void Save() => Save(true);\n    }\n\n#if !UNITY_2020_1_OR_NEWER\n#region FilePath/ScriptableSingleton Shim\n    internal class ScriptableSingleton<T> : ScriptableObject where T : ScriptableObject {\n        static T s_Instance;\n        public static T instance {\n            get {\n                if (!s_Instance) CreateAndLoad();\n                return s_Instance;\n            }\n        }\n\n        protected ScriptableSingleton() {\n            if (s_Instance)\n                Debug.LogError(\"ScriptableSingleton already exists. Did you query the singleton in a constructor?\");\n            else {\n                object casted = this;\n                s_Instance = casted as T;\n                System.Diagnostics.Debug.Assert(s_Instance != null);\n            }\n        }\n\n        private static void CreateAndLoad() {\n            System.Diagnostics.Debug.Assert(s_Instance == null);\n\n            // Load\n            string filePath = GetFilePath();\n#if UNITY_EDITOR\n            if (!string.IsNullOrEmpty(filePath))\n                InternalEditorUtility.LoadSerializedFileAndForget(filePath);\n#endif\n            if (s_Instance == null) {\n                T t = CreateInstance<T>();\n                t.hideFlags = HideFlags.HideAndDontSave;\n            }\n\n            System.Diagnostics.Debug.Assert(s_Instance != null);\n        }\n\n        protected virtual void Save(bool saveAsText) {\n            if (!s_Instance) {\n                Debug.Log(\"Cannot save ScriptableSingleton: no instance!\");\n                return;\n            }\n\n            string filePath = GetFilePath();\n            if (!string.IsNullOrEmpty(filePath)) {\n                string folderPath = Path.GetDirectoryName(filePath);\n                if (!Directory.Exists(folderPath))\n                    Directory.CreateDirectory(folderPath);\n#if UNITY_EDITOR\n                InternalEditorUtility.SaveToSerializedFileAndForget(new[] {s_Instance}, filePath, saveAsText);\n#endif\n            }\n        }\n\n        protected static string GetFilePath() {\n            System.Type type = typeof(T);\n            object[] attributes = type.GetCustomAttributes(true);\n            return attributes.OfType<FilePathAttribute>()\n                .Select(f => f.filepath)\n                .FirstOrDefault();\n        }\n    }\n\n    [System.AttributeUsage(System.AttributeTargets.Class)]\n    internal sealed class FilePathAttribute : System.Attribute\n    {\n        public enum Location {\n            PreferencesFolder,\n            ProjectFolder\n        }\n\n        public string filepath { get; set; }\n\n        public FilePathAttribute(string relativePath, FilePathAttribute.Location location) {\n            if (string.IsNullOrEmpty(relativePath)) {\n                Debug.LogError(\"Invalid relative path! (its null or empty)\");\n                return;\n            }\n\n            if (relativePath[0] == '/')\n                relativePath = relativePath.Substring(1);\n#if UNITY_EDITOR\n            if (location == FilePathAttribute.Location.PreferencesFolder)\n                this.filepath = InternalEditorUtility.unityPreferencesFolder + \"/\" + relativePath;\n            else\n#endif\n                this.filepath = relativePath;\n        }\n    }\n#endregion\n#endif\n}"
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  {
    "path": "package/Editor/ShaderGraphPropertyUI.cs",
    "content": "#if SHADERGRAPH_7_OR_NEWER\n\nusing System;\nusing System.Globalization;\nusing System.Linq;\nusing UnityEngine;\nusing UnityEngine.UIElements;\nusing UnityEditor;\nusing UnityEditor.Experimental.GraphView;\nusing System.Reflection;\nusing UnityEditor.ShaderGraph;\nusing UnityEditor.ShaderGraph.Internal;\n\nnamespace Needle.ShaderGraphMarkdown\n{\n    internal static class ShaderGraphPropertyUI\n    {\n        [InitializeOnLoadMethod]\n        static void Init()\n        {\n            EditorApplication.update += EditorUpdate;\n        }\n\n        private static int i = 0;\n        private static StyleSheet styleSheet;\n        private static PropertyInfo _graphEditorView, _blackboardProvider, _blackboard;\n\n        private static void EditorUpdate()\n        {\n            if(!ShaderGraphMarkdownSettings.instance.showMarkdownInBlackboard) return;\n            i = (i + 1) % 100; // only run every 100 frames for now\n            if (i != 0) return;\n\n            #if SHADERGRAPH_10_OR_NEWER\n            var shaderGraphAssembly = typeof(UnityEditor.ShaderGraph.PositionControl).Assembly; // does not exist pre-2020.2\n            #else\n            var shaderGraphAssembly = typeof(UnityEditor.ShaderGraph.KeywordDefinition).Assembly; // went internal in 2020.2+\n            #endif\n            var windowType = shaderGraphAssembly.GetType(\"UnityEditor.ShaderGraph.Drawing.MaterialGraphEditWindow\");\n            var windows = Resources.FindObjectsOfTypeAll(windowType);\n            foreach (var windowObject in windows)\n            {\n                var wnd = (EditorWindow) windowObject;\n                \n                if (_graphEditorView == null) _graphEditorView = windowType.GetProperty(\"graphEditorView\", (BindingFlags) (-1));\n                var graphEditorView = _graphEditorView?.GetValue(wnd);\n                if (graphEditorView == null) continue;\n\n                var GraphEditorView = graphEditorView.GetType();\n\n                if (_blackboardProvider == null) _blackboardProvider = GraphEditorView.GetProperty(\"blackboardProvider\", (BindingFlags) (-1));\n                var blackboardProvider = _blackboardProvider?.GetValue(graphEditorView);\n                if (blackboardProvider == null)\n                {\n                    _blackboardProvider = GraphEditorView.GetProperty(\"blackboardController\", (BindingFlags) (-1));\n                    blackboardProvider = _blackboardProvider?.GetValue(graphEditorView);\n                    if(blackboardProvider == null)\n                        continue;\n                }\n\n                var BlackboardProvider = blackboardProvider.GetType();\n\n                if (_blackboard == null) _blackboard = BlackboardProvider.GetProperty(\"blackboard\", (BindingFlags) (-1));\n                var blackboard = (VisualElement) _blackboard?.GetValue(blackboardProvider);\n                if (blackboard == null) continue;\n                \n#if UNITY_2020_2_OR_NEWER\n                // get inputRows as well so we can access actual shader property data, not just UI\n                var inputRows = MarkdownSGExtensions.GetInputRowDictionaryFromController(blackboardProvider);\n                if(inputRows == null)\n                    continue;\n                \n                var shaderInputs = inputRows\n                    .Where(x => x.Value != null)\n                    .ToDictionary(x => x.Value, x => x.Key);\n#endif\n                if (!styleSheet)\n                    styleSheet = Resources.Load<StyleSheet>(\"Styles/ShaderGraphMarkdown\");\n\n                var blackboardElements = blackboard.Query<BlackboardField>().Visible().ToList().Cast<VisualElement>().ToList();\n                if (!blackboardElements.Any())\n                    blackboardElements = MarkdownSGExtensions.GetBlackboardElements(blackboard);\n                    \n#if !UNITY_2020_2_OR_NEWER\n                BlackboardRow GetRowForElement(VisualElement fieldView)\n                {\n                    if (fieldView == null) return null;\n                    var p = fieldView.parent;\n                    while (p != null && !(p is BlackboardRow))\n                        p = p.parent;\n                    if (p is BlackboardRow row)\n                        return row;\n                    return null;\n                }\n                \n                void ToggleExpand(EventBase eventBase)\n                {\n                    var target = eventBase.target as Button;\n                    var currentRow = GetRowForElement(target);\n                    if (target == null || currentRow == null || blackboardElements == null) return;\n                    \n                    // expanded state has already been updated at this point since our event is always appended later as the default event\n                    var currentState = currentRow.expanded;\n\n                    // only react to Alt click\n                    if (!(eventBase is MouseUpEvent downEvent) || !downEvent.altKey) return;\n                    \n                    foreach (var fieldView in blackboardElements)\n                    {\n                        var row = GetRowForElement(fieldView);\n                        if(row != null)\n                            row.expanded = currentState;\n                    }\n                }\n#endif\n                \n                bool nextFieldShouldBeIndented = false;\n                foreach(var fieldView in blackboardElements)\n                {\n#if UNITY_2020_2_OR_NEWER\n                    bool usesDefaultReferenceName = false;\n                    bool usesRecommendedReferenceName = true;\n                    bool usesInlineTextureDrawerShorthand = false;\n                    bool isTextureProperty = false;\n                    \n                    // get shaderInput for this field\n                    var element = (VisualElement) fieldView;\n                    while (!MarkdownSGExtensions.ElementIsBlackboardRow(element) && element.parent != null)\n                        element = element.parent;\n                    \n                    if(MarkdownSGExtensions.ElementIsBlackboardRow(element)) // element is BlackboardRow blackboardRow)\n                    {\n                        var blackboardRow = element;\n                        \n                        if (shaderInputs.ContainsKey(blackboardRow))\n                        {\n                            var shaderInput = shaderInputs[blackboardRow];\n                            \n#if UNITY_2021_1_OR_NEWER\n                            if (shaderInput.IsUsingNewDefaultRefName() || shaderInput.IsUsingOldDefaultRefName())\n#else\n                            if (shaderInput.referenceName.Equals(shaderInput.GetDefaultReferenceName(), StringComparison.Ordinal))\n#endif\n                                usesDefaultReferenceName = true;\n\n                            if (!usesDefaultReferenceName && ReferenceNameLooksLikeADefaultReference(shaderInput.referenceName))\n                                usesDefaultReferenceName = true;\n                            \n                            // some properties already have \"good\" default reference names, we shouldn't warn in that case.\n                            if (usesDefaultReferenceName && shaderInput.referenceName.StartsWith(\"_\", StringComparison.Ordinal))\n                                usesDefaultReferenceName = false;\n\n                            if (!shaderInput.referenceName.StartsWith(\"_\", StringComparison.Ordinal))\n                                usesRecommendedReferenceName = false;\n\n                            if ((shaderInput is AbstractShaderProperty abstractShaderProperty && \n                                 (abstractShaderProperty.propertyType == PropertyType.Texture2D || \n                                  abstractShaderProperty.propertyType == PropertyType.Texture3D || \n                                  abstractShaderProperty.propertyType == PropertyType.Texture2DArray || \n                                  abstractShaderProperty.propertyType == PropertyType.VirtualTexture)))\n                                isTextureProperty = true;\n\n                            var display = shaderInput.displayName;\n                            var hasCondition = !display.StartsWith(\"[\", StringComparison.Ordinal) && display.Contains('[') && display.EndsWith(\"]\", StringComparison.Ordinal);\n                            if (hasCondition)\n                            {\n                                display = display.Substring(0, display.IndexOf('[') - 1).TrimEnd();\n                            }\n                            if (display.EndsWith(\"&&\", StringComparison.Ordinal))\n                            {\n                                usesInlineTextureDrawerShorthand = true;\n                            }\n                            \n                            // make sure our context menu handler is registered\n                            element.UnregisterCallback<ContextualMenuPopulateEvent>(MenuPopulateEvent);\n                            element.RegisterCallback<ContextualMenuPopulateEvent>(MenuPopulateEvent);\n                            \n                            // refactoring\n                            if (markedForRefactor != null && markedForRefactor == blackboardRow)\n                            {\n                                markedForRefactor = null;\n                                MarkdownShaderGUI.ShowRefactoringWindow(MarkdownSGExtensions.GetShaderPathForWindow(wnd), shaderInput.referenceName);\n                            }\n                        }\n                    }\n#endif\n                    \n                    var displayName = MarkdownSGExtensions.GetBlackboardFieldText(fieldView);\n                    var contentItem = fieldView.Q(\"contentItem\");\n\n                    var indentLevel = MarkdownShaderGUI.GetIndentLevel(displayName);\n                    if (nextFieldShouldBeIndented) {\n                        indentLevel += 2;\n                        nextFieldShouldBeIndented = false;\n                    }\n                    displayName = displayName.TrimStart('-');\n                    var markdownType = MarkdownShaderGUI.GetMarkdownType(displayName);\n                    contentItem.ClearClassList();\n                    if (!fieldView.styleSheets.Contains(styleSheet) && styleSheet)\n                    {\n                        fieldView.styleSheets.Add(styleSheet);\n                        \n#if !UNITY_2020_2_OR_NEWER\n                        // attach to the Blackboard expandButton for each item and add the typical Alt+Click handler\n                        // to expand/collapse all items.\n                        var row = GetRowForElement(fieldView);\n                        if (row != null)\n                        {\n                            var expand = row.Q<Button>(\"expandButton\");\n                            expand.clickable.activators.Remove(ExpandManipulatorFilter);\n                            expand.clickable.activators.Add(ExpandManipulatorFilter);\n                            expand.clickable.clickedWithEventInfo -= ToggleExpand;\n                            expand.clickable.clickedWithEventInfo += ToggleExpand;\n                        }\n#endif\n                    }\n\n                    switch (markdownType)\n                    {\n                        case MarkdownShaderGUI.MarkdownProperty.None:\n#if UNITY_2020_2_OR_NEWER\n                            if (!MarkdownSGExtensions.IsSubGraph(wnd))\n                            {\n                                if (usesDefaultReferenceName && ShaderGraphMarkdownSettings.instance.showDefaultReferenceNameWarning)\n                                    contentItem.AddToClassList(\"__markdown_DefaultReferenceWarning\");\n                                else if (!usesRecommendedReferenceName && ShaderGraphMarkdownSettings.instance.showNamingRecommendationHint)\n                                    contentItem.AddToClassList(\"__markdown_NonRecommendedReferenceHint\");\n                            }\n                            \n                            if (isTextureProperty && usesInlineTextureDrawerShorthand)\n                                nextFieldShouldBeIndented = true;\n#endif\n                            break;\n                        default:\n                            contentItem.AddToClassList(\"__markdown_\" + markdownType);\n                    \n                            if (!fieldView.ClassListContains(\"__markdown\"))\n                                fieldView.AddToClassList(\"__markdown\");\n\n                            MarkdownSGExtensions.SetBlackboardFieldTypeText(fieldView, markdownType.ToString());\n                            break;\n                    }\n                    \n                    if(indentLevel > 0)\n                        contentItem.AddToClassList(\"__markdown_indent_\" + indentLevel);\n                }\n            }\n        }\n\n        private static VisualElement markedForRefactor;\n        private static void MenuPopulateEvent(ContextualMenuPopulateEvent evt)\n        {\n            var currentTarget = evt.currentTarget;\n            evt.menu.AppendAction(\"Refactor Property\", dropdownAction =>\n            {\n                markedForRefactor = (VisualElement) currentTarget;\n                i = -1; // enforce refresh on next frame\n            });\n        }\n\n        private static bool ReferenceNameLooksLikeADefaultReference(string referenceName)\n        {\n            // alternative would be a RegEx check\n            // ^.+?_(?<maybe_guid>\\w{7,8}|\\w{32})(_\\w+?)?$\n            // https://regex101.com/r/fT2iWo/1\n            var parts = referenceName.Split('_');\n            var l = parts.Length;\n            if (parts.Length < 2)\n                return false;\n            var first = parts[l - 1];\n            if ((first.Length >= 6 && first.Length <= 8 && int.TryParse(first, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out _)) || Guid.TryParse(first, out _))\n                return true;\n            if (parts.Length < 3)\n                return false;\n            var second = parts[l - 2];\n            if ((second.Length >= 6 && second.Length <= 8 && int.TryParse(second, NumberStyles.HexNumber, CultureInfo.InvariantCulture, out _)) || Guid.TryParse(second, out _))\n                return true;\n            return false;\n        }\n        \n#if !UNITY_2020_2_OR_NEWER\n        private static readonly ManipulatorActivationFilter ExpandManipulatorFilter = new ManipulatorActivationFilter()\n        {\n            button = MouseButton.LeftMouse,\n            modifiers = EventModifiers.Alt\n        };\n#endif\n    }\n}\n\n#endif"
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  {
    "path": "package/Editor/Shims/CoreEditorUtilsShims.cs",
    "content": "using System;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Needle\n{\n#if !SHADERGRAPH_7_OR_NEWER\n    // From CoreEditorUtils, shimmed here for Built-In support\n    internal static class CoreEditorUtils\n    {\n        public static void DrawSplitter(bool isBoxed = false)\n        {\n            var rect = GUILayoutUtility.GetRect(1f, 1f);\n            float xMin = rect.xMin;\n\n            // Splitter rect should be full-width\n            rect.xMin = 0f;\n            rect.width += 4f;\n\n            if (isBoxed)\n            {\n                rect.xMin = xMin == 7.0 ? 4.0f : EditorGUIUtility.singleLineHeight;\n                rect.width -= 1;\n            }\n\n            if (Event.current.type != EventType.Repaint)\n                return;\n\n            EditorGUI.DrawRect(rect, !EditorGUIUtility.isProSkin\n                ? new Color(0.6f, 0.6f, 0.6f, 1.333f)\n                : new Color(0.12f, 0.12f, 0.12f, 1.333f));\n        }\n        \n        public static bool DrawHeaderFoldout(string title, bool state)\n        {\n            const float height = 17f;\n            var backgroundRect = GUILayoutUtility.GetRect(1f, height);\n\n            var labelRect = backgroundRect;\n            labelRect.xMin += 16f;\n            labelRect.xMax -= 20f;\n\n            var foldoutRect = backgroundRect;\n            foldoutRect.y += 1f;\n            foldoutRect.width = 13f;\n            foldoutRect.height = 13f;\n            foldoutRect.x = labelRect.xMin + 15 * (EditorGUI.indentLevel - 1); //fix for presset\n\n            // Background rect should be full-width\n            backgroundRect.xMin = 0f;\n            backgroundRect.width += 4f;\n\n            // Background\n            float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;\n            EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));\n\n            // Title\n            EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);\n\n            // Active checkbox\n            state = GUI.Toggle(foldoutRect, state, GUIContent.none, EditorStyles.foldout);\n\n            var e = Event.current;\n            if (e.type == EventType.MouseDown && backgroundRect.Contains(e.mousePosition) && e.button == 0)\n            {\n                state = !state;\n                e.Use();\n            }\n\n            return state;\n        }\n    }\n#endif\n    \n    internal static class CoreEditorUtilsShim\n    {\n        private static class CoreEditorStyles\n        {\n            public static Texture2D paneOptionsIcon;\n            public static Texture2D iconHelp;\n            public static readonly GUIContent contextMenuIcon;\n\n            static CoreEditorStyles()\n            {\n                paneOptionsIcon = EditorGUIUtility.IconContent(\"pane options\").image as Texture2D;\n                contextMenuIcon = new GUIContent(paneOptionsIcon, \"\");\n                iconHelp = EditorGUIUtility.IconContent(\"icons/_help\" + (EditorGUIUtility.pixelsPerPoint > 1.0 ? \"@2x\" : \"\") + \".png\").image as Texture2D;\n            }\n            \n            static Lazy<GUIStyle> m_ContextMenuStyle = new Lazy<GUIStyle>(() => new GUIStyle(\"IconButton\"));\n            public static GUIStyle contextMenuStyle => m_ContextMenuStyle.Value;\n            \n            public static GUIStyle iconHelpStyle => GUI.skin.FindStyle(\"IconButton\") ?? EditorGUIUtility.GetBuiltinSkin(EditorSkin.Inspector).FindStyle(\"IconButton\");\n        }\n        \n#if !HAVE_HEADER_FOLDOUT_WITH_DOCS\n        /// <summary> Draw a foldout header </summary>\n        /// <param name=\"title\"> The title of the header </param>\n        /// <param name=\"state\"> The state of the header </param>\n        /// <param name=\"isBoxed\"> [optional] is the eader contained in a box style ? </param>\n        /// <param name=\"hasMoreOptions\"> [optional] Delegate used to draw the right state of the advanced button. If null, no button drawn. </param>\n        /// <param name=\"toggleMoreOptions\"> [optional] Callback call when advanced button clicked. Should be used to toggle its state. </param>\n        /// <param name=\"documentationURL\">[optional] The URL that the Unity Editor opens when the user presses the help button on the header.</param>\n        /// <param name=\"contextAction\">[optional] The callback that the Unity Editor executes when the user presses the burger menu on the header.</param>\n        /// <returns>return the state of the foldout header</returns>\n        public static bool DrawHeaderFoldout(GUIContent title, bool state, bool isBoxed = false, Func<bool> hasMoreOptions = null, Action toggleMoreOptions = null, string documentationURL = \"\", Action<Vector2> contextAction = null)\n        {\n            const float height = 17f;\n            var backgroundRect = GUILayoutUtility.GetRect(1f, height);\n            float xMin = backgroundRect.xMin;\n\n            var labelRect = backgroundRect;\n            labelRect.xMin += 16f;\n            labelRect.xMax -= 20f;\n\n            var foldoutRect = backgroundRect;\n            foldoutRect.y += 1f;\n            foldoutRect.width = 13f;\n            foldoutRect.height = 13f;\n            foldoutRect.x = labelRect.xMin + 15 * (EditorGUI.indentLevel - 1); //fix for presset\n\n            // Background rect should be full-width\n            backgroundRect.xMin = 0f;\n            backgroundRect.width += 4f;\n\n            if (isBoxed)\n            {\n                labelRect.xMin += 5;\n                foldoutRect.xMin += 5;\n                backgroundRect.xMin = xMin == 7.0 ? 4.0f : EditorGUIUtility.singleLineHeight;\n                backgroundRect.width -= 1;\n            }\n\n            // Background\n            float backgroundTint = EditorGUIUtility.isProSkin ? 0.1f : 1f;\n            EditorGUI.DrawRect(backgroundRect, new Color(backgroundTint, backgroundTint, backgroundTint, 0.2f));\n\n            // Title\n            EditorGUI.LabelField(labelRect, title, EditorStyles.boldLabel);\n\n            // Active checkbox\n            state = GUI.Toggle(foldoutRect, state, GUIContent.none, EditorStyles.foldout);\n\n            // Context menu\n            var menuIcon = CoreEditorStyles.paneOptionsIcon;\n            var menuRect = new Rect(labelRect.xMax + 3f, labelRect.y + 1f, 16, 16);\n\n            // // Add context menu for \"Additional Properties\"\n            // if (contextAction == null && hasMoreOptions != null)\n            // {\n            //     contextAction = pos => OnContextClick(pos, hasMoreOptions, toggleMoreOptions);\n            // }\n\n            if (contextAction != null)\n            {\n                if (GUI.Button(menuRect, CoreEditorStyles.contextMenuIcon, CoreEditorStyles.contextMenuStyle))\n                    contextAction(new Vector2(menuRect.x, menuRect.yMax));\n            }\n\n            // Documentation button\n            ShowHelpButton(menuRect, documentationURL, title);\n\n            var e = Event.current;\n\n            if (e.type == EventType.MouseDown)\n            {\n                if (backgroundRect.Contains(e.mousePosition))\n                {\n                    if (e.button != 0 && contextAction != null)\n                        contextAction(e.mousePosition);\n                    else if (e.button == 0)\n                    {\n                        state = !state;\n                        e.Use();\n                    }\n\n                    e.Use();\n                }\n            }\n\n            return state;\n        }\n        \n        static void ShowHelpButton(Rect contextMenuRect, string documentationURL, GUIContent title)\n        {\n            if (string.IsNullOrEmpty(documentationURL))\n                return;\n\n            var documentationRect = contextMenuRect;\n            documentationRect.x -= 16 + 2;\n\n            var documentationIcon = new GUIContent(CoreEditorStyles.iconHelp, $\"Open Reference for {title.text}.\");\n\n            if (GUI.Button(documentationRect, documentationIcon, CoreEditorStyles.iconHelpStyle))\n                Help.BrowseURL(documentationURL);\n        }\n#endif\n    }\n}    "
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    "content": "# Shader Graph Markdown\n\n![Unity Version Compatibility](https://img.shields.io/badge/Unity-2019.4%20%E2%80%94%206000.2-brightgreen) \n\n## License\n\nShader Graph Markdown is [available on the Asset Store](http://u3d.as/2was) for commercial use.  \nOther versions (git, OpenUPM) are only allowed to be used **non-commercially** and **only if you're entitled to use Unity Personal** (the same restrictions apply).  \n\nFor all other uses, **please buy a commercial license** to ensure continued support! Thank you.\n\n## What's this?\n\n**Shader Graph Markdown** supercharges your creativity by allowing you to create great-looking, easy-to-use custom shader editors right from Unity's Shader Graph.  \nIt uses \"dummy properties\" to draw a nice inspector for your materials, and decorates the Blackboard (where you edit properties) so that the markdown is readable and looks good.  \n\nThe property naming syntax is inspired by the simplicity of markdown. Please see the [Attribute Reference](#attribute-reference)! \n\n![Workflow](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/04_Workflow.gif)\n\nThis doesn't affect your shader's functionality - it just makes it much nicer to work with it!  \n(if someone doesn't have the package, then you just have some extra \"dummy\" properties)  \n\n![ShaderGUI](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/01_ShaderGUI.gif)  \n\nYou can make properties display conditionally, that is, only if a specific keyword option is set:  \n\n![Conditional Properties](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/02_ConditionalProperties.gif)  \n\nThe Shader Graph UI and blackboard are modified to render all \"markdown dummy properties\" differently, to increase legibility.  \n\n![Shader Graph Blackboard](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/03_ShaderGraphUI.png)  \n\n## Quick Start\nInstall via OpenUPM: https://openupm.com/packages/com.needle.shadergraph-markdown/\n\nThe ⚡ **️Fast Way** to switch your Shader Graph to Markdown:\n  1. Select a material using your shader\n  2. Right-click the material header and select `Toggle ShaderGraph Markdown`.\n\nThe 🐌 **Slow Way** to switch your Shader Graph to Markdown:\n1. In Shader Graph, tell your shader to use the custom ShaderGUI `Needle.MarkdownShaderGUI`.  \n\n![ShaderGUI 10.x](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/06_ShaderGUI_URP10.png)  \n_Shader Graph 10+_  \n\n![ShaderGUI 7.x](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/07_ShaderGUI_URP7.png)  \n_Shader Graph 7 / 8_  \n\n1. Create a new bool property. This is our \"dummy\" — its only purpose is to specify how the UI is drawn.  \n2. Name it `# Hello Foldout`. You don't need to change the reference name.  \n3. You should see the property display change in the Blackboard, to differentiate it from actual properties in your shader.   \n4. Save your shader, and select a material that uses this shader — done!\n\nTo see a more complex example, you can also import the sample shown in this Readme via `Package Manager > Shader Graph Markdown > Samples`.\n\n## Features\n\n### Markdown in your Shader Graph\nSimply create \"dummy properties\", e.g. floats or bools, name them with markdown (e.g. `# My Foldout`) and they'll display beatifully in your Shader Graph blackboard.\n\n![Workflow](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/04_Workflow.gif)\n\nAdditionally, Shader Graph Markdown encourages you to use \"good\" property names and not the default ones, by displaying Blackboard Hints - a little red warning for \"you're using the default reference name, don't do this!\" and a little yellow warning for \"your reference name doesn't start with _, that's recommended!\".  \n\n![Blackboard Hints](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/sgmarkdown-blackboard-hints.png)\n\nWhy? Because using default reference names *will* come back and bite you once you want to switch to a different shader on the same material, start animating material values, want to access anything from a script, etc. - Unity uses those reference names for a lot of things, and it's best practice to get them right from the start.\n\n### Custom Shader GUI\nSet ShaderGraph Markdown as Custom Shader GUI to get nice, customizable editors for your shaders - without a line of code, and scaling to a high complexity that would otherwise require writing custom editors.\n\n![Complex Editor](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/sgmarkdown-full-sample.png)\n\n### Inline Properties\n\nTextures can have `&` appended to render them as smaller inline textures. If you use `&&`, the next property will be rendered right next to it, a common pattern throughout URP and HDRP for drawing sliders, colors etc. right next to a texture property. They'll be auto-indented in the Blackboard.  \n\n![Inline Properties](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/sgmarkdown-inline-properties.png)\n\n### Conditional Properties\nAll properties — both regular ones and \"markdown\" properties — can have a condition appended to their display name. This will make them only display if that specific keyword is set.  \n\n![Blackboard Conditions](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/05_BlackboardConditions.png)  \n\nThe `!REF` property draws an enum or boolean keyword.  \nOther properties can specify a \"condition\" in which to draw them; this is very useful to de-clutter inspectors when you have specific properties in specific conditions.  \n\n![Conditional Properties](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/02_ConditionalProperties.gif)  \n\nBoolean/Enum keyword conditions are specified in the form  `KEYWORD_OPTION`.\n\nYou can also use boolean properties and textures as conditionals:\n\n![Conditional Properties](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/sgmarkdown-property-conditions.png)  \n\nYou can construct more complex conditions by using `and`, `&&`, `or`, `||`, `!`, `>`, `<=` ... and other operators - please let us know if something doesn't work as expected!  \nYou can also combine boolean keywords, enum keywords, textures, vectors, colors, floats in the same condition. Vectors compare by length, colors compare by max(r,g,b).\n\n### Refactoring Shader Properties\n\nThis window helps you to find and rename wrongly named properties, refactor names across your project, update reference names, ... in shaders, materials, animations and scripts.  \n\n![Refactoring Shader Properties](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/10_RefactorProperties.png)   \n\nThere's three ways to open the refactoring window:\n- Right-click any material and select `Refactor Shader Properties`\n- or open `Window > Needle > Refactor Shader Properties`\n- or click <kbd>Refactor Shader Properties</kbd> in the `Markdown Tools` section of the material inspector.\n\n### Markdown Tools Section\n\nAt the bottom of your shader, there's a `Markdown Tools` section (formerly: Debug) that contains info and helpers to configure your custom  UI, and to work with properties and keywords.  \n\n![Debug Section](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/09_Debug.png)  \n\nIt also contains a button to quickly open the Property Refactoring window.  \n\nEspecially the option to `Debug Conditional Properties` is helpful when you're setting those up, as it will show all properties and allow you to quickly check for wrongly set up conditions.\n\n### Expand/Collapse All Properties for URP/HDRP 7\nIn URP and HDRP 7, properties are configured right in the Blackboard, taking up lots of space. They can be expanded/collapsed, but that takes forever... Shader Graph Markdown fixes this by allowing you to Alt + Click on the foldouts to expand/collapse all properties.\n\n#### Keywords\n\nShader Variants in Unity are controlled through [Shader Keywords](https://docs.unity3d.com/Manual/SL-MultipleProgramVariants.html). URP and HDRP use these extensively to control shader behaviour (basically all the produced shaders are \"Uber Shaders\"). If something goes wrong that can result in wrong rendering, so the options here help you to\n- see which keywords a shader uses (local and global)\n- see which keywords are currently active\n- clear and reset shader keywords to the ones HDRP/URP want to define for the current state.\n\n### Quickly enable / disable MarkdownShaderGUI\n\nA context menu entry on every Shader Graph-based material allows to quickly switch the material inspector between the default one and MarkdownShaderGUI. This is useful for debugging (e.g. finding some missing Conditionals).\n\n### Custom Drawers\n\nYou can totally make your own and go crazy, the system is pretty extendable. The shipped ones (`MinMaxDrawer`, `VectorSliderDrawer`, `GradientDrawer` etc.) should be a pretty good starting point. \nWhen referencing a custom drawer, you can both use `!DRAWER DoSomethingDrawer` and `!DRAWER DoSomething`.  \nDrawers are ScriptableObjects and can thus have persistent settings.  \n\nFeel free to jump into our support discord and let us know if you need help or something isn't working as expected!\n\n#### MinMax\n`!DRAWER MinMax _MyVector`  \nDraws a min-max slider that goes from `_MyVector.z` to `_MyVector.w` with `min = _MyVector.x` and `max = _MyVector.y`.\n\n`!DRAWER MinMax _MyVector DisplayName`  \nUses DisplayName as label for the property.  \n\n`!DRAWER MinMax _MyVector.x _MyVector.y`  \nDraws a min-max slider that goes from 0 to 1 with `min = _MyVector.x` and `max = _MyVector.y`.\n\n`!DRAWER MinMax _MyVector.x _MyVector.y DisplayName`  \nUses DisplayName as label for the property. This is useful when using multiple parts of the same vector, e.g.\n```\n!DRAWER MinMax _MyVector.x _MyVector.y MetallicRemap\n!DRAWER MinMax _MyVector.z _MyVector.w SmoothnessRemap\n```\n\n#### VectorSlider\n\n`!DRAWER VectorSlider _MyVector (First Slider, Second Slider, Third Slider)`  \nDraws separate 0..1 sliders for the invidiual vector properties.  \nThe display name will come from _MyVector.  \n\nVectorSlider drawers can be used with a shorthand (`&`):  \n`My Vector (First Slider, Second Slider, Third Slider) &`\n\nYou can also use this to hide parts of a vector:  \n`My Vector (R, G)` will only draw R and G sliders and ignore the remaining ZW values.\n\n#### Gradient\n\n`!DRAWER Gradient _MyRampTextureSlot`  \nDraws a gradient field that automatically generates a gradient lookup texture whenever the value is changed.\n\n#### MultiProperty (experimental)\n\n`!DRAWER MultiProperty _Color1 _Color2 _Color3`\nDraws all properties in the same line.  \nThis works pretty well for combining a couple of colors or numbers into inline drawers – please note that there's a good amount of combinations where this will fail, simply because there's not enough space on one line to hold the data you might want to show. \n\n## Attribute Reference\n1. `# Foldout`  \n   A foldout header\n6. `## Header`\n   A header, similar to the `[Header]` attribute in scripts\n4. `### Label`\n   A regular label, not bold and with no extra space.   \n   Useful before indented properties.\n1. Append `&&` to Texture properties\n    - this will render the _next_ property inline (most useful for Color or Float properties)<a href=\"#footnote-2\"><sup>2</sup></a>  \n    - if the next property is named `_MyTex_ST` (with `_MyTex` matching the texture property name), a tiling/offset field will be drawn\n3. Append `&` to Vector properties to have them display as 0..1 sliders\n    - You can optionally specify the slider names: `Vector with Sliders (Amplitude, Frequency, Pattern) &`\n    - If you leave them out you'll simply get a bunch of X,Y,Z,W sliders\n    - If the vector property starts with `_Tiling` or `_Tile` or ends with `_ST`, it will be drawn as Tiling/Offset property field\n3. Append `&` to Texture properties to render them as small texture slot  \n  (not the monstrous default Shader Graph one, the nice one that URP/HDRP use for everything)\n8. Prepend a number of dashes (e.g. `-` or `---`) to indent properties.  \n   Nice for organization and showing where conditionals belong.\n9. `!NOTE Any note text`<a href=\"#footnote-1\"><sup>1</sup></a>  \n8. `[Link Text](URL)`<a href=\"#footnote-1\"><sup>1</sup></a>  \n   A web link.  \n9. `!TOOLTIP Any text`</a>  \n   Tooltip for the following property. `!TIP` has the same effect.\n10. `!REF KEYWORD_NAME`  \n  A reference to a bool/enum keyword to be drawn here - by default they end up at the end of your shader, with this you can control exactly where they go.  \n  You can also reference and thus edit a global keyword, but be aware that changing that value will change it, well, globally!  \n4. Conditional properties: Append `[SOME_KEYWORD]` to your foldouts, drawers or properties to only make them show up when the condition is met. Conditions can be\n    - boolean keywords (make sure to include the `_ON` part)\n    - global keywords\n    - enum keywords\n    - texture properties (when the texture is not null)\n    - boolean properties (when the bool is true)\n    - float properties (compare using `<, >, ==` etc.)\n    - color properties (max(r,g,b) is used as comparison value)\n    - vector properties (vector length is used as comparison value)\n    Conditions always come _last_, even for inline properties.<a href=\"#footnote-2\"><sup>2</sup></a>    \n7. `!DRAWER MyDrawer`  \n  This will draw custom code, similar to a `PropertyDrawer` for the Inspector. Drawers are specified as subclasses of `MarkdownMaterialPropertyDrawer`.\n    Examples:\n    - Define `!DRAWER Gradient _MyTextureProperty` to render a nice gradient drawer that will generate gradient textures in the background for you.\n    - Define some colors, and _before_ them add `!DRAWER MultiProperty _Col1 _Col2 _Col3`. This will render three colors all in one line.\n\n8. `#`  (hash with nothing else)  \n   End the current foldout. This is useful if you want to show properties outside a foldout, in the main area, again.\n\n<sup>[1](footnote-1)</sup>: Will not be shown if the previous property was conditionally excluded.  \n<sup>[2](footnote-2)</sup>: When you're using conditional properties as well, conditions come after inlining, and the next property needs to have the same condition. `_MyTex && [_SOME_CONDITION]` and on the next line `_MyColor [_SOME_CONDITION]`.  \n\nA lot of the above can be combined - so you can totally do `--!DRAWER MinMax _MinMaxVector.x _MinMaxVector.y [_OPTIONAL_KEYWORD && _Value > 0.5]` and that will give you a double-indented minmax slider that only shows up when _OPTIONAL_KEYWORD is set and `_Value` has a value of greater than 0.5.\n\n## Notes\n\n### HDRP Support\nHDRP Shader Graphs are supported. A speciality there is that these already have custom shader inspectors. Shader Graph Markdown finds and displays the \"original\" inspector in addition to your own properties.  \n\n![HDRP Support](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/08_HDRP_Support.png)  \n\nThat being said, HDRP does some keyword magic (resetting material keywords at times); if you find something doesn't work as expected, you can use the \"Debug\" section to reset keywords and/or show the original property list.  \n\n### Amplify Shader Editor Support\nAmplify works as-is, you can specify `Needle.MarkdownShaderGUI` as custom shader inspector and then create properties as usual. You'll have to arrange them somewhere on the board though (they need to be somewhere). Also, turn on \"Auto-Register\" on the markdown properties, otherwise they'll be stripped away since they are not actually \"used\" in the shader.\n\n![Amplify Properties](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/sgmarkdown-amplify-01.png)  \n![Amplify Auto-Register](https://github.com/needle-tools/shadergraph-markdown/wiki/Images/sgmarkdown-amplify-02.png)  \n\n### Built-In and other Shaders\nNothing about the custom shader inspector in Shader Graph Markdown is actually Shader Graph-specific! You can use the same properties and drawers for all shaders, be it built-in, surface shaders, BetterShaders, other editors... In many cases, you could also use custom attributes, but especially for foldouts and drawers, Shader Graph Markdown gives a lot of flexibility.\n\n### Global Illumination Support\nUnity's GI systems rely on \"magic property names\" to work. Namely, `_EmissionColor` (Color) and `_EmissionMap` (Texture) have to be present; if either is missing, the resulting emission will be black (no emission). If both are present, SG Markdown will render the lightmap dropdown to choose \"Baked\", \"Realtime\" or \"None\" for Global Illumination.  \nIf the `_Emission` (or `_EMISSION`) property toggle is present, you can override this, and e.g. make materials that are emissive (they are bright) but don't contribute to GI.  \n  \nThis is a typical setup that will hide the EmissionColor and EmissionMap properties if emission is turned off:   \n```\n[Toggle(_EMISSION)]_Emission(\"Emission\", Int) = 0\n[HDR]_EmissionColor(\"EmissionColor [_EMISSION]\", Color) = (0,0,0,1)\n_EmissionMap(\"EmissionMap [_EMISSION]\", 2D) = \"white\" {}\n```   \n  \n### Why isn't there Feature X?\nA design goal of Shader Graph Markdown was to keep simplicity to allow for a fast workflow and nice editors, without writing any code. Custom drawers, on the other hand, give a lot of flexibility. The in-between, where you use some kind of markup to describe very complex behaviour, is explicitly not in scope for Shader Graph Markdown.  \n\nThis is also the reason why there's no options to change header colors, specify pixel spacing values, ... and do other purely stylistic changes.  \nIf you want that, there's other options; one that allows for tons of customization (and thus has a steeper learning curve) is the [Thry Editor](https://github.com/Thryrallo/ThryEditor).  \n\nWith the above in mind, feel free to reach out via Discord and request features that fit to this philosophy – and please submit bugs if you find them!\n\n## Known Issues\n\n- _Changing keyword property entries does not refresh the Enum dropdown in the inspector_  \n  This is a Unity bug fixed in 2020.3.18f1+ and 2021.1.18f1+. [Case 1176077](https://issuetracker.unity3d.com/product/unity/issues/guid/1176077)  \n  Workaround: reimport any script (Rightclick > Reimport) to trigger a domain reload.  \n- _Vector fields don't show animation state (blue/red overlay)_  \n  This is a Unity bug fixed in 2021.2.0b1+. [Case 1333416](https://issuetracker.unity3d.com/product/unity/issues/guid/1333416)\n- _Conditionally excluded properties can't be inline properties_\n  The condition will be ignored inside an inlined property. Don't inline them if you want them to use the condition.  \n- _Built-In ShaderGraph shaders (2021.2+) don't use custom shader GUIs_\n  This is a Unity bug fixed in 2022.2.0a8. [Case 1380485](https://issuetracker.unity3d.com/product/unity/issues/guid/1380485)\n- _Texture and Vector properties don't support tooltips_ [Case 1421274]()\n  This is a Unity bug. A workaround is included to make tooltips work on these property types nonetheless.  \n  \n\n## Contact\n<b>[needle — tools for unity](https://needle.tools)</b> • \n[Discord Community](https://discord.gg/UHwvwjs9Vp) • \n[@NeedleTools](https://twitter.com/NeedleTools) • \n[@marcel_wiessler](https://twitter.com/marcel_wiessler) • \n[@hybridherbst](https://twitter.com/hybridherbst)\n"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/CHANGELOG.md",
    "content": "# Changelog\nAll notable changes to this package will be documented in this file.\n\n## [12.0.1] - 2025-01-16\n\n### Preview Generator changes\n- Updated generated preview collection UI to display the asset extension\n- Fixed an issue with some prefab and model asset types not generating previews\n- Fixed an error that could occur when changing scenes after deleting a preview source asset\n\n## [12.0.0] - 2025-01-13\n\n### General changes\n- The code comprising the Asset Store Publishing Tools has been refactored.\n- Added dependency on Newtonsoft Json\n\n### Uploader changes\n- Updated window to retain its state if closed unless a domain reload occurs\n- Added option to generate higher resolution asset previews when exporting\n- Fixed a rare issue where authentication would fail\n- Minor UI tweaks\n\n### Validator changes\n- Added validation tests for:\n    - Package naming\n\t- Project Template assets\n- Updated the Type Namespace validation test to check for Unity top level namespaces\n\n### Exporter changes\n- Updated how asset previews are generated/included for the  package that is being exported\n\n### Preview Generator\n- Added a Preview Generator window that can be used to pre-generate and inspect package previews before exporting\n\n## [11.4.4] - 2024-11-29\n\n### Validator Changes\n- The validator UI window description section can now be expanded or shrunk to take up less screen space\n- Updated severity of the Model Importer Logs validation test\n\n### Exporter Changes\n- Updated exporter to always exclude hidden files and folders beginning with the dot symbol (e.g.: .hiddenFolder/ or .hiddenfile.txt)\n- Updated exporter to explicitly exclude extended attribute files when exporting packages on macOS systems\n\n### Other\n- Moved the Asset Store Tools toolbar items into the Tools section\n- Fixed several window-related compilation warnings when using Unity 6 versions of the Editor\n\n## [11.4.3] - 2024-08-01\n\n### Validator Changes\n- Hotfix: Remove non-ascii characters from the demo scene validation\n\n## [11.4.2] - 2024-07-30\n\n### Validator Changes\n- Check for nested .unitypackage files in the demo scene validation\n- Prevent normal map test from erroring when misc importer types are detected\n- Remove Templates category from the uncompressed images requirement list\n\n## [11.4.1] - 2024-05-10\n\n### Exporter Changes\n- Fixed an issue with bundled plugin folder contents not being exported\n\n### Other\n- Miscellaneous internal changes\n\n## [11.4.0] - 2024-01-23\n\n### Uploader Changes\n- Added prevention of uploading packages larger than 6 GB\n- Added a prompt to allow automatically generating meta files within hidden folders\n- Fixed some obsolete API usage warnings in newer Unity versions\n\n### Validator Changes\n- Added validation tests for:\n    - Animation Clip take names\n\t- Model import logs\n\t- Uncompressed Package size\n- Updated the fail severity of Audio Clipping validation test\n- Updated the Demo Scene test to treat default scenes with custom skyboxes as valid demo scenes\n- Fixed some obsolete API usage warnings in newer Unity versions\n\n### Other\n- Added an option to check for Asset Store Publishing Tools updates\n\n## [11.3.1] - 2023-08-14\n\n### Uploader Changes\n- Added the option to select indirect package dependencies from the project (e.g. Mathematics package installed by the Burst package)\n\n### Validator Changes\n- Updated the Texture Dimensions test to ignore 'Sprite' and 'Editor GUI' texture types\n\n### Exporter Changes\n- Updated exporter to ignore the 'ProjectSettings/ProjectVersion.txt' asset when exporting 'Complete Project' category packages\n\n## [11.3.0] - 2023-07-04\n\n### Uploader Changes\n\n- Added the option to validate a pre-exported package\n- Added the option to export a .unitypackage file without uploading\n- Updated the dependency selection UI\n\n### Validator Changes\n\n- Added the option to validate several asset paths at once\n    - Note: when validating package that is comprised of several folders (e.g. Assets/MyPackage + \n\tAssets/StreamingAssets + Assets/WebGLTemplates), please select all applicable paths that would be included in the package\n- Added several new validation tests for:\n    - File Menu Names\n\t- Compressed files \n\t- Model Types\n\t- Texture Dimensions\n\t- Particle Systems\n\t- Normal Map Textures\n    - Audio Clipping\n    - Path Lengths\n    - Script Compilation\t\n- Updated validation test severities based on package category\n- Updated validation tests to each have their own test logic class\n- Updated validation tests to be displayed in alphabetical order\n- Fixed several issues with the namespace check test\n- Fixed scenes in Samples~ folders not being taken into account for the sample scene check test\n- Other internal changes\n\n### Exporter Changes\n\n- Package exporter is now a separate module (similar to Uploader and Validator)\n- Fixed hidden folders being included when exporting package content\n    - Note: this prevents an issue with the Unity Editor, where exported hidden folders would appear in the Project window \n\tas empty folders when imported, despite having content on disk. Content nested within hidden folders is still collected, \n\tprovided it contains unique .meta files\n\n## [11.2.2] - 2023-02-23\n\n### Validator Changes\n\n- Updated the 'LOD Setup' test to address some issues\n\t- Added additional checks for LOD renderers (inactive renderer check, LOD Group reference check, relative hierarchy position to LOD Group check)\n\t- LOD Group Component is no longer required to be on the root of the Prefab\n\t- Updated the test result message interface when invalid Prefabs are found\n\n## [11.2.1] - 2023-01-17\n\n### Uploader Changes\n\n- Added a more informative error when exporting content with clashing guid meta files in hidden folders\n- Fixed a compilation issue for Unity 2020.1 and 2020.2\n- Fixed a rare error condition when queueing multiple package uploads in quick succession\n- Fixed Asset Store Uploader state not being properly reset if the uploading process fails\n\n### Validator Changes\n\n- Updated the Asset Store Validator description\n- Fixed a rare memory overflow issue when performing package validation\n\n## [11.2.0] - 2022-11-03\n\n### Uploader Changes\n\n- Uploader will now use the custom package exporter by default\n    - An option to use the legacy (native) exporter can be found in the Asset Store Publishing Tools' settings window\n- When exporting from the Assets folder, package dependencies can now be selected individually instead of being a choice between 'All' or 'None'\n    - This option is only available with the custom exporter\n- Changed the way the Uploader reports completed uploading tasks\n    - Modal pop-up has been replaced by a new UI view state\n\t- Added an option to the Asset Store Publishing Tools' Settings to display the pop-up after a completed upload\n- Changed exported .unitypackage files to have distinguishable file names\n- Fixed the Uploader window indefinitely stalling at 100% upload progress when a response from the Asset Store server is not received\n- Fixed native package exporter producing broken packages when the export path contained hidden folders\n- Fixed an issue with high CPU usage when uploading packages\n- Fixed Asset Store Publishing Tools' settings not being saved between Editor sessions on macOS\n- Other minor changes and tweaks\n\n### Validator Changes\n\n- Added two new tests:\n    - 'Types have namespaces': checks whether scripts and native libraries under the validated path are nested under a namespace\n\t- 'Consistent line endings': checks whether scripts under the validated path have consistent line endings. This is similar to the warning from the Unity Editor compilation pipeline when a script contains both Windows and UNIX line endings.\n- Improved 'Reset Prefabs' test to display and be more informative about prefabs with unusually low transform values\n- Improved 'SpeedTree asset inclusion' test to search for '.st' files\n- Improved 'Documentation inclusion' test to treat '.md' files as valid documentation files\n- Improved 'Lossy audio file inclusion' test to treat '.aif' and '.aiff' files as valid non-lossy audio files\n- Improved 'Lossy audio file inclusion' test to search the project for non-lossy variants of existing lossy audio files\n- Removed 'Duplicate animation names' test\n- Tweaked validation severities for several tests\n- Other minor changes and tweaks\n\n## [11.1.0] - 2022-09-14\n\n### Uploader Changes\n\n- Package Publisher Portal links can now be opened for all packages regardless of package status\n- External Dependency Manager can now be selected as a 'Special Folder' if found in the root Assets folder\n\n### Validator Changes\n\n- Added category selection for the Validator\n    - Categories help determine the outcome of package validation more accurately. For example, documentation is not crucial for art packages, but is required for tooling packages.\n- Added a list of prefabs with missing mesh references to 'Meshes have Prefabs' test when the test fails\n- Corrected the message for a passing 'Shader compilation errors' test\n- Improved the floating point precision accuracy of 'Reset Prefabs' test\n- Fixed 'Missing Components in Assets' test checking all project folders instead of only the set path\n- Fixed 'Prefabs for meshes' test not checking meshes in certain paths\n- Fixed 'Reset Prefabs' test failing because of Prefabs with a Rect Transform Component\n- Fixed 'Reset Prefabs' test ignoring Transform rotation\n- Fixed test description text overlapping in some cases\n- Other minor changes and tweaks\n\n## [11.0.2] - 2022-08-09\n\n- Corrected some namespaces which were causing issues when deriving classes from Editor class\n\n## [11.0.1] - 2022-08-05\n\n### Uploader Changes\n\n- Added Settings window (Asset Store Tools > Settings)\n- Added Soft/Junction Symlink support (enable through Settings)\n- Added workflow and path selection serialization (workflow saved locally, paths locally and online)\n- No more logs when using the `-nullable` compiler option (thanks @alfish)\n- Some API refactoring in preparation for CLI support\n- Other minor fixes/improvements\n\n**Note:** when updating Asset Store Tools from the Package Manager, don't forget to remove the old version from the project (V11.0.0) before importing the new one (V11.0.1)\n\n\n## [11.0.0] - 2022-07-20\n\n### Uploader changes\n\n- UI has been reworked using UI Toolkit\n- New login window, allowing to login using Unity Cloud Services\n- Improved top bar, including search and sorting\n- Draft packages moved to the top\n- Added category, size, and last modified date next to the package\n- Added a link to the publishing portal next to the package\n- New uploading flow: “Pre-exported .unitypackage”\n- Previous uploading flow (folder selection) has been renamed to “From Assets Folder”\n- Dependencies check has been renamed to “Include Package Manifest” for clarity\n- Special Folders can now be selected and uploaded together with the package’s main folder (i.e. StreamingAssets, Plugins)\n- You can now upload to multiple packages at the same time without waiting for the first one to finish\n- Package can now be validated in the Uploading window by pressing the “Validate” button\n- Added refresh and logout buttons to the bottom toolbar for easier access\n- Packages caching - package information will no longer be redownloaded every time you open the Uploader window during the same Editor session\n- (Experimental) Custom exporter - will export your package ~2 times faster, but may miss some asset previews in the final product. To enable it - click three dots on the top left side of the window and enable “Use Custom Exporting”\n\n\n### Validator changes\n\n- UI has been reworked using UI Toolkit\n- New tests based on the new guidelines\n- Updated tests’ titles, descriptions, and error reporting\n\n## [5.0.5] - 2021-11-04\n\n- Fixed namespace issues\n\n## [5.0.4] - 2020-07-28\n\n- Fixed issues with Unity 2020.1\n\n## [5.0.3] - 2020-05-07\n\n- Remove \"Remove Standard Assets\" check\n\n## [5.0.2] - 2020-04-21 \n\n- Enable auto login with Unity account\n- Upload package with thread\n\n## [5.0.1] - 2020-03-23\n\n- Fix domain resolve issue\n\n## [5.0.0] - 2019-10-09\n\n- Added \"Package Validator\" tool\n- Added Help window\n- Added logout confirmation popup\n- Updated toolbar menu layout\n- Removed \"Mass Labeler\" tool\n- Updated layout of Login and Package Upload windows\n- Error messages are now more elaborate and user-friendly\n- Removed deprecated \"Main Assets\" step from the Package Upload window\n- Package Upload window now has a step for including package manager dependencies\n- Tooltips are now added to each upload process step\n\n\n## [4.1.0] - 2018-05-14\n\n- Made Tool compatible with 2017.1\n\n## [4.0.7] - 2017-07-10\n\n- Tweaked menu items.\n\n## [4.0.6] - 2016-07-15\n\n- Improved error messages.\n\n## [4.0.5] - 2016-03-17\n\n- Enabling upload of fbm files.\n\n## [4.0.4] - 2015-11-16\n\n- Login improvements\n\n## [4.0.3] - 2015-11-16\n\n- Prepare the Tools for Unity 5.3\n\n## [4.0.2] - 2015-10-23\n\n- Fixed issue where Upload button would not work for some projects.\n- Fixed issues for publishers that only had one package.\n\n## [4.0.0] - 2015-09-01\n\n- Replaced Package Manager with Package Upload. Package management is now handled by Publisher Administration"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/CHANGELOG.md.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/AuthenticationBase.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Api\n{\n    internal abstract class AuthenticationBase : IAuthenticationType\n    {\n        protected Uri LoginUrl = ApiUtility.CreateUri(Constants.Api.AuthenticateUrl, true);\n        protected FormUrlEncodedContent AuthenticationContent;\n\n        protected FormUrlEncodedContent GetAuthenticationContent(params KeyValuePair<string, string>[] content)\n        {\n            var baseContent = Constants.Api.DefaultAssetStoreQuery();\n\n            try { baseContent.Add(\"license_hash\", ApiUtility.GetLicenseHash()); } catch { ASDebug.LogWarning(\"Could not retrieve license hash\"); }\n            try { baseContent.Add(\"hardware_hash\", ApiUtility.GetHardwareHash()); } catch { ASDebug.LogWarning(\"Could not retrieve hardware hash\"); }\n\n            foreach (var extraContent in content)\n            {\n                baseContent.Add(extraContent.Key, extraContent.Value);\n            }\n\n            return new FormUrlEncodedContent(baseContent);\n        }\n\n        protected AuthenticationResponse ParseResponse(HttpResponseMessage response)\n        {\n            try\n            {\n                response.EnsureSuccessStatusCode();\n                var responseString = response.Content.ReadAsStringAsync().Result;\n                return new AuthenticationResponse(responseString);\n            }\n            catch (HttpRequestException e)\n            {\n                return new AuthenticationResponse(response.StatusCode, e) { Success = false };\n            }\n        }\n\n        public abstract Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken = default);\n    }\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreApi.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing System;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IAssetStoreApi\n    {\n        Task<AssetStoreToolsVersionResponse> GetLatestAssetStoreToolsVersion(CancellationToken cancellationToken = default);\n        Task<AuthenticationResponse> Authenticate(IAuthenticationType authenticationType, CancellationToken cancellationToken = default);\n        void Deauthenticate();\n        Task<PackagesDataResponse> GetPackages(CancellationToken cancellationToken = default);\n        Task<CategoryDataResponse> GetCategories(CancellationToken cancellationToken = default);\n        Task<PackageThumbnailResponse> GetPackageThumbnail(Package package, CancellationToken cancellationToken = default);\n        Task<RefreshedPackageDataResponse> RefreshPackageMetadata(Package package, CancellationToken cancellationToken = default);\n        Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(Package package, CancellationToken cancellationToken = default);\n        Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress = null, CancellationToken cancellationToken = default);\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreApi.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreClient.cs",
    "content": "using System;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IAssetStoreClient\n    {\n        void SetSessionId(string sessionId);\n        void ClearSessionId();\n\n        Task<HttpResponseMessage> Get(Uri uri, CancellationToken cancellationToken = default);\n        Task<HttpResponseMessage> Post(Uri uri, HttpContent content, CancellationToken cancellationToken = default);\n        Task<HttpResponseMessage> Put(Uri uri, HttpContent content, CancellationToken cancellationToken = default);\n        Task<HttpResponseMessage> Send(HttpRequestMessage request, CancellationToken cancellationToken = default);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreClient.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAuthenticationType.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IAuthenticationType\n    {\n        Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAuthenticationType.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IPackageUploader.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IPackageUploader\n    {\n        Task<PackageUploadResponse> Upload(IAssetStoreClient client, IProgress<float> progress, CancellationToken cancellationToken = default);\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IPackageUploader.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/PackageUploaderBase.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System;\nusing System.IO;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal abstract class PackageUploaderBase : IPackageUploader\n    {\n        protected const int UploadChunkSizeBytes = 32768;\n        protected const int UploadResponseTimeoutMs = 10000;\n\n        protected abstract void ValidateSettings();\n        public abstract Task<PackageUploadResponse> Upload(IAssetStoreClient client, IProgress<float> progress = null, CancellationToken cancellationToken = default);\n\n        protected void EnsureSuccessResponse(HttpResponseMessage response)\n        {\n            try\n            {\n                response.EnsureSuccessStatusCode();\n            }\n            catch\n            {\n                throw new Exception(response.Content.ReadAsStringAsync().Result);\n            }\n        }\n\n        protected void WaitForUploadCompletion(Task<HttpResponseMessage> response, FileStream requestFileStream, IProgress<float> progress, CancellationToken cancellationToken)\n        {\n            // Progress tracking\n            int updateIntervalMs = 100;\n            bool allBytesSent = false;\n            DateTime timeOfCompletion = default;\n\n            while (!response.IsCompleted)\n            {\n                float uploadProgress = (float)requestFileStream.Position / requestFileStream.Length * 100;\n                progress?.Report(uploadProgress);\n                Thread.Sleep(updateIntervalMs);\n\n                // A timeout for rare cases, when package uploading reaches 100%, but Put task IsComplete value remains 'False'\n                if (requestFileStream.Position == requestFileStream.Length)\n                {\n                    if (!allBytesSent)\n                    {\n                        allBytesSent = true;\n                        timeOfCompletion = DateTime.UtcNow;\n                    }\n                    else if (DateTime.UtcNow.Subtract(timeOfCompletion).TotalMilliseconds > UploadResponseTimeoutMs)\n                    {\n                        throw new TimeoutException();\n                    }\n                }\n            }\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/ApiUtility.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditorInternal;\n\nnamespace AssetStoreTools.Api\n{\n    internal class ApiUtility\n    {\n        public static Uri CreateUri(string url, bool includeDefaultAssetStoreQuery) => CreateUri(url, null, includeDefaultAssetStoreQuery);\n        public static Uri CreateUri(string url, IDictionary<string, string> queryParameters, bool includeDefaultAssetStoreQuery)\n        {\n            IDictionary<string, string> fullQueryParameters = includeDefaultAssetStoreQuery ?\n                    Constants.Api.DefaultAssetStoreQuery() : new Dictionary<string, string>();\n\n            if (queryParameters != null && queryParameters.Count > 0)\n            {\n                foreach (var kvp in queryParameters)\n                    fullQueryParameters.Add(kvp);\n            }\n\n            var builder = new UriBuilder(url);\n            if (fullQueryParameters.Count == 0)\n                return builder.Uri;\n\n            var fullQueryParameterString = string.Empty;\n            foreach (var queryParam in fullQueryParameters)\n            {\n                var escapedValue = queryParam.Value != null ? Uri.EscapeDataString(queryParam.Value) : string.Empty;\n                fullQueryParameterString += $\"{queryParam.Key}={escapedValue}&\";\n            }\n            fullQueryParameterString = fullQueryParameterString.Remove(fullQueryParameterString.Length - 1);\n\n            builder.Query = fullQueryParameterString;\n            return builder.Uri;\n        }\n\n        public static List<Package> CombinePackageData(List<Package> mainPackageData, List<PackageAdditionalData> extraPackageData, List<Category> categoryData)\n        {\n            foreach (var package in mainPackageData)\n            {\n                var extraData = extraPackageData.FirstOrDefault(x => package.PackageId == x.PackageId);\n\n                if (extraData == null)\n                {\n                    ASDebug.LogWarning($\"Could not find extra data for Package {package.PackageId}\");\n                    continue;\n                }\n\n                var categoryId = extraData.CategoryId;\n                var category = categoryData.FirstOrDefault(x => x.Id.ToString() == categoryId);\n                if (category != null)\n                    package.Category = category.Name;\n                else\n                    package.Category = \"Unknown\";\n\n                package.Modified = extraData.Modified;\n                package.Size = extraData.Size;\n            }\n\n            return mainPackageData;\n        }\n\n        public static string GetLicenseHash()\n        {\n            return InternalEditorUtility.GetAuthToken().Substring(0, 40);\n        }\n\n        public static string GetHardwareHash()\n        {\n            return InternalEditorUtility.GetAuthToken().Substring(40, 40);\n        }\n    }\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreApi.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Linq;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class AssetStoreApi : IAssetStoreApi\n    {\n        private IAssetStoreClient _client;\n\n        public AssetStoreApi(IAssetStoreClient client)\n        {\n            _client = client;\n        }\n\n        public async Task<AssetStoreToolsVersionResponse> GetLatestAssetStoreToolsVersion(CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.AssetStoreToolsLatestVersionUrl, false);\n                var response = await _client.Get(uri, cancellationToken);\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new AssetStoreToolsVersionResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new AssetStoreToolsVersionResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new AssetStoreToolsVersionResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<AuthenticationResponse> Authenticate(IAuthenticationType authenticationType, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var loginResponse = await authenticationType.Authenticate(_client, cancellationToken);\n                if (loginResponse.Success)\n                {\n                    _client.SetSessionId(loginResponse.User.SessionId);\n                }\n\n                return loginResponse;\n            }\n            catch (OperationCanceledException e)\n            {\n                return new AuthenticationResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new AuthenticationResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public void Deauthenticate()\n        {\n            _client.ClearSessionId();\n        }\n\n        public async Task<PackagesDataResponse> GetPackages(CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var mainDataResponse = await GetPackageDataMain(cancellationToken);\n                if (!mainDataResponse.Success)\n                    throw mainDataResponse.Exception;\n                var additionalDataResponse = await GetPackageDataExtra(cancellationToken);\n                if (!additionalDataResponse.Success)\n                    throw additionalDataResponse.Exception;\n                var categoryDataResponse = await GetCategories(cancellationToken);\n                if (!categoryDataResponse.Success)\n                    throw categoryDataResponse.Exception;\n\n                var joinedData = ApiUtility.CombinePackageData(mainDataResponse.Packages, additionalDataResponse.Packages, categoryDataResponse.Categories);\n                return new PackagesDataResponse() { Success = true, Packages = joinedData };\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackagesDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackagesDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        private async Task<PackagesDataResponse> GetPackageDataMain(CancellationToken cancellationToken)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetPackagesUrl, true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new PackagesDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackagesDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackagesDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        private async Task<PackagesAdditionalDataResponse> GetPackageDataExtra(CancellationToken cancellationToken)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetPackagesAdditionalDataUrl, true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new PackagesAdditionalDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackagesAdditionalDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackagesAdditionalDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<CategoryDataResponse> GetCategories(CancellationToken cancellationToken)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetCategoriesUrl, true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new CategoryDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new CategoryDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new CategoryDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<PackageThumbnailResponse> GetPackageThumbnail(Package package, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                if (string.IsNullOrEmpty(package.IconUrl))\n                    throw new Exception($\"Could not retrieve thumbnail for package {package.PackageId} - icon url is null\");\n\n                var response = await _client.Get(new Uri(package.IconUrl), cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseBytes = response.Content.ReadAsByteArrayAsync().Result;\n                return new PackageThumbnailResponse(responseBytes);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageThumbnailResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageThumbnailResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<RefreshedPackageDataResponse> RefreshPackageMetadata(Package package, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var refreshedPackage = JObject.FromObject(package).DeepClone().ToObject<Package>();\n\n                var packagesResponse = await GetPackageDataExtra(cancellationToken);\n                if (!packagesResponse.Success)\n                    throw packagesResponse.Exception;\n\n                // Find the updated package data in the latest data json\n                var packageRefreshSource = packagesResponse.Packages.FirstOrDefault(x => x.PackageId == refreshedPackage.PackageId);\n                if (packageRefreshSource == null)\n                    return new RefreshedPackageDataResponse() { Success = false, Exception = new MissingMemberException($\"Unable to find downloaded package data for package id {package.PackageId}\") };\n\n                // Retrieve the category map\n                var categoryData = await GetCategories(cancellationToken);\n                if (!categoryData.Success)\n                    return new RefreshedPackageDataResponse() { Success = false, Exception = packagesResponse.Exception };\n\n                // Update the package data\n                refreshedPackage.Name = packageRefreshSource.Name;\n                refreshedPackage.Status = packageRefreshSource.Status;\n                var newCategory = categoryData.Categories.FirstOrDefault(x => x.Id.ToString() == packageRefreshSource.CategoryId);\n                refreshedPackage.Category = newCategory != null ? newCategory.Name : \"Unknown\";\n                refreshedPackage.Modified = packageRefreshSource.Modified;\n                refreshedPackage.Size = packageRefreshSource.Size;\n\n                return new RefreshedPackageDataResponse() { Success = true, Package = refreshedPackage };\n            }\n            catch (OperationCanceledException)\n            {\n                return new RefreshedPackageDataResponse() { Success = false, Cancelled = true };\n            }\n            catch (Exception e)\n            {\n                return new RefreshedPackageDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(Package package, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetPackageUploadedVersionsUrl(package.PackageId, package.VersionId), true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new PackageUploadedUnityVersionDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageUploadedUnityVersionDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadedUnityVersionDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress = null, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                return await uploader.Upload(_client, progress, cancellationToken);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageUploadResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadResponse() { Success = false, Exception = e };\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreApi.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 684fca3fffd79d944a32d9b3adbfc007\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreClient.cs",
    "content": "using System;\nusing System.Net;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class AssetStoreClient : IAssetStoreClient\n    {\n        private HttpClient _httpClient;\n\n        public AssetStoreClient()\n        {\n            ServicePointManager.DefaultConnectionLimit = 500;\n            _httpClient = new HttpClient();\n            _httpClient.DefaultRequestHeaders.ConnectionClose = false;\n            _httpClient.DefaultRequestHeaders.Add(\"Accept\", \"application/json\");\n            _httpClient.Timeout = TimeSpan.FromMinutes(1320);\n        }\n\n        public void SetSessionId(string sessionId)\n        {\n            ClearSessionId();\n\n            if (!string.IsNullOrEmpty(sessionId))\n                _httpClient.DefaultRequestHeaders.Add(\"X-Unity-Session\", sessionId);\n        }\n\n        public void ClearSessionId()\n        {\n            _httpClient.DefaultRequestHeaders.Remove(\"X-Unity-Session\");\n        }\n\n        public Task<HttpResponseMessage> Get(Uri uri, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.GetAsync(uri, cancellationToken);\n        }\n\n        public Task<HttpResponseMessage> Post(Uri uri, HttpContent content, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.PostAsync(uri, content, cancellationToken);\n        }\n\n        public Task<HttpResponseMessage> Put(Uri uri, HttpContent content, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.PutAsync(uri, content, cancellationToken);\n        }\n\n        public Task<HttpResponseMessage> Send(HttpRequestMessage request, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.SendAsync(request, cancellationToken);\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreClient.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 80b4527c908161a4b9f06dc393b502f9\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/CloudTokenAuthentication.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class CloudTokenAuthentication : AuthenticationBase\n    {\n        public CloudTokenAuthentication(string cloudToken)\n        {\n            AuthenticationContent = GetAuthenticationContent(\n                new KeyValuePair<string, string>(\"user_access_token\", cloudToken)\n                );\n        }\n\n        public override async Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken)\n        {\n            var result = await client.Post(LoginUrl, AuthenticationContent, cancellationToken);\n            cancellationToken.ThrowIfCancellationRequested();\n\n            return ParseResponse(result);\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/CloudTokenAuthentication.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 99f1baec74f26a34bb972b19c92d523f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/CredentialsAuthentication.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class CredentialsAuthentication : AuthenticationBase\n    {\n        public CredentialsAuthentication(string email, string password)\n        {\n            AuthenticationContent = GetAuthenticationContent(\n                new KeyValuePair<string, string>(\"user\", email),\n                new KeyValuePair<string, string>(\"pass\", password)\n                );\n        }\n\n        public override async Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken)\n        {\n            var result = await client.Post(LoginUrl, AuthenticationContent, cancellationToken);\n            cancellationToken.ThrowIfCancellationRequested();\n\n            return ParseResponse(result);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/CredentialsAuthentication.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 353e556b63fd441428f387bc85aa612c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/Category.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class Category\n    {\n        public int Id { get; set; }\n        public string Name { get; set; }\n        public string Status { get; set; }\n\n        public class AssetStoreCategoryResolver : DefaultContractResolver\n        {\n            private Dictionary<string, string> _propertyConversions;\n\n            public AssetStoreCategoryResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(Category.Name), \"assetstore_name\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n\n        public class CachedCategoryResolver : DefaultContractResolver\n        {\n            private static CachedCategoryResolver _instance;\n            public static CachedCategoryResolver Instance => _instance ?? (_instance = new CachedCategoryResolver());\n\n            private Dictionary<string, string> _propertyConversion;\n\n            private CachedCategoryResolver()\n            {\n                this.NamingStrategy = new SnakeCaseNamingStrategy();\n                _propertyConversion = new Dictionary<string, string>()\n                {\n                    { nameof(Category.Name), \"name\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversion.ContainsKey(propertyName))\n                    return _propertyConversion[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/Category.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5897866bc65f5834dab1f17371daada7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/Package.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class Package\n    {\n        public string PackageId { get; set; }\n        public string VersionId { get; set; }\n        public string Name { get; set; }\n        public string Status { get; set; }\n        public string Category { get; set; }\n        public bool IsCompleteProject { get; set; }\n        public string RootGuid { get; set; }\n        public string RootPath { get; set; }\n        public string ProjectPath { get; set; }\n        public string Modified { get; set; }\n        public string Size { get; set; }\n        public string IconUrl { get; set; }\n\n        public class AssetStorePackageResolver : DefaultContractResolver\n        {\n            private static AssetStorePackageResolver _instance;\n            public static AssetStorePackageResolver Instance => _instance ?? (_instance = new AssetStorePackageResolver());\n\n            private Dictionary<string, string> _propertyConversions;\n\n            private AssetStorePackageResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(Package.VersionId), \"id\" },\n                    { nameof(Package.IsCompleteProject), \"is_complete_project\" },\n                    { nameof(Package.RootGuid), \"root_guid\" },\n                    { nameof(Package.RootPath), \"root_path\" },\n                    { nameof(Package.ProjectPath), \"project_path\" },\n                    { nameof(Package.IconUrl), \"icon_url\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n\n        public class CachedPackageResolver : DefaultContractResolver\n        {\n            private static CachedPackageResolver _instance;\n            public static CachedPackageResolver Instance => _instance ?? (_instance = new CachedPackageResolver());\n\n            private Dictionary<string, string> _propertyConversion;\n\n            private CachedPackageResolver()\n            {\n                this.NamingStrategy = new SnakeCaseNamingStrategy();\n                _propertyConversion = new Dictionary<string, string>()\n                {\n                    { nameof(Package.PackageId), \"package_id\" },\n                    { nameof(Package.VersionId), \"version_id\" },\n                    { nameof(Package.IsCompleteProject), \"is_complete_project\" },\n                    { nameof(Package.RootGuid), \"root_guid\" },\n                    { nameof(Package.RootPath), \"root_path\" },\n                    { nameof(Package.IconUrl), \"icon_url\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversion.ContainsKey(propertyName))\n                    return _propertyConversion[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/Package.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e9f0b99820061b49abf6e8cf544a727\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/PackageAdditionalData.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class PackageAdditionalData\n    {\n        public string Name { get; set; }\n        public string Status { get; set; }\n        public string PackageId { get; set; }\n        public string VersionId { get; set; }\n        public string CategoryId { get; set; }\n        public string Modified { get; set; }\n        public string Size { get; set; }\n\n        public class AssetStorePackageResolver : DefaultContractResolver\n        {\n            private static AssetStorePackageResolver _instance;\n            public static AssetStorePackageResolver Instance => _instance ?? (_instance = new AssetStorePackageResolver());\n\n            private Dictionary<string, string> _propertyConversions;\n\n            private AssetStorePackageResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(PackageAdditionalData.PackageId), \"id\" },\n                    { nameof(PackageAdditionalData.CategoryId), \"category_id\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/PackageAdditionalData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0663f29f3fcd0e34ab77338d1bdbb528\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/User.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class User\n    {\n        public string Id { get; set; }\n        public string SessionId { get; set; }\n        public string Name { get; set; }\n        public string Username { get; set; }\n        public string PublisherId { get; set; }\n        public bool IsPublisher => !string.IsNullOrEmpty(PublisherId);\n\n        public override string ToString()\n        {\n            return\n                $\"{nameof(Id)}: {Id}\\n\" +\n                $\"{nameof(Name)}: {Name}\\n\" +\n                $\"{nameof(Username)}: {Username}\\n\" +\n                $\"{nameof(PublisherId)}: {PublisherId}\\n\" +\n                $\"{nameof(IsPublisher)}: {IsPublisher}\\n\" +\n                $\"{nameof(SessionId)}: [HIDDEN]\";\n        }\n\n        public class AssetStoreUserResolver : DefaultContractResolver\n        {\n            private static AssetStoreUserResolver _instance;\n            public static AssetStoreUserResolver Instance => _instance ?? (_instance = new AssetStoreUserResolver());\n\n            private Dictionary<string, string> _propertyConversions;\n\n            private AssetStoreUserResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(User.SessionId), \"xunitysession\" },\n                    { nameof(User.PublisherId), \"publisher\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models/User.cs.meta",
    "content": "fileFormatVersion: 2\nguid: caf38df5cd685a345a1ebec8f7651c93\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Models.meta",
    "content": "fileFormatVersion: 2\nguid: 1f83e4b5507886f4b873c22c146b8f6a\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreResponse.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    /// <summary>\n    /// A structure used to return the success outcome and the result of Asset Store API calls\n    /// </summary>\n    internal class AssetStoreResponse\n    {\n        public bool Success { get; set; } = false;\n        public bool Cancelled { get; set; } = false;\n        public Exception Exception { get; set; }\n\n        public AssetStoreResponse() { }\n\n        public AssetStoreResponse(Exception e) : this()\n        {\n            Exception = e;\n        }\n\n        protected void ValidateAssetStoreResponse(string json)\n        {\n            var dict = JsonConvert.DeserializeObject<JObject>(json);\n            if (dict == null)\n                throw new Exception(\"Response is empty\");\n\n            // Some json responses return an error field on error\n            if (dict.ContainsKey(\"error\"))\n            {\n                // Server side error message\n                // Do not write to console since this is an error that \n                // is \"expected\" ie. can be handled by the gui.\n                throw new Exception(dict.GetValue(\"error\").ToString());\n            }\n            // Some json responses return status+message fields instead of an error field. Go figure.\n            else if (dict.ContainsKey(\"status\") && dict.GetValue(\"status\").ToString() != \"ok\"\n                && dict.ContainsKey(\"message\"))\n            {\n                throw new Exception(dict.GetValue(\"message\").ToString());\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ee338db031a0cfb459f7cac7f41a5d75\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreToolsVersionResponse.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class AssetStoreToolsVersionResponse : AssetStoreResponse\n    {\n        public string Version { get; set; }\n\n        public AssetStoreToolsVersionResponse() : base() { }\n        public AssetStoreToolsVersionResponse(Exception e) : base(e) { }\n\n        public AssetStoreToolsVersionResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseVersion(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseVersion(string json)\n        {\n            var dict = JsonConvert.DeserializeObject<JObject>(json);\n            if (!dict.ContainsKey(\"version\"))\n                throw new Exception(\"Version was not found\");\n\n            Version = dict.GetValue(\"version\").ToString();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreToolsVersionResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 40558675926f913478a654350149209e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AuthenticationResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing System;\nusing System.Net;\nusing System.Net.Http;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class AuthenticationResponse : AssetStoreResponse\n    {\n        public User User { get; set; }\n\n        public AuthenticationResponse() : base() { }\n\n        public AuthenticationResponse(Exception e) : base(e) { }\n\n        public AuthenticationResponse(HttpStatusCode statusCode, HttpRequestException fallbackException)\n        {\n            string message;\n            switch (statusCode)\n            {\n                case HttpStatusCode.Unauthorized:\n                    message = \"Incorrect email and/or password. Please try again.\";\n                    break;\n                case HttpStatusCode.InternalServerError:\n                    message = \"Authentication request failed\\nIf you were logging in with your Unity Cloud account, please make sure you are still logged in.\\n\" +\n                        \"This might also be caused by too many invalid login attempts - if that is the case, please try again later.\";\n                    break;\n                default:\n                    Exception = fallbackException;\n                    return;\n            }\n\n            Exception = new Exception(message);\n        }\n\n        public AuthenticationResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = User.AssetStoreUserResolver.Instance\n                };\n                User = JsonConvert.DeserializeObject<User>(json, serializerSettings);\n                ValidateLoginData();\n                ValidatePublisher();\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ValidateLoginData()\n        {\n            if (string.IsNullOrEmpty(User.Id)\n                || string.IsNullOrEmpty(User.SessionId)\n                || string.IsNullOrEmpty(User.Name)\n                || string.IsNullOrEmpty(User.Username))\n                throw new Exception(\"Could not parse the necessary publisher information from the response.\");\n        }\n\n        private void ValidatePublisher()\n        {\n            if (!User.IsPublisher)\n                throw new Exception($\"Your Unity ID {User.Name} is not currently connected to a publisher account. \" +\n                          $\"Please create a publisher profile.\");\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AuthenticationResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ec3a5cb59a7e78646b07f800d317874d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/CategoryDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class CategoryDataResponse : AssetStoreResponse\n    {\n        public List<Category> Categories { get; set; }\n\n        public CategoryDataResponse() : base() { }\n        public CategoryDataResponse(Exception e) : base(e) { }\n\n        public CategoryDataResponse(string json)\n        {\n            try\n            {\n                var categoryArray = JsonConvert.DeserializeObject<JArray>(json);\n\n                Categories = new List<Category>();\n                var serializer = new JsonSerializer()\n                {\n                    ContractResolver = new Category.AssetStoreCategoryResolver()\n                };\n\n                foreach (var categoryData in categoryArray)\n                {\n                    var category = categoryData.ToObject<Category>(serializer);\n                    Categories.Add(category);\n                }\n\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/CategoryDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e3789323453f1604286b436f77bdca97\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageThumbnailResponse.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackageThumbnailResponse : AssetStoreResponse\n    {\n        public Texture2D Thumbnail { get; set; }\n        public PackageThumbnailResponse() : base() { }\n        public PackageThumbnailResponse(Exception e) : base(e) { }\n\n        public PackageThumbnailResponse(byte[] textureBytes)\n        {\n            try\n            {\n                var tex = new Texture2D(1, 1, TextureFormat.RGBA32, false);\n                var success = tex.LoadImage(textureBytes);\n                if (!success)\n                    throw new Exception(\"Could not retrieve image from the provided texture bytes\");\n\n                Thumbnail = tex;\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageThumbnailResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dacfba636b3757e408514b850d715e18\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageUploadedUnityVersionDataResponse.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackageUploadedUnityVersionDataResponse : AssetStoreResponse\n    {\n        public List<string> UnityVersions { get; set; }\n\n        public PackageUploadedUnityVersionDataResponse() : base() { }\n        public PackageUploadedUnityVersionDataResponse(Exception e) : base(e) { }\n\n        public PackageUploadedUnityVersionDataResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseVersionData(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseVersionData(string json)\n        {\n            var data = JsonConvert.DeserializeObject<JObject>(json);\n            try\n            {\n                var content = data.GetValue(\"content\").ToObject<JObject>();\n                UnityVersions = content.GetValue(\"unity_versions\").ToObject<List<string>>();\n            }\n            catch\n            {\n                throw new Exception(\"Could not parse the unity versions array\");\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageUploadedUnityVersionDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2552f659a600e124aa952f3ba760ddf3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesAdditionalDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackagesAdditionalDataResponse : AssetStoreResponse\n    {\n        public List<PackageAdditionalData> Packages { get; set; }\n\n        public PackagesAdditionalDataResponse() : base() { }\n        public PackagesAdditionalDataResponse(Exception e) : base(e) { }\n\n        public PackagesAdditionalDataResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseExtraData(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseExtraData(string json)\n        {\n            var packageDict = JsonConvert.DeserializeObject<JObject>(json);\n            if (!packageDict.ContainsKey(\"packages\"))\n                throw new Exception(\"Response did not not contain the list of packages\");\n\n            Packages = new List<PackageAdditionalData>();\n            var serializer = new JsonSerializer()\n            {\n                ContractResolver = PackageAdditionalData.AssetStorePackageResolver.Instance\n            };\n\n            var packageArray = packageDict.GetValue(\"packages\").ToObject<JArray>();\n            foreach (var packageData in packageArray)\n            {\n                var package = packageData.ToObject<PackageAdditionalData>(serializer);\n\n                // Some fields are based on the latest version in the json\n                var latestVersion = packageData[\"versions\"].ToObject<JArray>().Last;\n\n                package.VersionId = latestVersion[\"id\"].ToString();\n                package.Modified = latestVersion[\"modified\"].ToString();\n                package.Size = latestVersion[\"size\"].ToString();\n\n                Packages.Add(package);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesAdditionalDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 88d58ad5e0eea6345b5c83f30ee8ebd5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackagesDataResponse : AssetStoreResponse\n    {\n        public List<Package> Packages { get; set; }\n\n        public PackagesDataResponse() : base() { }\n        public PackagesDataResponse(Exception e) : base(e) { }\n\n        public PackagesDataResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseMainData(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseMainData(string json)\n        {\n            var packageDict = JsonConvert.DeserializeObject<JObject>(json);\n            if (!packageDict.ContainsKey(\"packages\"))\n                throw new Exception(\"Response did not not contain the list of packages\");\n\n            Packages = new List<Package>();\n            var serializer = new JsonSerializer()\n            {\n                ContractResolver = Package.AssetStorePackageResolver.Instance\n            };\n\n            foreach (var packageToken in packageDict[\"packages\"])\n            {\n                var property = (JProperty)packageToken;\n                var packageData = property.Value.ToObject<Package>(serializer);\n\n                // Package Id is the key of the package object\n                packageData.PackageId = property.Name;\n\n                // Package Icon Url is returned without the https: prefix\n                if (!string.IsNullOrEmpty(packageData.IconUrl))\n                    packageData.IconUrl = $\"https:{packageData.IconUrl}\";\n\n                Packages.Add(packageData);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 705ec748e689148479f54666993cd79d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/RefreshedPackageDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class RefreshedPackageDataResponse : AssetStoreResponse\n    {\n        public Package Package { get; set; }\n        public RefreshedPackageDataResponse() { }\n        public RefreshedPackageDataResponse(Exception e) : base(e) { }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/RefreshedPackageDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 20f710024d5ed514db02672f12ac361c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/UploadResponse.cs",
    "content": "using System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackageUploadResponse : AssetStoreResponse\n    {\n        public UploadStatus Status { get; set; }\n\n        public PackageUploadResponse() : base() { }\n        public PackageUploadResponse(Exception e) : base(e) { }\n\n        public PackageUploadResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                Status = UploadStatus.Success;\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Status = UploadStatus.Fail;\n                Exception = e;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses/UploadResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8f1758cfa8119cf49a61b010a04352e4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/Responses.meta",
    "content": "fileFormatVersion: 2\nguid: 49581213e7b6ca645955cce8ce23ac4b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/SessionAuthentication.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class SessionAuthentication : AuthenticationBase\n    {\n        public SessionAuthentication(string sessionId)\n        {\n            AuthenticationContent = GetAuthenticationContent(\n                new KeyValuePair<string, string>(\"reuse_session\", sessionId)\n                );\n        }\n\n        public override async Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken)\n        {\n            var result = await client.Post(LoginUrl, AuthenticationContent, cancellationToken);\n            cancellationToken.ThrowIfCancellationRequested();\n\n            return ParseResponse(result);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/SessionAuthentication.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 02e970f660088cc4b89003608d59cd06\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/UnityPackageUploader.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class UnityPackageUploadSettings\n    {\n        public string VersionId { get; set; }\n        public string UnityPackagePath { get; set; }\n        public string RootGuid { get; set; }\n        public string RootPath { get; set; }\n        public string ProjectPath { get; set; }\n    }\n\n    internal class UnityPackageUploader : PackageUploaderBase\n    {\n        private UnityPackageUploadSettings _settings;\n        private Uri _uploadUri;\n\n        public UnityPackageUploader(UnityPackageUploadSettings settings)\n        {\n            _settings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            if (string.IsNullOrEmpty(_settings.VersionId))\n                throw new Exception(\"Version Id is unset\");\n\n            if (string.IsNullOrEmpty(_settings.UnityPackagePath)\n                || !File.Exists(_settings.UnityPackagePath))\n                throw new Exception(\"Package file could not be found\");\n\n            if (!_settings.UnityPackagePath.EndsWith(\".unitypackage\"))\n                throw new Exception(\"Provided package file is not .unitypackage\");\n        }\n\n        public override async Task<PackageUploadResponse> Upload(IAssetStoreClient client, IProgress<float> progress = null, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                ValidateSettings();\n\n                var endpoint = Constants.Api.UploadUnityPackageUrl(_settings.VersionId);\n                var query = new Dictionary<string, string>()\n                {\n                    { \"root_guid\", _settings.RootGuid },\n                    { \"root_path\", _settings.RootPath },\n                    { \"project_path\", _settings.ProjectPath }\n                };\n\n                _uploadUri = ApiUtility.CreateUri(endpoint, query, true);\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadResponse() { Success = false, Status = UploadStatus.Fail, Exception = e };\n            }\n\n            return await Task.Run(() => UploadTask(client, progress, cancellationToken));\n        }\n\n        private PackageUploadResponse UploadTask(IAssetStoreClient client, IProgress<float> progress, CancellationToken cancellationToken)\n        {\n            try\n            {\n                using (FileStream requestFileStream = new FileStream(_settings.UnityPackagePath, FileMode.Open, FileAccess.Read))\n                {\n                    var content = new StreamContent(requestFileStream, UploadChunkSizeBytes);\n\n                    var response = client.Put(_uploadUri, content, cancellationToken);\n                    WaitForUploadCompletion(response, requestFileStream, progress, cancellationToken);\n\n                    cancellationToken.ThrowIfCancellationRequested();\n                    EnsureSuccessResponse(response.Result);\n\n                    var responseStr = response.Result.Content.ReadAsStringAsync().Result;\n                    return new PackageUploadResponse(responseStr);\n                }\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageUploadResponse() { Success = false, Cancelled = true, Status = UploadStatus.Cancelled, Exception = e };\n            }\n            catch (TimeoutException e)\n            {\n                return new PackageUploadResponse() { Success = true, Status = UploadStatus.ResponseTimeout, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadResponse() { Success = false, Exception = e, Status = UploadStatus.Fail };\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/UnityPackageUploader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 95bd0284375397f41a2065e07d4ba526\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/UploadStatus.cs",
    "content": "namespace AssetStoreTools.Api\n{\n    internal enum UploadStatus\n    {\n        Default = 0,\n        Success = 1,\n        Fail = 2,\n        Cancelled = 3,\n        ResponseTimeout = 4\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api/UploadStatus.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0a121831a941cb64a8a9d21ca6fda9c3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Api.meta",
    "content": "fileFormatVersion: 2\nguid: d48a2325d352e7a4cae56d3f8eeaab2d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/AssemblyInfo.cs",
    "content": "using System.Runtime.CompilerServices;\n[assembly: InternalsVisibleTo(\"AssetStoreTools.Tests\")]\n[assembly: InternalsVisibleTo(\"DynamicProxyGenAssembly2\")]\n[assembly: InternalsVisibleTo(\"ab-builder\")]\n[assembly: InternalsVisibleTo(\"Inspector-Editor\")]\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/AssemblyInfo.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ccfd7faf75ab3c74a98015e772288d86\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/AssetStoreTools.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.UI;\nusing AssetStoreTools.Uploader;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.UI;\nusing System;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools\n{\n    internal static class AssetStoreTools\n    {\n        [MenuItem(\"Tools/Asset Store/Uploader\", false, 0)]\n        public static void ShowAssetStoreToolsUploader()\n        {\n            Type inspectorType = Type.GetType(\"UnityEditor.InspectorWindow,UnityEditor.dll\");\n            var wnd = EditorWindow.GetWindow<UploaderWindow>(inspectorType);\n            wnd.Show();\n        }\n\n        [MenuItem(\"Tools/Asset Store/Validator\", false, 1)]\n        public static void ShowAssetStoreToolsValidator()\n        {\n            Type inspectorType = Type.GetType(\"UnityEditor.InspectorWindow,UnityEditor.dll\");\n            var wnd = EditorWindow.GetWindow<ValidatorWindow>(typeof(UploaderWindow), inspectorType);\n            wnd.Show();\n        }\n\n        public static void ShowAssetStoreToolsValidator(ValidationSettings settings, ValidationResult result)\n        {\n            ShowAssetStoreToolsValidator();\n            EditorWindow.GetWindow<ValidatorWindow>().Load(settings, result);\n        }\n\n        [MenuItem(\"Tools/Asset Store/Preview Generator\", false, 2)]\n        public static void ShowAssetStoreToolsPreviewGenerator()\n        {\n            Type inspectorType = Type.GetType(\"UnityEditor.InspectorWindow,UnityEditor.dll\");\n            var wnd = EditorWindow.GetWindow<PreviewGeneratorWindow>(inspectorType);\n            wnd.Show();\n        }\n\n        public static void ShowAssetStoreToolsPreviewGenerator(PreviewGenerationSettings settings)\n        {\n            ShowAssetStoreToolsPreviewGenerator();\n            EditorWindow.GetWindow<PreviewGeneratorWindow>().Load(settings);\n        }\n\n        [MenuItem(\"Tools/Asset Store/Publisher Portal\", false, 20)]\n        public static void OpenPublisherPortal()\n        {\n            Application.OpenURL(\"https://publisher.unity.com/\");\n        }\n\n        [MenuItem(\"Tools/Asset Store/Submission Guidelines\", false, 21)]\n        public static void OpenSubmissionGuidelines()\n        {\n            Application.OpenURL(\"https://assetstore.unity.com/publishing/submission-guidelines/\");\n        }\n\n        [MenuItem(\"Tools/Asset Store/Provide Feedback\", false, 22)]\n        public static void OpenFeedback()\n        {\n            Application.OpenURL(\"https://forum.unity.com/threads/new-asset-store-tools-version-coming-july-20th-2022.1310939/\");\n        }\n\n        [MenuItem(\"Tools/Asset Store/Check for Updates\", false, 45)]\n        public static void OpenUpdateChecker()\n        {\n            var wnd = EditorWindow.GetWindowWithRect<ASToolsUpdater>(new Rect(Screen.width / 2, Screen.height / 2, 400, 150), true);\n            wnd.Show();\n        }\n\n        [MenuItem(\"Tools/Asset Store/Settings\", false, 50)]\n        public static void OpenSettings()\n        {\n            ASToolsPreferencesProvider.OpenSettings();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/AssetStoreTools.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6060eef206afc844caaa1732538e8890\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/AssetStoreToolsWindow.cs",
    "content": "﻿using UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools\n{\n    internal abstract class AssetStoreToolsWindow : EditorWindow\n    {\n        protected abstract string WindowTitle { get; }\n\n        private void DefaultInit()\n        {\n            titleContent = new GUIContent(WindowTitle);\n            Init();\n        }\n\n        protected abstract void Init();\n\n        private void OnEnable()\n        {\n            DefaultInit();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/AssetStoreToolsWindow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c1057a05baaa45942808573065c02a03\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Constants.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\n\nnamespace AssetStoreTools\n{\n    internal class Constants\n    {\n#if UNITY_EDITOR_OSX\n        public static readonly string UnityPath = System.IO.Path.Combine(EditorApplication.applicationPath, \"Contents\", \"MacOS\", \"Unity\");\n#else\n        public static readonly string UnityPath = EditorApplication.applicationPath;\n#endif\n        public static readonly string RootProjectPath = Application.dataPath.Substring(0, Application.dataPath.Length - \"Assets\".Length);\n\n        private static bool GetArgument(string argumentName, out string argumentValue)\n        {\n            argumentValue = string.Empty;\n            var args = Environment.GetCommandLineArgs();\n\n            for (int i = 0; i < args.Length; i++)\n            {\n                if (!args[i].Equals(argumentName, StringComparison.OrdinalIgnoreCase))\n                    continue;\n\n                if (i + 1 >= args.Length)\n                    return false;\n\n                argumentValue = args[i + 1];\n                break;\n            }\n\n            return !string.IsNullOrEmpty(argumentValue);\n        }\n\n        public class Api\n        {\n            public static readonly string ApiVersion = $\"V{PackageInfo.FindForAssetPath(\"Packages/com.unity.asset-store-tools\").version}\";\n            public const string AssetStoreToolsLatestVersionUrl = \"https://api.assetstore.unity3d.com/package/latest-version/115\";\n\n            private const string AssetStoreBaseUrlDefault = \"https://kharma.unity3d.com\";\n            private const string AssetStoreBaseUrlOverrideArgument = \"-assetStoreUrl\";\n            public static readonly string AssetStoreBaseUrl = !GetArgument(AssetStoreBaseUrlOverrideArgument, out var overriddenUrl)\n                ? AssetStoreBaseUrlDefault\n                : overriddenUrl;\n\n            public static readonly string AuthenticateUrl = $\"{AssetStoreBaseUrl}/login\";\n            public static readonly string GetPackagesUrl = $\"{AssetStoreBaseUrl}/api/asset-store-tools/metadata/0.json\";\n            public static readonly string GetPackagesAdditionalDataUrl = $\"{AssetStoreBaseUrl}/api/management/packages.json\";\n            public static readonly string GetCategoriesUrl = $\"{AssetStoreBaseUrl}/api/management/categories.json\";\n\n            public static string GetPackageUploadedVersionsUrl(string packageId, string versionId) =>\n                $\"{AssetStoreBaseUrl}/api/content/preview/{packageId}/{versionId}.json\";\n            public static string UploadUnityPackageUrl(string versionId) =>\n                $\"{AssetStoreBaseUrl}/api/asset-store-tools/package/{versionId}/unitypackage.json\";\n\n            public static IDictionary<string, string> DefaultAssetStoreQuery()\n            {\n                var dict = new Dictionary<string, string>()\n                {\n                    { \"unityversion\", Application.unityVersion },\n                    { \"toolversion\", ApiVersion }\n                };\n                return dict;\n            }\n        }\n\n        public class Updater\n        {\n            public const string AssetStoreToolsUrl = \"https://assetstore.unity.com/packages/tools/utilities/asset-store-publishing-tools-115\";\n        }\n\n        public class Cache\n        {\n            public const string SessionTokenKey = \"kharma.sessionid\";\n            public const string TempCachePath = \"Temp/AssetStoreToolsCache\";\n            public const string PersistentCachePath = \"Library/AssetStoreToolsCache\";\n\n            public const string PackageDataFileName = \"PackageMetadata.json\";\n            public const string CategoryDataFile = \"Categories.json\";\n            public const string ValidationResultFile = \"ValidationStateData.asset\";\n\n            public static string PackageThumbnailFileName(string packageId) => $\"{packageId}.png\";\n            public static string WorkflowStateDataFileName(string packageId) => $\"{packageId}-workflowStateData.asset\";\n        }\n\n        public class Uploader\n        {\n            public const string MinRequiredUnitySupportVersion = \"2021.3\";\n            public const long MaxPackageSizeBytes = 6576668672; // 6 GB + 128MB of headroom\n            public const string AccountRegistrationUrl = \"https://publisher.unity.com/access\";\n            public const string AccountForgottenPasswordUrl = \"https://id.unity.com/password/new\";\n\n            public class Analytics\n            {\n                public const string VendorKey = \"unity.assetStoreTools\";\n                public const int MaxEventsPerHour = 20;\n                public const int MaxNumberOfElements = 1000;\n\n                public class AuthenticationAnalytics\n                {\n                    public const string EventName = \"assetStoreToolsLogin\";\n                    public const int EventVersion = 1;\n                }\n\n                public class PackageUploadAnalytics\n                {\n                    public const string EventName = \"assetStoreTools\";\n                    public const int EventVersion = 3;\n                }\n            }\n        }\n\n        public class Validator\n        {\n            public const string SubmissionGuidelinesUrl = \"https://assetstore.unity.com/publishing/submission-guidelines#Overview\";\n            public const string SupportTicketUrl = \"https://support.unity.com/hc/en-us/requests/new?ticket_form_id=65905\";\n\n            public class Tests\n            {\n                public const string TestDefinitionsPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Tests\";\n                public const string TestMethodsPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods\";\n\n                public static readonly string GenericTestMethodsPath = $\"{TestMethodsPath}/Generic\";\n                public static readonly string UnityPackageTestMethodsPath = $\"{TestMethodsPath}/UnityPackage\";\n            }\n        }\n\n        public class Previews\n        {\n            public const string PreviewDatabaseFile = \"PreviewDatabase.json\";\n\n            public static readonly string DefaultOutputPath = $\"{Cache.TempCachePath}/AssetPreviews\";\n            public const FileNameFormat DefaultFileNameFormat = FileNameFormat.Guid;\n\n            public class Native\n            {\n                public static readonly string DefaultOutputPath = $\"{Previews.DefaultOutputPath}/Native\";\n                public const PreviewFormat DefaultFormat = PreviewFormat.PNG;\n                public const bool DefaultWaitForPreviews = true;\n                public const bool DefaultChunkedPreviewLoading = true;\n                public const int DefaultChunkSize = 100;\n            }\n\n            public class Custom\n            {\n                public static readonly string DefaultOutputPath = $\"{Previews.DefaultOutputPath}/Custom\";\n                public const PreviewFormat DefaultFormat = PreviewFormat.JPG;\n                public const int DefaultWidth = 300;\n                public const int DefaultHeight = 300;\n                public const int DefaultDepth = 32;\n\n                public const int DefaultNativeWidth = 900;\n                public const int DefaultNativeHeight = 900;\n\n                public static readonly Color DefaultAudioSampleColor = new Color(1f, 0.55f, 0);\n                public static readonly Color DefaultAudioBackgroundColor = new Color(0.32f, 0.32f, 0.32f);\n            }\n        }\n\n        public class WindowStyles\n        {\n            public const string UploaderStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Uploader/Styles\";\n            public const string ValidatorStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Styles\";\n            public const string ValidatorIconsPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Icons\";\n            public const string PreviewGeneratorStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Previews/Styles\";\n            public const string UpdaterStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater\";\n        }\n\n        public class Debug\n        {\n            public const string DebugModeKey = \"ASTDebugMode\";\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Constants.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a4ee1f78505bda748ae24b3dfd2606ca\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPackageExporter.cs",
    "content": "using System.Threading.Tasks;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal interface IPackageExporter\n    {\n        PackageExporterSettings Settings { get; }\n\n        Task<PackageExporterResult> Export();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPackageExporter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 41bc3a111ed1fd64c8b9acef211d9e51\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPreviewInjector.cs",
    "content": "﻿namespace AssetStoreTools.Exporter\n{\n    internal interface IPreviewInjector\n    {\n        void Inject(string temporaryPackagePath);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPreviewInjector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dcff58dc716351f43b2709cfacdfebba\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterBase.cs",
    "content": "﻿using AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal abstract class PackageExporterBase : IPackageExporter\n    {\n        public PackageExporterSettings Settings { get; private set; }\n\n        public const string ProgressBarTitle = \"Exporting Package\";\n        public const string ProgressBarStepSavingAssets = \"Saving Assets...\";\n        public const string ProgressBarStepGatheringFiles = \"Gathering files...\";\n        public const string ProgressBarStepGeneratingPreviews = \"Generating previews...\";\n        public const string ProgressBarStepCompressingPackage = \"Compressing package...\";\n\n        private static readonly string[] PluginFolderExtensions = { \"androidlib\", \"bundle\", \"plugin\", \"framework\", \"xcframework\" };\n\n        public PackageExporterBase(PackageExporterSettings settings)\n        {\n            Settings = settings;\n        }\n\n        public async Task<PackageExporterResult> Export()\n        {\n            try\n            {\n                ValidateSettings();\n            }\n            catch (Exception e)\n            {\n                return new PackageExporterResult() { Success = false, Exception = e };\n            }\n\n            return await ExportImpl();\n        }\n\n        protected virtual void ValidateSettings()\n        {\n            if (Settings == null)\n                throw new ArgumentException(\"Settings cannot be null\");\n\n            if (string.IsNullOrEmpty(Settings.OutputFilename))\n                throw new ArgumentException(\"Output path cannot be null\");\n\n            if (Settings.OutputFilename.EndsWith(\"/\") || Settings.OutputFilename.EndsWith(\"\\\\\"))\n                throw new ArgumentException(\"Output path must be a valid filename and not end with a directory separator character\");\n        }\n\n        protected abstract Task<PackageExporterResult> ExportImpl();\n\n        protected string[] GetAssetPaths(string rootPath)\n        {\n            // To-do: slight optimization is possible in the future by having a list of excluded folders/file extensions\n            List<string> paths = new List<string>();\n\n            // Add files within given directory\n            var filePaths = Directory.GetFiles(rootPath).Select(p => p.Replace('\\\\', '/')).ToArray();\n            paths.AddRange(filePaths);\n\n            // Add directories within given directory\n            var directoryPaths = Directory.GetDirectories(rootPath).Select(p => p.Replace('\\\\', '/')).ToArray();\n            foreach (var nestedDirectory in directoryPaths)\n                paths.AddRange(GetAssetPaths(nestedDirectory));\n\n            // Add the given directory itself if it is not empty\n            if (filePaths.Length > 0 || directoryPaths.Length > 0)\n                paths.Add(rootPath);\n\n            return paths.ToArray();\n        }\n\n        protected string GetAssetGuid(string assetPath, bool generateIfPlugin, bool scrapeFromMeta)\n        {\n            if (!FileUtility.ShouldHaveMeta(assetPath))\n                return string.Empty;\n\n            // Skip ProjectVersion.txt file specifically as it may introduce\n            // project compatibility issues when imported\n            if (string.Compare(assetPath, \"ProjectSettings/ProjectVersion.txt\", StringComparison.OrdinalIgnoreCase) == 0)\n                return string.Empty;\n\n            // Attempt retrieving guid from the Asset Database first\n            var guid = AssetDatabase.AssetPathToGUID(assetPath);\n            if (guid != string.Empty)\n                return guid;\n\n            // Some special folders (e.g. SomeName.framework) do not have meta files inside them.\n            // Their contents should be exported with any arbitrary GUID so that Unity Importer could pick them up\n            if (generateIfPlugin && PathBelongsToPlugin(assetPath))\n                return GUID.Generate().ToString();\n\n            // Files in hidden folders (e.g. Samples~) are not part of the Asset Database,\n            // therefore GUIDs need to be scraped from the .meta file.\n            // Note: only do this for non-native exporter since the native exporter\n            // will not be able to retrieve the asset path from a hidden folder\n            if (scrapeFromMeta)\n            {\n                var metaPath = $\"{assetPath}.meta\";\n\n                if (!File.Exists(metaPath))\n                    return string.Empty;\n\n                using (StreamReader reader = new StreamReader(metaPath))\n                {\n                    string line;\n                    while ((line = reader.ReadLine()) != string.Empty)\n                    {\n                        if (!line.StartsWith(\"guid:\"))\n                            continue;\n                        var metaGuid = line.Substring(\"guid:\".Length).Trim();\n                        return metaGuid;\n                    }\n                }\n            }\n\n            return string.Empty;\n        }\n\n        private bool PathBelongsToPlugin(string assetPath)\n        {\n            return PluginFolderExtensions.Any(extension => assetPath.ToLower().Contains($\".{extension}/\"));\n        }\n\n        protected virtual void PostExportCleanup()\n        {\n            EditorUtility.ClearProgressBar();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aab20a0b596e60b40b1f7f7e0f54858e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterSettings.cs",
    "content": "﻿namespace AssetStoreTools.Exporter\n{\n    internal abstract class PackageExporterSettings\n    {\n        public string OutputFilename;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 82c350daaabdc784e95e09cdc8511e23\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions.meta",
    "content": "fileFormatVersion: 2\nguid: 2072d354c04b19c48b22593536b3ebcf\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultExporterSettings.cs",
    "content": "using AssetStoreTools.Previews.Generators;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class DefaultExporterSettings : PackageExporterSettings\n    {\n        public string[] ExportPaths;\n        public string[] Dependencies;\n        public IPreviewGenerator PreviewGenerator;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultExporterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 92cbd0e60b4bb9049bcf1e9fd92ccae6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultPackageExporter.cs",
    "content": "﻿using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Utility;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\nusing System.Diagnostics;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\nusing CacheConstants = AssetStoreTools.Constants.Cache;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class DefaultPackageExporter : PackageExporterBase\n    {\n        private const string TemporaryExportPathName = \"CustomExport\";\n\n        private DefaultExporterSettings _defaultExportSettings;\n\n        public DefaultPackageExporter(DefaultExporterSettings settings) : base(settings)\n        {\n            _defaultExportSettings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_defaultExportSettings.ExportPaths == null || _defaultExportSettings.ExportPaths.Length == 0)\n                throw new ArgumentException(\"Export paths array cannot be empty\");\n        }\n\n        protected override async Task<PackageExporterResult> ExportImpl()\n        {\n            return await this.Export();\n        }\n\n        private new async Task<PackageExporterResult> Export()\n        {\n            ASDebug.Log(\"Using custom package exporter\");\n\n            // Save assets before exporting\n            EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepSavingAssets, 0.1f);\n            AssetDatabase.SaveAssets();\n\n            try\n            {\n                // Create a temporary export path\n                PostExportCleanup();\n                var temporaryExportPath = GetTemporaryExportPath();\n                if (!Directory.Exists(temporaryExportPath))\n                    Directory.CreateDirectory(temporaryExportPath);\n\n                // Construct an unzipped package structure\n                CreateTempPackageStructure(temporaryExportPath);\n\n                var previewGenerationResult = await GeneratePreviews();\n                InjectPreviews(previewGenerationResult, temporaryExportPath);\n\n                // Build a .unitypackage file from the temporary folder\n                CreateUnityPackage(temporaryExportPath, _defaultExportSettings.OutputFilename);\n\n                EditorUtility.RevealInFinder(_defaultExportSettings.OutputFilename);\n\n                ASDebug.Log($\"Package file has been created at {_defaultExportSettings.OutputFilename}\");\n                return new PackageExporterResult() { Success = true, ExportedPath = _defaultExportSettings.OutputFilename, PreviewGenerationResult = previewGenerationResult };\n            }\n            catch (Exception e)\n            {\n                return new PackageExporterResult() { Success = false, Exception = e };\n            }\n            finally\n            {\n                PostExportCleanup();\n            }\n        }\n\n        private string GetTemporaryExportPath()\n        {\n            return $\"{CacheConstants.TempCachePath}/{TemporaryExportPathName}\";\n        }\n\n        private void CreateTempPackageStructure(string tempOutputPath)\n        {\n            EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepGatheringFiles, 0.4f);\n            var pathGuidPairs = GetPathGuidPairs(_defaultExportSettings.ExportPaths);\n\n            foreach (var pair in pathGuidPairs)\n            {\n                var originalAssetPath = pair.Key;\n                var outputAssetPath = $\"{tempOutputPath}/{pair.Value}\";\n\n                if (Directory.Exists(outputAssetPath))\n                {\n                    var path1 = File.ReadAllText($\"{outputAssetPath}/pathname\");\n                    var path2 = originalAssetPath;\n                    throw new InvalidOperationException($\"Multiple assets with guid {pair.Value} have been detected \" +\n                        $\"when exporting the package. Please resolve the guid conflicts and try again:\\n{path1}\\n{path2}\");\n                }\n\n                Directory.CreateDirectory(outputAssetPath);\n\n                // Every exported asset has a pathname file\n                using (StreamWriter writer = new StreamWriter($\"{outputAssetPath}/pathname\"))\n                    writer.Write(originalAssetPath);\n\n                // Only files (not folders) have an asset file\n                if (File.Exists(originalAssetPath))\n                    File.Copy(originalAssetPath, $\"{outputAssetPath}/asset\");\n\n                // Most files and folders have an asset.meta file (but ProjectSettings folder assets do not)\n                if (File.Exists($\"{originalAssetPath}.meta\"))\n                    File.Copy($\"{originalAssetPath}.meta\", $\"{outputAssetPath}/asset.meta\");\n\n                // To-do: handle previews in hidden folders as they are not part of the AssetDatabase\n                var previewObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(originalAssetPath);\n                if (previewObject == null)\n                    continue;\n            }\n\n            if (_defaultExportSettings.Dependencies == null || _defaultExportSettings.Dependencies.Length == 0)\n                return;\n\n            var exportDependenciesDict = new JObject();\n            var allRegistryPackages = PackageUtility.GetAllRegistryPackages();\n\n            foreach (var exportDependency in _defaultExportSettings.Dependencies)\n            {\n                var registryPackage = allRegistryPackages.FirstOrDefault(x => x.name == exportDependency);\n                if (registryPackage == null)\n                {\n                    // Package is either not from a registry source or does not exist in the project\n                    UnityEngine.Debug.LogWarning($\"Found an unsupported Package Manager dependency: {exportDependency}.\\n\" +\n                                             \"This dependency is not supported in the project's manifest.json and will be skipped.\");\n                    continue;\n                }\n\n                exportDependenciesDict[registryPackage.name] = registryPackage.version;\n            }\n\n            if (exportDependenciesDict.Count == 0)\n                return;\n\n            var exportManifestJson = new JObject();\n            exportManifestJson[\"dependencies\"] = exportDependenciesDict;\n\n            var tempManifestDirectoryPath = $\"{tempOutputPath}/packagemanagermanifest\";\n            Directory.CreateDirectory(tempManifestDirectoryPath);\n            var tempManifestFilePath = $\"{tempManifestDirectoryPath}/asset\";\n\n            File.WriteAllText(tempManifestFilePath, exportManifestJson.ToString());\n        }\n\n        private Dictionary<string, string> GetPathGuidPairs(string[] exportPaths)\n        {\n            var pathGuidPairs = new Dictionary<string, string>();\n\n            foreach (var exportPath in exportPaths)\n            {\n                var assetPaths = GetAssetPaths(exportPath);\n\n                foreach (var assetPath in assetPaths)\n                {\n                    var guid = GetAssetGuid(assetPath, true, true);\n                    if (string.IsNullOrEmpty(guid))\n                        continue;\n\n                    pathGuidPairs.Add(assetPath, guid);\n                }\n            }\n\n            return pathGuidPairs;\n        }\n\n        private async Task<PreviewGenerationResult> GeneratePreviews()\n        {\n            if (_defaultExportSettings.PreviewGenerator == null)\n                return null;\n\n            void ReportProgress(float progress)\n            {\n                EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepGeneratingPreviews, progress);\n            }\n\n            _defaultExportSettings.PreviewGenerator.OnProgressChanged += ReportProgress;\n            var result = await _defaultExportSettings.PreviewGenerator.Generate();\n            _defaultExportSettings.PreviewGenerator.OnProgressChanged -= ReportProgress;\n            EditorUtility.ClearProgressBar();\n\n            if (!result.Success)\n            {\n                UnityEngine.Debug.LogWarning($\"An error was encountered while generating previews. Exported package may be missing previews.\\n{result.Exception}\");\n            }\n\n            return result;\n        }\n\n        private void InjectPreviews(PreviewGenerationResult result, string temporaryExportPath)\n        {\n            if (result == null || !result.Success)\n                return;\n\n            var injector = new PreviewInjector(result);\n            injector.Inject(temporaryExportPath);\n        }\n\n        private void CreateUnityPackage(string pathToArchive, string outputPath)\n        {\n            if (Directory.GetDirectories(pathToArchive).Length == 0)\n                throw new InvalidOperationException(\"Unable to export package. The specified path is empty\");\n\n            EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepCompressingPackage, 0.8f);\n\n            // Archiving process working path will be set to the\n            // temporary package path so adjust the output path accordingly\n            if (!Path.IsPathRooted(outputPath))\n                outputPath = $\"{Application.dataPath.Substring(0, Application.dataPath.Length - \"/Assets\".Length)}/{outputPath}\";\n\n#if UNITY_EDITOR_WIN\n            CreateUnityPackageUniversal(pathToArchive, outputPath);\n#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX\n            CreateUnityPackageOsxLinux(pathToArchive, outputPath);\n#endif\n        }\n\n        private void CreateUnityPackageUniversal(string pathToArchive, string outputPath)\n        {\n            var _7zPath = EditorApplication.applicationContentsPath;\n#if UNITY_EDITOR_WIN\n            _7zPath = Path.Combine(_7zPath, \"Tools\", \"7z.exe\");\n#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX\n            _7zPath = Path.Combine(_7zPath, \"Tools\", \"7za\");\n#endif\n            if (!File.Exists(_7zPath))\n                throw new FileNotFoundException(\"Archiving utility was not found in your Unity installation directory\");\n\n            var argumentsTar = $\"a -r -ttar -y -bd archtemp.tar .\";\n            var result = StartProcess(_7zPath, argumentsTar, pathToArchive);\n            if (result != 0)\n                throw new Exception(\"Failed to compress the package\");\n\n            // Create a GZIP archive\n            var argumentsGzip = $\"a -tgzip -bd -y \\\"{outputPath}\\\" archtemp.tar\";\n            result = StartProcess(_7zPath, argumentsGzip, pathToArchive);\n            if (result != 0)\n                throw new Exception(\"Failed to compress the package\");\n        }\n\n#if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX\n        private void CreateUnityPackageOsxLinux(string pathToArchive, string outputPath)\n        {\n            var tarPath = \"/usr/bin/tar\";\n\n            if (!File.Exists(tarPath))\n            {\n                // Fallback to the universal export method\n                ASDebug.LogWarning(\"'/usr/bin/tar' executable not found. Falling back to 7za\");\n                CreateUnityPackageUniversal(pathToArchive, outputPath);\n                return;\n            }\n\n            // Create a TAR archive\n            var arguments = $\"-czpf \\\"{outputPath}\\\" .\";\n            var result = StartProcess(tarPath, arguments, pathToArchive);\n            if (result != 0)\n                throw new Exception(\"Failed to compress the package\");\n        }\n#endif\n\n        private int StartProcess(string processPath, string arguments, string workingDirectory)\n        {\n            var info = new ProcessStartInfo()\n            {\n                FileName = processPath,\n                Arguments = arguments,\n                WorkingDirectory = workingDirectory,\n                CreateNoWindow = true,\n                UseShellExecute = false\n            };\n\n#if UNITY_EDITOR_OSX\n            // Prevent OSX-specific archive pollution\n            info.EnvironmentVariables.Add(\"COPYFILE_DISABLE\", \"1\");\n#endif\n\n            using (Process process = Process.Start(info))\n            {\n                process.WaitForExit();\n                return process.ExitCode;\n            }\n        }\n\n        protected override void PostExportCleanup()\n        {\n            base.PostExportCleanup();\n\n            var tempExportPath = GetTemporaryExportPath();\n            if (Directory.Exists(tempExportPath))\n                Directory.Delete(tempExportPath, true);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultPackageExporter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 32f50122a1b2bc2428cf8fba321e2414\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyExporterSettings.cs",
    "content": "namespace AssetStoreTools.Exporter\n{\n    internal class LegacyExporterSettings : PackageExporterSettings\n    {\n        public string[] ExportPaths;\n        public bool IncludeDependencies;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyExporterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c7dea1cfe45989e4eab6fc5fd18c1e10\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyPackageExporter.cs",
    "content": "﻿using AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Reflection;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class LegacyPackageExporter : PackageExporterBase\n    {\n        private const string ExportMethodWithoutDependencies = \"UnityEditor.PackageUtility.ExportPackage\";\n        private const string ExportMethodWithDependencies = \"UnityEditor.PackageUtility.ExportPackageAndPackageManagerManifest\";\n\n        private LegacyExporterSettings _legacyExportSettings;\n\n        public LegacyPackageExporter(LegacyExporterSettings settings) : base(settings)\n        {\n            _legacyExportSettings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_legacyExportSettings.ExportPaths == null || _legacyExportSettings.ExportPaths.Length == 0)\n                throw new ArgumentException(\"Export paths array cannot be empty\");\n        }\n\n        protected override async Task<PackageExporterResult> ExportImpl()\n        {\n            return await this.Export();\n        }\n\n        private async new Task<PackageExporterResult> Export()\n        {\n            ASDebug.Log(\"Using native package exporter\");\n\n            try\n            {\n                var guids = GetGuids(_legacyExportSettings.ExportPaths, out bool onlyFolders);\n\n                if (guids.Length == 0 || onlyFolders)\n                    throw new ArgumentException(\"Package Exporting failed: provided export paths are empty or only contain empty folders\");\n\n                string exportMethod = ExportMethodWithoutDependencies;\n                if (_legacyExportSettings.IncludeDependencies)\n                    exportMethod = ExportMethodWithDependencies;\n\n                var split = exportMethod.Split('.');\n                var assembly = Assembly.Load(split[0]); // UnityEditor\n                var typeName = $\"{split[0]}.{split[1]}\"; // UnityEditor.PackageUtility\n                var methodName = split[2]; // ExportPackage or ExportPackageAndPackageManagerManifest\n\n                var type = assembly.GetType(typeName);\n                var method = type.GetMethod(methodName, BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public,\n                    null, new Type[] { typeof(string[]), typeof(string) }, null);\n\n                ASDebug.Log(\"Invoking native export method\");\n\n                method?.Invoke(null, new object[] { guids, _legacyExportSettings.OutputFilename });\n\n                // The internal exporter methods are asynchronous, therefore\n                // we need to wait for exporting to finish before returning\n                await Task.Run(() =>\n                {\n                    while (!File.Exists(_legacyExportSettings.OutputFilename))\n                        Thread.Sleep(100);\n                });\n\n                ASDebug.Log($\"Package file has been created at {_legacyExportSettings.OutputFilename}\");\n                return new PackageExporterResult() { Success = true, ExportedPath = _legacyExportSettings.OutputFilename };\n            }\n            catch (Exception e)\n            {\n                return new PackageExporterResult() { Success = false, Exception = e };\n            }\n            finally\n            {\n                PostExportCleanup();\n            }\n        }\n\n        private string[] GetGuids(string[] exportPaths, out bool onlyFolders)\n        {\n            var guids = new List<string>();\n            onlyFolders = true;\n\n            foreach (var exportPath in exportPaths)\n            {\n                var assetPaths = GetAssetPaths(exportPath);\n\n                foreach (var assetPath in assetPaths)\n                {\n                    var guid = GetAssetGuid(assetPath, false, false);\n                    if (string.IsNullOrEmpty(guid))\n                        continue;\n\n                    guids.Add(guid);\n                    if (onlyFolders == true && (File.Exists(assetPath)))\n                        onlyFolders = false;\n                }\n            }\n\n            return guids.ToArray();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyPackageExporter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3200380dff2de104aa79620e4b41dc70\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporterResult.cs",
    "content": "﻿using AssetStoreTools.Previews.Data;\nusing System;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class PackageExporterResult\n    {\n        public bool Success;\n        public string ExportedPath;\n        public PreviewGenerationResult PreviewGenerationResult;\n        public Exception Exception;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporterResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e685b1c322eab4540919d4fc970e812d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/PreviewInjector.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class PreviewInjector : IPreviewInjector\n    {\n        private PreviewGenerationResult _result;\n\n        public PreviewInjector(PreviewGenerationResult result)\n        {\n            _result = result;\n        }\n\n        public void Inject(string temporaryPackagePath)\n        {\n            if (_result == null || !_result.Success)\n                return;\n\n            var previews = _result.Previews.Where(x => x.Type == _result.GenerationType && x.Exists());\n            InjectFilesIntoGuidFolders(previews, temporaryPackagePath);\n        }\n\n        private void InjectFilesIntoGuidFolders(IEnumerable<PreviewMetadata> previews, string temporaryPackagePath)\n        {\n            foreach (var assetFolder in Directory.EnumerateDirectories(temporaryPackagePath))\n            {\n                var guid = assetFolder.Replace(\"\\\\\", \"/\").Split('/').Last();\n                var generatedPreview = previews.FirstOrDefault(x => x.Guid.Equals(guid));\n\n                if (generatedPreview == null)\n                    continue;\n\n                // Note: Unity Importer and Asset Store only operate with .png extensions\n                File.Copy(generatedPreview.Path, $\"{assetFolder}/preview.png\", true);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter/PreviewInjector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 772db784128e32d4792bb680258c71df\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Exporter.meta",
    "content": "fileFormatVersion: 2\nguid: 5f5ca981958937a43997a9f365759edf\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/CustomPreviewGenerationSettings.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class CustomPreviewGenerationSettings : PreviewGenerationSettings\n    {\n        public override GenerationType GenerationType => GenerationType.Custom;\n\n        public int Width;\n        public int Height;\n        public int Depth;\n\n        public int NativeWidth;\n        public int NativeHeight;\n\n        public Color AudioSampleColor;\n        public Color AudioBackgroundColor;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/CustomPreviewGenerationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2ccb1292c1c4ba94cb6f4022ecfdfa50\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/FileNameFormat.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal enum FileNameFormat\n    {\n        Guid = 0,\n        FullAssetPath = 1,\n        AssetName = 2,\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/FileNameFormat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 38a1babecfeaf524f98e8d67882acf48\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/GenerationType.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal enum GenerationType\n    {\n        Unknown = 0,\n        Native = 1,\n        Custom = 2\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/GenerationType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66697a5d16404d948ba3191ddfc60bd9\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/NativePreviewGenerationSettings.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal class NativePreviewGenerationSettings : PreviewGenerationSettings\n    {\n        public override GenerationType GenerationType => GenerationType.Native;\n        public bool WaitForPreviews;\n        public bool ChunkedPreviewLoading;\n        public int ChunkSize;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/NativePreviewGenerationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5b2ef019acae6fe43b5565858e15433a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewDatabase.cs",
    "content": "using System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class PreviewDatabase\n    {\n        public List<PreviewMetadata> Previews;\n\n        public PreviewDatabase()\n        {\n            Previews = new List<PreviewMetadata>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewDatabase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cf8cef28a68324742a7e4b47efc87563\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewFormat.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal enum PreviewFormat\n    {\n        JPG = 0,\n        PNG = 1\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewFormat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0500e4459ebfe8448a13194af49f89fa\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationResult.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class PreviewGenerationResult\n    {\n        public GenerationType GenerationType;\n        public bool Success;\n        public IEnumerable<PreviewMetadata> GeneratedPreviews;\n        public IEnumerable<PreviewMetadata> Previews;\n        public Exception Exception;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e040f2cdf0177824dacb158b23a63374\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationSettings.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal abstract class PreviewGenerationSettings\n    {\n        public abstract GenerationType GenerationType { get; }\n        public string[] InputPaths;\n        public string OutputPath;\n        public PreviewFormat Format;\n        public FileNameFormat PreviewFileNamingFormat;\n        public bool OverwriteExisting;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e578ae6616505a4795da8f632d63229\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewMetadata.cs",
    "content": "using System.IO;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class PreviewMetadata\n    {\n        public GenerationType Type;\n        public string Guid;\n        public string Name;\n        public string Path;\n\n        public bool Exists()\n        {\n            return File.Exists(Path);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewMetadata.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4ff6be4e277d8314e921baff52ea25bc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data.meta",
    "content": "fileFormatVersion: 2\nguid: ae99e2e3b5a83d1469110306c96f4c58\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannel.cs",
    "content": "using System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom\n{\n    internal class AudioChannel\n    {\n        private int _yMin;\n        private int _yMax;\n\n        private int _yBaseline;\n        private int _yAmplitude;\n\n        private List<float> _samples;\n\n        public AudioChannel(int minY, int maxY, List<float> samples)\n        {\n            _yMin = minY;\n            _yMax = maxY;\n\n            _yBaseline = (_yMin + _yMax) / 2;\n            _yAmplitude = _yMax - _yBaseline;\n\n            _samples = samples;\n        }\n\n        public IEnumerable<AudioChannelCoordinate> GetCoordinateData(int desiredWidth)\n        {\n            var coordinates = new List<AudioChannelCoordinate>();\n            var step = Mathf.RoundToInt((float)_samples.Count / desiredWidth);\n\n            for (int i = 0; i < desiredWidth; i++)\n            {\n                var startIndex = i * step;\n                var endIndex = (i + 1) * step;\n                var sampleChunk = CreateChunk(startIndex, endIndex);\n\n                if (sampleChunk.Count() == 0)\n                    break;\n\n                DownsampleMax(sampleChunk, out var aboveBaseline, out var belowBaseline);\n\n                var yAboveBaseline = SampleToCoordinate(aboveBaseline);\n                var yBelowBaseline = SampleToCoordinate(belowBaseline);\n\n                coordinates.Add(new AudioChannelCoordinate(i, _yBaseline, yAboveBaseline, yBelowBaseline));\n            }\n\n            // If there weren't enough samples to complete the desired width - fill out the rest with zeroes\n            for (int i = coordinates.Count; i < desiredWidth; i++)\n                coordinates.Add(new AudioChannelCoordinate(i, _yBaseline, 0, 0));\n\n            return coordinates;\n        }\n\n        private IEnumerable<float> CreateChunk(int startIndex, int endIndex)\n        {\n            var chunk = new List<float>();\n            for (int i = startIndex; i < endIndex; i++)\n            {\n                if (i >= _samples.Count)\n                    break;\n\n                chunk.Add(_samples[i]);\n            }\n\n            return chunk;\n        }\n\n        private void DownsampleMax(IEnumerable<float> samples, out float valueAboveBaseline, out float valueBelowBaseline)\n        {\n            valueAboveBaseline = 0;\n            valueBelowBaseline = 0;\n\n            foreach (var sample in samples)\n            {\n                if (sample > 0 && sample > valueAboveBaseline)\n                {\n                    valueAboveBaseline = sample;\n                    continue;\n                }\n\n                if (sample < 0 && sample < valueBelowBaseline)\n                {\n                    valueBelowBaseline = sample;\n                    continue;\n                }\n            }\n        }\n\n        private int SampleToCoordinate(float sample)\n        {\n            return _yBaseline + (int)(sample * _yAmplitude);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannel.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 82fab55b08a1be94cb2e18f3feae91ec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannelCoordinate.cs",
    "content": "namespace AssetStoreTools.Previews.Generators.Custom\n{\n    internal struct AudioChannelCoordinate\n    {\n        public int X { get; private set; }\n        public int YBaseline { get; private set; }\n        public int YAboveBaseline { get; private set; }\n        public int YBelowBaseline { get; private set; }\n\n        public AudioChannelCoordinate(int x, int yBaseline, int yAboveBaseline, int yBelowBaseline)\n        {\n            X = x;\n            YBaseline = yBaseline;\n            YAboveBaseline = yAboveBaseline;\n            YBelowBaseline = yBelowBaseline;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannelCoordinate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b54462f6af82a2644944d6e4bde23c9e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/ISceneScreenshotter.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal interface ISceneScreenshotter\n    {\n        SceneScreenshotterSettings Settings { get; }\n\n        string Screenshot(string outputPath);\n        string Screenshot(GameObject target, string outputPath);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/ISceneScreenshotter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 045ac265a792af243918af0849ee2ac8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MaterialScreenshotter.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal class MaterialScreenshotter : SceneScreenshotterBase\n    {\n        public MaterialScreenshotter(SceneScreenshotterSettings settings) : base(settings) { }\n\n        public override void PositionCamera(GameObject target)\n        {\n            var renderers = target.GetComponentsInChildren<Renderer>();\n            if (renderers == null || renderers.Length == 0)\n                return;\n\n            var bounds = GetGlobalBounds(renderers);\n\n            var materialSphereRadius = bounds.extents.y * 1.1f;\n\n            var angle = Camera.fieldOfView / 2;\n            var sinAngle = Mathf.Sin(angle * Mathf.Deg2Rad);\n            var distance = materialSphereRadius / sinAngle;\n\n            Camera.transform.position = new Vector3(bounds.center.x, bounds.center.y + distance, bounds.center.z);\n            Camera.transform.LookAt(bounds.center);\n            Camera.transform.RotateAround(bounds.center, Vector3.left, 60);\n            Camera.transform.RotateAround(bounds.center, Vector3.up, -45);\n\n            Camera.nearClipPlane = 0.01f;\n            Camera.farClipPlane = 10000;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MaterialScreenshotter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c2bd7b01b0cebeb43a6fbc53377f0ea6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MeshScreenshotter.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal class MeshScreenshotter : SceneScreenshotterBase\n    {\n        public MeshScreenshotter(SceneScreenshotterSettings settings) : base(settings) { }\n\n        public override void PositionCamera(GameObject target)\n        {\n            var renderers = target.GetComponentsInChildren<Renderer>();\n            if (renderers == null || renderers.Length == 0)\n                return;\n\n            var bounds = GetGlobalBounds(renderers);\n\n            var encapsulatingSphereDiameter = (bounds.max - bounds.min).magnitude;\n            var encapsulatingSphereRadius = encapsulatingSphereDiameter / 2;\n\n            var angle = Camera.fieldOfView / 2;\n            var sinAngle = Mathf.Sin(angle * Mathf.Deg2Rad);\n            var distance = encapsulatingSphereRadius / sinAngle;\n\n            Camera.transform.position = new Vector3(bounds.center.x, bounds.center.y + distance, bounds.center.z);\n            Camera.transform.LookAt(bounds.center);\n            Camera.transform.RotateAround(bounds.center, Vector3.left, 65);\n            Camera.transform.RotateAround(bounds.center, Vector3.up, 235);\n\n            Camera.nearClipPlane = 0.01f;\n            Camera.farClipPlane = 10000;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MeshScreenshotter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f0339d22d91b7c94ebc18b1de6f1e287\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterBase.cs",
    "content": "using AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal abstract class SceneScreenshotterBase : ISceneScreenshotter\n    {\n        public SceneScreenshotterSettings Settings { get; }\n\n        protected Camera Camera => GetCamera();\n        private Camera _camera;\n\n        public SceneScreenshotterBase(SceneScreenshotterSettings settings)\n        {\n            Settings = settings;\n        }\n\n        private Camera GetCamera()\n        {\n            if (_camera == null)\n            {\n#if UNITY_2022_3_OR_NEWER\n                _camera = GameObject.FindFirstObjectByType<Camera>(FindObjectsInactive.Include);\n#else\n                _camera = GameObject.FindObjectOfType<Camera>();\n#endif\n            }\n\n            return _camera;\n        }\n\n        public virtual void ValidateSettings()\n        {\n            if (Settings.Width <= 0)\n                throw new ArgumentException(\"Width should be larger than 0\");\n\n            if (Settings.Height <= 0)\n                throw new ArgumentException(\"Height should be larger than 0\");\n\n            if (Settings.Depth <= 0)\n                throw new ArgumentException(\"Depth should be larger than 0\");\n\n            if (Settings.NativeWidth <= 0)\n                throw new ArgumentException(\"Native width should be larger than 0\");\n\n            if (Settings.NativeHeight <= 0)\n                throw new ArgumentException(\"Native height should be larger than 0\");\n        }\n\n        public abstract void PositionCamera(GameObject target);\n\n        public string Screenshot(string outputPath)\n        {\n            ValidateSettings();\n\n            var texture = GraphicsUtility.GetTextureFromCamera(Camera, Settings.NativeWidth, Settings.NativeHeight, Settings.Depth);\n\n            if (Settings.Width < Settings.NativeWidth || Settings.Height < Settings.NativeHeight)\n                texture = GraphicsUtility.ResizeTexture(texture, Settings.Width, Settings.Height);\n\n            var extension = PreviewConvertUtility.ConvertExtension(Settings.Format);\n            var writtenPath = $\"{outputPath}.{extension}\";\n            var bytes = PreviewConvertUtility.ConvertTexture(texture, Settings.Format);\n            File.WriteAllBytes(writtenPath, bytes);\n\n            return writtenPath;\n        }\n\n        public string Screenshot(GameObject target, string outputPath)\n        {\n            PositionCamera(target);\n            PositionLighting(target);\n            return Screenshot(outputPath);\n        }\n\n        private void PositionLighting(GameObject target)\n        {\n#if UNITY_2022_3_OR_NEWER\n            var light = GameObject.FindFirstObjectByType<Light>(FindObjectsInactive.Include);\n#else\n            var light = GameObject.FindObjectOfType<Light>();\n#endif\n            light.transform.position = Camera.transform.position;\n            light.transform.LookAt(target.transform);\n            light.transform.RotateAround(target.transform.position, Vector3.forward, 60f);\n        }\n\n        protected Bounds GetGlobalBounds(IEnumerable<Renderer> renderers)\n        {\n            var center = Vector3.zero;\n\n            foreach (var renderer in renderers)\n            {\n                center += renderer.bounds.center;\n            }\n            center /= renderers.Count();\n\n            var globalBounds = new Bounds(center, Vector3.zero);\n\n            foreach (var renderer in renderers)\n            {\n                globalBounds.Encapsulate(renderer.bounds);\n            }\n\n            return globalBounds;\n        }\n\n        protected Bounds GetNormalizedBounds(Bounds bounds)\n        {\n            var largestExtent = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);\n            var normalizedBounds = new Bounds()\n            {\n                center = bounds.center,\n                extents = new Vector3(largestExtent, largestExtent, largestExtent)\n            };\n\n            return normalizedBounds;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ce77aefdce8a37f498d17d73da53d0a4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal class SceneScreenshotterSettings\n    {\n        public int Width;\n        public int Height;\n        public int Depth;\n\n        public int NativeWidth;\n        public int NativeHeight;\n\n        public PreviewFormat Format;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aa34806e243bad949892d06dd47295e2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters.meta",
    "content": "fileFormatVersion: 2\nguid: c07070deed666d54cb72a89a5fcd7ef7\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypeGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class AudioTypeGeneratorSettings : TypeGeneratorSettings\n    {\n        public int Width;\n        public int Height;\n\n        public Color SampleColor;\n        public Color BackgroundColor;\n        public PreviewFormat Format;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypeGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5b7ab1b072d95be4daf221ee23af1c80\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class AudioTypePreviewGenerator : TypePreviewGeneratorBase\n    {\n        private AudioTypeGeneratorSettings _settings;\n        private Texture2D _texture;\n\n        public override event Action<int, int> OnAssetProcessed;\n\n        public AudioTypePreviewGenerator(AudioTypeGeneratorSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        public override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_settings.Width <= 0)\n                throw new ArgumentException(\"Width must be larger than 0\");\n\n            if (_settings.Height <= 0)\n                throw new ArgumentException(\"Height must be larger than 0\");\n        }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var assets = new List<UnityEngine.Object>();\n            var materialGuids = AssetDatabase.FindAssets(\"t:audioclip\", Settings.InputPaths);\n            foreach (var guid in materialGuids)\n            {\n                var audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested audio clips\n                if (!AssetDatabase.IsMainAsset(audioClip))\n                    continue;\n\n                // Skip materials with an error shader\n                if (!IsLoadTypeSupported(audioClip))\n                {\n                    Debug.LogWarning($\"Audio clip '{audioClip}' is using a load type which cannot retrieve sample data. Preview will not be generated.\");\n                    continue;\n                }\n\n                assets.Add(audioClip);\n            }\n\n            return assets;\n        }\n\n        private bool IsLoadTypeSupported(AudioClip audioClip)\n        {\n            if (audioClip.loadType == AudioClipLoadType.DecompressOnLoad)\n                return true;\n\n            return false;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var audioClips = assets.ToList();\n            for (int i = 0; i < audioClips.Count; i++)\n            {\n                var audioClip = audioClips[i] as AudioClip;\n                if (audioClip != null)\n                {\n                    var texture = GenerateAudioClipTexture(audioClip);\n\n                    var outputPath = GenerateOutputPathWithExtension(audioClip, _settings.PreviewFileNamingFormat, _settings.Format);\n                    var bytes = PreviewConvertUtility.ConvertTexture(texture, _settings.Format);\n                    File.WriteAllBytes(outputPath, bytes);\n                    generatedPreviews.Add(ObjectToMetadata(audioClip, outputPath));\n                }\n\n                OnAssetProcessed?.Invoke(i, audioClips.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private Texture2D GenerateAudioClipTexture(AudioClip audioClip)\n        {\n            if (!audioClip.LoadAudioData())\n                throw new Exception(\"Could not load audio data\");\n\n            try\n            {\n                if (_texture == null)\n                    _texture = new Texture2D(_settings.Width, _settings.Height);\n                else\n#if UNITY_2021_3_OR_NEWER || UNITY_2022_1_OR_NEWER || UNITY_2021_2_OR_NEWER\n                    _texture.Reinitialize(_settings.Width, _settings.Height);\n#else\n                    _texture.Resize(_settings.Width, _settings.Height);\n#endif\n\n                FillTextureBackground();\n                FillTextureForeground(audioClip);\n\n                _texture.Apply();\n                return _texture;\n            }\n            finally\n            {\n                audioClip.UnloadAudioData();\n            }\n        }\n\n        private void FillTextureBackground()\n        {\n            for (int i = 0; i < _texture.width; i++)\n            {\n                for (int j = 0; j < _texture.height; j++)\n                {\n                    _texture.SetPixel(i, j, _settings.BackgroundColor);\n                }\n            }\n        }\n\n        private void FillTextureForeground(AudioClip audioClip)\n        {\n            var channels = CreateChannels(audioClip);\n\n            for (int i = 0; i < channels.Count; i++)\n            {\n                DrawChannel(channels[i]);\n            }\n        }\n\n        private List<AudioChannel> CreateChannels(AudioClip audioClip)\n        {\n            var channelSamples = GetChannelSamples(audioClip);\n            var sectionSize = _texture.height / audioClip.channels;\n\n            var channels = new List<AudioChannel>();\n\n            for (int i = 0; i < audioClip.channels; i++)\n            {\n                var channelMaxY = (_texture.height - 1) - i * sectionSize;\n                var channelMinY = _texture.height - (i + 1) * sectionSize;\n                var channel = new AudioChannel(channelMinY, channelMaxY, channelSamples[i]);\n                channels.Add(channel);\n            }\n\n            return channels;\n        }\n\n        private List<List<float>> GetChannelSamples(AudioClip audioClip)\n        {\n            var channelSamples = new List<List<float>>();\n            var allSamples = new float[audioClip.samples * audioClip.channels];\n\n            if (!audioClip.GetData(allSamples, 0))\n                throw new Exception(\"Could not retrieve audio samples\");\n\n            for (int i = 0; i < audioClip.channels; i++)\n            {\n                var samples = new List<float>();\n                var sampleIndex = i;\n                while (sampleIndex < allSamples.Length)\n                {\n                    samples.Add(allSamples[sampleIndex]);\n                    sampleIndex += audioClip.channels;\n                }\n\n                channelSamples.Add(samples);\n            }\n\n            return channelSamples;\n        }\n\n        private void DrawChannel(AudioChannel channel)\n        {\n            var sectionData = channel.GetCoordinateData(_texture.width);\n\n            foreach (var data in sectionData)\n            {\n                DrawVerticalColumn(data.X, data.YBaseline, data.YAboveBaseline, data.YBelowBaseline, _settings.SampleColor);\n            }\n        }\n\n        private void DrawVerticalColumn(int x, int yBaseline, int y1, int y2, Color color)\n        {\n            _texture.SetPixel(x, yBaseline, color);\n\n            var startIndex = y1 < y2 ? y1 : y2;\n            var endIndex = y1 < y2 ? y2 : y1;\n\n            for (int i = startIndex; i < endIndex; i++)\n            {\n                _texture.SetPixel(x, i, color);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9ddf69bb2dca51a42aff247b3a471bb3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ITypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal interface ITypePreviewGenerator\n    {\n        TypeGeneratorSettings Settings { get; }\n\n        event Action<int, int> OnAssetProcessed;\n\n        Task<List<PreviewMetadata>> Generate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ITypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7d9cd368dc73a23478390ee1332cb0be\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/MaterialTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class MaterialTypePreviewGenerator : TypePreviewGeneratorFromScene\n    {\n        public override event Action<int, int> OnAssetProcessed;\n\n        public MaterialTypePreviewGenerator(TypePreviewGeneratorFromSceneSettings settings) : base(settings) { }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var assets = new List<UnityEngine.Object>();\n            var materialGuids = AssetDatabase.FindAssets(\"t:material\", Settings.InputPaths);\n            foreach (var guid in materialGuids)\n            {\n                var mat = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested materials\n                if (!AssetDatabase.IsMainAsset(mat))\n                    continue;\n\n                // Skip materials with an error shader\n                if (IsShaderInvalid(mat.shader))\n                {\n                    Debug.LogWarning($\"Material '{mat}' is using an erroring shader. Preview will not be generated.\");\n                    continue;\n                }\n\n                assets.Add(mat);\n            }\n\n            return assets;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var materials = assets.ToList();\n            var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);\n\n            var hasMeshRenderer = sphere.TryGetComponent<Renderer>(out var meshRenderer);\n            if (!hasMeshRenderer)\n                throw new Exception($\"Could not find a MeshRenderer for {sphere}\");\n\n            for (int i = 0; i < materials.Count; i++)\n            {\n                ThrowIfSceneChanged();\n\n                var material = materials[i] as Material;\n\n                if (material != null)\n                {\n                    meshRenderer.sharedMaterial = material;\n                    var previewPath = Settings.Screenshotter.Screenshot(sphere, GenerateOutputPathWithoutExtension(material, Settings.PreviewFileNamingFormat));\n                    if (!string.IsNullOrEmpty(previewPath))\n                        generatedPreviews.Add(ObjectToMetadata(material, previewPath));\n                }\n\n                OnAssetProcessed?.Invoke(i, materials.Count);\n                await Task.Yield();\n            }\n\n            UnityEngine.Object.DestroyImmediate(sphere);\n            return generatedPreviews;\n        }\n\n        private bool IsShaderInvalid(Shader shader)\n        {\n            if (ShaderUtil.ShaderHasError(shader))\n                return true;\n\n            if (!shader.isSupported)\n                return true;\n\n            return false;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/MaterialTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a4e121bae63a199458e53a523dd18c8c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ModelTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class ModelTypePreviewGenerator : TypePreviewGeneratorFromScene\n    {\n        public override event Action<int, int> OnAssetProcessed;\n\n        public ModelTypePreviewGenerator(TypePreviewGeneratorFromSceneSettings settings) : base(settings) { }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var models = new List<UnityEngine.Object>();\n            var modelGuids = AssetDatabase.FindAssets(\"t:model\", Settings.InputPaths);\n\n            foreach (var guid in modelGuids)\n            {\n                var model = AssetDatabase.LoadAssetAtPath<GameObject>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested models\n                if (!AssetDatabase.IsMainAsset(model))\n                    continue;\n\n                // Skip models without renderers\n                if (model.GetComponentsInChildren<Renderer>().Length == 0)\n                    continue;\n\n                models.Add(model);\n            }\n\n            return models;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var models = assets.ToList();\n            var referenceShader = GetDefaultObjectShader();\n\n            for (int i = 0; i < models.Count; i++)\n            {\n                ThrowIfSceneChanged();\n\n                var model = models[i] as GameObject;\n\n                if (model != null)\n                {\n                    var go = UnityEngine.Object.Instantiate(model, Vector3.zero, Quaternion.Euler(0, 0, 0));\n                    ReplaceShaders(go, referenceShader);\n\n                    var previewPath = Settings.Screenshotter.Screenshot(go, GenerateOutputPathWithoutExtension(model, Settings.PreviewFileNamingFormat));\n                    if (!string.IsNullOrEmpty(previewPath))\n                        generatedPreviews.Add(ObjectToMetadata(model, previewPath));\n\n                    UnityEngine.Object.DestroyImmediate(go);\n                }\n\n                OnAssetProcessed?.Invoke(i, models.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private void ReplaceShaders(GameObject go, Shader shader)\n        {\n            var meshRenderers = go.GetComponentsInChildren<Renderer>();\n            foreach (var mr in meshRenderers)\n            {\n                var materialArray = mr.sharedMaterials;\n                for (int i = 0; i < materialArray.Length; i++)\n                {\n                    materialArray[i] = new Material(shader) { color = new Color(0.7f, 0.7f, 0.7f) };\n                }\n\n                mr.sharedMaterials = materialArray;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ModelTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fca8a1fa8a211874cb84d3d811a0158c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/PrefabTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class PrefabTypePreviewGenerator : TypePreviewGeneratorFromScene\n    {\n        public override event Action<int, int> OnAssetProcessed;\n\n        public PrefabTypePreviewGenerator(TypePreviewGeneratorFromSceneSettings settings) : base(settings) { }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var prefabs = new List<UnityEngine.Object>();\n            var prefabGuids = AssetDatabase.FindAssets(\"t:prefab\", Settings.InputPaths);\n\n            foreach (var guid in prefabGuids)\n            {\n                var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested prefabs\n                if (!AssetDatabase.IsMainAsset(prefab))\n                    continue;\n\n                // Skip prefabs without renderers\n                if (prefab.GetComponentsInChildren<Renderer>().Length == 0)\n                    continue;\n\n                prefabs.Add(prefab);\n            }\n\n            return prefabs;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var prefabs = assets.ToList();\n            var objectReferenceShader = GetDefaultObjectShader();\n            var particleReferenceShader = GetDefaultParticleShader();\n\n            for (int i = 0; i < prefabs.Count; i++)\n            {\n                ThrowIfSceneChanged();\n\n                var prefab = prefabs[i] as GameObject;\n                if (prefab != null)\n                {\n                    var go = UnityEngine.Object.Instantiate(prefab, Vector3.zero, Quaternion.Euler(0, 0, 0));\n\n                    ReplaceMissingShaders(go, objectReferenceShader, particleReferenceShader);\n\n                    HandleParticleSystems(go);\n\n                    var previewPath = Settings.Screenshotter.Screenshot(go, GenerateOutputPathWithoutExtension(prefab, Settings.PreviewFileNamingFormat));\n                    if (!string.IsNullOrEmpty(previewPath))\n                        generatedPreviews.Add(ObjectToMetadata(prefab, previewPath));\n\n                    UnityEngine.Object.DestroyImmediate(go);\n                }\n\n                OnAssetProcessed?.Invoke(i, prefabs.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private void ReplaceMissingShaders(GameObject go, Shader objectShader, Shader particleShader)\n        {\n            var meshRenderers = go.GetComponentsInChildren<Renderer>();\n            foreach (var mr in meshRenderers)\n            {\n                var shaderToUse = mr is ParticleSystemRenderer ? particleShader : objectShader;\n\n                var materialArray = mr.sharedMaterials;\n                for (int i = 0; i < materialArray.Length; i++)\n                {\n                    if (materialArray[i] == null)\n                    {\n                        materialArray[i] = new Material(shaderToUse);\n                    }\n                    else if (!materialArray[i].shader.isSupported)\n                    {\n                        materialArray[i].shader = shaderToUse;\n                    }\n                }\n\n                mr.sharedMaterials = materialArray;\n            }\n        }\n\n        private void HandleParticleSystems(GameObject go)\n        {\n            var particleSystems = go.GetComponentsInChildren<ParticleSystem>();\n            if (particleSystems.Length == 0)\n                return;\n\n            foreach (var ps in particleSystems)\n            {\n                ps.Stop();\n                ps.Clear();\n                ps.randomSeed = 1;\n                ps.Simulate(10, false, true, false);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/PrefabTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 24b15b10bc361c84581f46cb6dd644cc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypeGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class TextureTypeGeneratorSettings : TypeGeneratorSettings\n    {\n        public int MaxWidth;\n        public int MaxHeight;\n        public PreviewFormat Format;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypeGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 058d746982619b04eb5e200363003899\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class TextureTypePreviewGenerator : TypePreviewGeneratorBase\n    {\n        private TextureTypeGeneratorSettings _settings;\n\n        public override event Action<int, int> OnAssetProcessed;\n\n        public TextureTypePreviewGenerator(TextureTypeGeneratorSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        public override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_settings.MaxWidth <= 0)\n                throw new ArgumentException(\"Max width should be larger than 0\");\n\n            if (_settings.MaxHeight <= 0)\n                throw new ArgumentException(\"Max height should be larger than 0\");\n        }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var textures = new List<UnityEngine.Object>();\n            var textureGuids = AssetDatabase.FindAssets(\"t:texture\", Settings.InputPaths);\n\n            foreach (var guid in textureGuids)\n            {\n                var texture = AssetDatabase.LoadAssetAtPath<Texture>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested textures\n                if (!AssetDatabase.IsMainAsset(texture))\n                    continue;\n\n                textures.Add(texture);\n            }\n\n            return textures;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var textures = assets.ToList();\n\n            for (int i = 0; i < textures.Count; i++)\n            {\n                var texture = textures[i] as Texture2D;\n\n                if (texture != null)\n                {\n                    Texture2D resizedTexture;\n                    CalculateTextureSize(texture, out var resizeWidth, out var resizeHeight);\n\n                    var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter;\n                    if (importer != null && importer.textureType == TextureImporterType.NormalMap)\n                        resizedTexture = GraphicsUtility.ResizeTextureNormalMap(texture, resizeWidth, resizeHeight);\n                    else\n                        resizedTexture = GraphicsUtility.ResizeTexture(texture, resizeWidth, resizeHeight);\n\n                    var previewPath = GenerateOutputPathWithExtension(texture, _settings.PreviewFileNamingFormat, _settings.Format);\n\n                    // Some textures may be transparent and need to be encoded as PNG to look correctly\n                    var targetFormat = texture.alphaIsTransparency ? PreviewFormat.PNG : _settings.Format;\n                    var bytes = PreviewConvertUtility.ConvertTexture(resizedTexture, targetFormat);\n\n                    File.WriteAllBytes(previewPath, bytes);\n                    generatedPreviews.Add(ObjectToMetadata(texture, previewPath));\n                }\n\n                OnAssetProcessed?.Invoke(i, textures.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private void CalculateTextureSize(Texture2D texture, out int width, out int height)\n        {\n            if (texture.width <= _settings.MaxWidth && texture.height <= _settings.MaxHeight)\n            {\n                width = texture.width;\n                height = texture.height;\n                return;\n            }\n\n            var widthLongerThanHeight = texture.width > texture.height;\n\n            if (widthLongerThanHeight)\n            {\n                var ratio = (float)texture.width / texture.height;\n                width = _settings.MaxWidth;\n                height = Mathf.RoundToInt(width / ratio);\n            }\n            else\n            {\n                var ratio = (float)texture.height / texture.width;\n                height = _settings.MaxHeight;\n                width = Mathf.RoundToInt(height / ratio);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b04f55867ee575c489803356220feb31\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypeGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal abstract class TypeGeneratorSettings\n    {\n        public string[] InputPaths;\n        public string[] IgnoredGuids;\n        public string OutputPath;\n        public FileNameFormat PreviewFileNamingFormat;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypeGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a224a4b41a8c7cf4cb53dd77d6f2518b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorBase.cs",
    "content": "﻿using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal abstract class TypePreviewGeneratorBase : ITypePreviewGenerator\n    {\n        public TypeGeneratorSettings Settings { get; }\n\n        public abstract event Action<int, int> OnAssetProcessed;\n\n        public TypePreviewGeneratorBase(TypeGeneratorSettings settings)\n        {\n            Settings = settings;\n        }\n\n        public virtual void ValidateSettings()\n        {\n            if (Settings.InputPaths == null || Settings.InputPaths.Length == 0)\n                throw new ArgumentException(\"Input path cannot be null\");\n\n            foreach (var path in Settings.InputPaths)\n            {\n                var inputPath = path.EndsWith(\"/\") ? path.Remove(path.Length - 1) : path;\n                if (!AssetDatabase.IsValidFolder(inputPath))\n                    throw new ArgumentException($\"Input path '{inputPath}' is not a valid ADB folder\");\n            }\n\n            if (string.IsNullOrEmpty(Settings.OutputPath))\n                throw new ArgumentException(\"Output path cannot be null\");\n        }\n\n        public async Task<List<PreviewMetadata>> Generate()\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            ValidateSettings();\n\n            var assets = CollectAssets();\n            assets = FilterIgnoredAssets(assets);\n\n            if (assets.Count() == 0)\n                return generatedPreviews;\n\n            return await GenerateImpl(assets);\n        }\n\n        protected abstract IEnumerable<UnityEngine.Object> CollectAssets();\n\n        private IEnumerable<UnityEngine.Object> FilterIgnoredAssets(IEnumerable<UnityEngine.Object> assets)\n        {\n            if (Settings.IgnoredGuids == null || Settings.IgnoredGuids.Length == 0)\n                return assets;\n\n            var filteredAssets = new List<UnityEngine.Object>();\n            foreach (var asset in assets)\n            {\n                if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out var guid, out long _))\n                    continue;\n\n                if (Settings.IgnoredGuids.Any(x => x == guid))\n                    continue;\n\n                filteredAssets.Add(asset);\n            }\n\n            return filteredAssets;\n        }\n\n        protected abstract Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets);\n\n        protected PreviewMetadata ObjectToMetadata(UnityEngine.Object obj, string previewPath)\n        {\n            if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long _))\n                throw new Exception($\"Could not retrieve guid for object {obj}\");\n\n            return new PreviewMetadata()\n            {\n                Type = GenerationType.Custom,\n                Guid = guid,\n                Name = obj.name,\n                Path = previewPath\n            };\n        }\n\n        protected string GenerateOutputPathWithoutExtension(UnityEngine.Object asset, FileNameFormat fileNameFormat)\n        {\n            PrepareOutputFolder(Settings.OutputPath, false);\n            var directoryPath = Settings.OutputPath;\n            var fileName = PreviewConvertUtility.ConvertFilename(asset, fileNameFormat);\n            var fullPath = $\"{directoryPath}/{fileName}\";\n\n            return fullPath;\n        }\n\n        protected string GenerateOutputPathWithExtension(UnityEngine.Object asset, FileNameFormat fileNameFormat, PreviewFormat previewFormat)\n        {\n            var partialOutputPath = GenerateOutputPathWithoutExtension(asset, fileNameFormat);\n            var extension = PreviewConvertUtility.ConvertExtension(previewFormat);\n\n            return $\"{partialOutputPath}.{extension}\";\n        }\n\n        private void PrepareOutputFolder(string outputPath, bool cleanup)\n        {\n            var dir = new DirectoryInfo(outputPath);\n\n            if (!dir.Exists)\n            {\n                dir.Create();\n                return;\n            }\n\n            if (!cleanup)\n                return;\n\n            dir.Delete(true);\n            dir.Create();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c6fb2d639232bce4698338a252f47f3c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromScene.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal abstract class TypePreviewGeneratorFromScene : TypePreviewGeneratorBase\n    {\n        protected new TypePreviewGeneratorFromSceneSettings Settings;\n\n        private CancellationTokenSource _cancellationTokenSource;\n\n        public TypePreviewGeneratorFromScene(TypePreviewGeneratorFromSceneSettings settings) : base(settings)\n        {\n            Settings = settings;\n        }\n\n        public override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (Settings.Screenshotter == null)\n                throw new ArgumentException(\"Screenshotter cannot be null\");\n        }\n\n        protected sealed override async Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets)\n        {\n            var originalScenePath = EditorSceneManager.GetActiveScene().path;\n            await PreviewSceneUtility.OpenPreviewSceneForCurrentPipeline();\n\n            try\n            {\n                _cancellationTokenSource = new CancellationTokenSource();\n                EditorSceneManager.sceneOpened += SceneOpenedDuringGeneration;\n                return await GeneratePreviewsInScene(assets);\n            }\n            finally\n            {\n                EditorSceneManager.sceneOpened -= SceneOpenedDuringGeneration;\n                _cancellationTokenSource.Dispose();\n                if (!string.IsNullOrEmpty(originalScenePath))\n                    EditorSceneManager.OpenScene(originalScenePath);\n            }\n        }\n\n        protected abstract Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets);\n\n        private void SceneOpenedDuringGeneration(Scene _, OpenSceneMode __)\n        {\n            if (!_cancellationTokenSource.IsCancellationRequested)\n                _cancellationTokenSource.Cancel();\n        }\n\n        protected void ThrowIfSceneChanged()\n        {\n            if (_cancellationTokenSource.Token.IsCancellationRequested)\n                throw new Exception(\"Preview generation was aborted due to a change of the scene\");\n        }\n\n        protected Shader GetDefaultObjectShader()\n        {\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    return Shader.Find(\"Standard\");\n                case RenderPipeline.URP:\n                    return Shader.Find(\"Universal Render Pipeline/Lit\");\n                case RenderPipeline.HDRP:\n                    return Shader.Find(\"HDRP/Lit\");\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n\n        protected Shader GetDefaultParticleShader()\n        {\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    return Shader.Find(\"Particles/Standard Unlit\");\n                case RenderPipeline.URP:\n                    return Shader.Find(\"Universal Render Pipeline/Particles/Unlit\");\n                case RenderPipeline.HDRP:\n                    return Shader.Find(\"HDRP/Unlit\");\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n\n        protected Shader GetDefaultTextureShader()\n        {\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    return Shader.Find(\"Unlit/Texture\");\n                case RenderPipeline.URP:\n                    return Shader.Find(\"Universal Render Pipeline/Unlit\");\n                case RenderPipeline.HDRP:\n                    return Shader.Find(\"HDRP/Unlit\");\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromScene.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1bf0eb8d7ef65f340be785dae96e4b73\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromSceneSettings.cs",
    "content": "using AssetStoreTools.Previews.Generators.Custom.Screenshotters;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class TypePreviewGeneratorFromSceneSettings : TypeGeneratorSettings\n    {\n        public ISceneScreenshotter Screenshotter;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromSceneSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a6b871798f99ad44d9fca46789239ec1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators.meta",
    "content": "fileFormatVersion: 2\nguid: b4bb2dd0960418d4a8d4efd34b92a418\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom.meta",
    "content": "fileFormatVersion: 2\nguid: f675855c3d971694785806c0c7a463be\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/CustomPreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing AssetStoreTools.Previews.Generators.Custom.Screenshotters;\nusing AssetStoreTools.Previews.Generators.Custom.TypeGenerators;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Previews\n{\n    internal class CustomPreviewGenerator : PreviewGeneratorBase\n    {\n        private CustomPreviewGenerationSettings _customSettings;\n\n        public override event Action<float> OnProgressChanged;\n\n        public CustomPreviewGenerator(CustomPreviewGenerationSettings settings)\n            : base(settings)\n        {\n            _customSettings = settings;\n        }\n\n        protected override void Validate()\n        {\n            base.Validate();\n\n            if (_customSettings.Width <= 0)\n                throw new ArgumentException(\"Width should be larger than 0\");\n\n            if (_customSettings.Height <= 0)\n                throw new ArgumentException(\"Height should be larger than 0\");\n\n            if (_customSettings.Depth <= 0)\n                throw new ArgumentException(\"Depth should be larger than 0\");\n\n            if (_customSettings.NativeWidth <= 0)\n                throw new ArgumentException(\"Native width should be larger than 0\");\n\n            if (_customSettings.NativeHeight <= 0)\n                throw new ArgumentException(\"Native height should be larger than 0\");\n        }\n\n        protected override async Task<PreviewGenerationResult> GenerateImpl()\n        {\n            var result = new PreviewGenerationResult()\n            {\n                GenerationType = _customSettings.GenerationType\n            };\n\n            OnProgressChanged?.Invoke(0f);\n\n            var generatedPreviews = new List<PreviewMetadata>();\n            var existingPreviews = GetExistingPreviews();\n            var generators = CreateGenerators(existingPreviews);\n\n            var currentGenerator = 0;\n            Action<int, int> generatorProgressCallback = null;\n            generatorProgressCallback = (currentAsset, totalAssets) => ReportProgress(currentGenerator, generators.Count(), currentAsset, totalAssets);\n\n            try\n            {\n                foreach (var generator in generators)\n                {\n                    generator.OnAssetProcessed += generatorProgressCallback;\n                    var typeGeneratorPreviews = await generator.Generate();\n                    generatedPreviews.AddRange(typeGeneratorPreviews);\n                    currentGenerator++;\n                }\n\n                AssetDatabase.Refresh();\n\n                var allPreviews = new List<PreviewMetadata>();\n                allPreviews.AddRange(generatedPreviews);\n                allPreviews.AddRange(existingPreviews);\n\n                result.Success = true;\n                result.GeneratedPreviews = generatedPreviews;\n                result.Previews = allPreviews;\n            }\n            catch (Exception e)\n            {\n                result.Success = false;\n                result.Exception = e;\n            }\n            finally\n            {\n                foreach (var generator in generators)\n                    generator.OnAssetProcessed -= generatorProgressCallback;\n            }\n\n            return result;\n        }\n\n        private IEnumerable<PreviewMetadata> GetExistingPreviews()\n        {\n            var existingPreviews = new List<PreviewMetadata>();\n\n            if (Settings.OverwriteExisting || !CachingService.GetCachedMetadata(out var database))\n                return existingPreviews;\n\n            var inputGuids = AssetDatabase.FindAssets(\"\", _customSettings.InputPaths);\n            existingPreviews = database.Previews.Where(x => x.Type == GenerationType.Custom && x.Exists() && inputGuids.Any(y => y.Equals(x.Guid))).ToList();\n            return existingPreviews;\n        }\n\n        private IEnumerable<ITypePreviewGenerator> CreateGenerators(IEnumerable<PreviewMetadata> existingPreviews)\n        {\n            var ignoredGuids = existingPreviews.Select(x => x.Guid).ToArray();\n\n            var generators = new ITypePreviewGenerator[]\n            {\n                CreateAudioPreviewGenerator(ignoredGuids),\n                CreateMaterialPreviewGenerator(ignoredGuids),\n                CreateModelPreviewGenerator(ignoredGuids),\n                CreatePrefabPreviewGenerator(ignoredGuids),\n                CreateTexturePreviewGenerator(ignoredGuids)\n            };\n\n            return generators;\n        }\n\n        private ITypePreviewGenerator CreateAudioPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = new AudioTypeGeneratorSettings()\n            {\n                Width = _customSettings.Width,\n                Height = _customSettings.Height,\n                InputPaths = _customSettings.InputPaths,\n                OutputPath = _customSettings.OutputPath,\n                PreviewFileNamingFormat = _customSettings.PreviewFileNamingFormat,\n                Format = _customSettings.Format,\n                SampleColor = _customSettings.AudioSampleColor,\n                BackgroundColor = _customSettings.AudioBackgroundColor,\n                IgnoredGuids = ignoredGuids\n            };\n\n            return new AudioTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreateMaterialPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = CreateSceneGeneratorSettings(new MaterialScreenshotter(CreateScreenshotterSettings()), ignoredGuids);\n            return new MaterialTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreateModelPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = CreateSceneGeneratorSettings(new MeshScreenshotter(CreateScreenshotterSettings()), ignoredGuids);\n            return new ModelTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreatePrefabPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = CreateSceneGeneratorSettings(new MeshScreenshotter(CreateScreenshotterSettings()), ignoredGuids);\n            return new PrefabTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreateTexturePreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = new TextureTypeGeneratorSettings()\n            {\n                MaxWidth = _customSettings.Width,\n                MaxHeight = _customSettings.Height,\n                InputPaths = _customSettings.InputPaths,\n                OutputPath = _customSettings.OutputPath,\n                Format = _customSettings.Format,\n                PreviewFileNamingFormat = _customSettings.PreviewFileNamingFormat,\n                IgnoredGuids = ignoredGuids\n            };\n\n            return new TextureTypePreviewGenerator(settings);\n        }\n\n        private TypePreviewGeneratorFromSceneSettings CreateSceneGeneratorSettings(ISceneScreenshotter screenshotter, string[] ignoredGuids)\n        {\n            var settings = new TypePreviewGeneratorFromSceneSettings()\n            {\n                InputPaths = _customSettings.InputPaths,\n                OutputPath = _customSettings.OutputPath,\n                PreviewFileNamingFormat = _customSettings.PreviewFileNamingFormat,\n                Screenshotter = screenshotter,\n                IgnoredGuids = ignoredGuids\n            };\n\n            return settings;\n        }\n\n        private SceneScreenshotterSettings CreateScreenshotterSettings()\n        {\n            var settings = new SceneScreenshotterSettings()\n            {\n                Width = _customSettings.Width,\n                Height = _customSettings.Height,\n                Depth = _customSettings.Depth,\n                Format = _customSettings.Format,\n                NativeWidth = _customSettings.NativeWidth,\n                NativeHeight = _customSettings.NativeHeight,\n            };\n\n            return settings;\n        }\n\n        private void ReportProgress(int currentGenerator, int totalGenerators, int currentGeneratorAsset, int totalCurrentGeneratorAssets)\n        {\n            var completedGeneratorProgress = (float)currentGenerator / totalGenerators;\n            var currentGeneratorProgress = ((float)currentGeneratorAsset / totalCurrentGeneratorAssets) / totalGenerators;\n            var progressToReport = completedGeneratorProgress + currentGeneratorProgress;\n            OnProgressChanged?.Invoke(progressToReport);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/CustomPreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e5906f8cb3e4eec489a2f7a82844bb3f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/IPreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Previews.Generators\n{\n    internal interface IPreviewGenerator\n    {\n        PreviewGenerationSettings Settings { get; }\n\n        event Action<float> OnProgressChanged;\n\n        Task<PreviewGenerationResult> Generate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/IPreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ebddaccb94ca6e34aa36b535d0a47249\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/NativePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Reflection;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.Tilemaps;\n\nnamespace AssetStoreTools.Previews.Generators\n{\n    internal class NativePreviewGenerator : PreviewGeneratorBase\n    {\n        private const double InitialPreviewLoadingTimeoutSeconds = 10;\n\n        private NativePreviewGenerationSettings _nativeSettings;\n\n        private RenderTexture _renderTexture;\n\n        private int _generatedPreviewsCount;\n        private int _totalPreviewsCount;\n\n        public override event Action<float> OnProgressChanged;\n\n        public NativePreviewGenerator(NativePreviewGenerationSettings settings)\n            : base(settings)\n        {\n            _nativeSettings = settings;\n        }\n\n        protected override void Validate()\n        {\n            base.Validate();\n\n            if (_nativeSettings.ChunkSize <= 0)\n                throw new ArgumentException(\"Chunk size must be larger than 0\");\n        }\n\n        protected override async Task<PreviewGenerationResult> GenerateImpl()\n        {\n            var result = new PreviewGenerationResult()\n            {\n                GenerationType = _nativeSettings.GenerationType\n            };\n\n            OnProgressChanged?.Invoke(0f);\n\n            try\n            {\n                var objects = GetObjectsRequiringPreviews(_nativeSettings.InputPaths);\n                var filteredObjects = new List<PreviewMetadata>();\n                var reusedPreviews = new List<PreviewMetadata>();\n                FilterObjects(objects, filteredObjects, reusedPreviews);\n\n                _generatedPreviewsCount = 0;\n                _totalPreviewsCount = objects.Count;\n\n                Directory.CreateDirectory(_nativeSettings.OutputPath);\n\n                var generatedPreviews = new List<PreviewMetadata>();\n                if (!_nativeSettings.WaitForPreviews)\n                {\n                    WritePreviewsWithoutWaiting(filteredObjects, out generatedPreviews);\n                }\n                else\n                {\n                    if (_nativeSettings.ChunkedPreviewLoading)\n                    {\n                        await WaitAndWritePreviewsChunked(filteredObjects, generatedPreviews);\n                    }\n                    else\n                    {\n                        await WaitAndWritePreviews(filteredObjects, generatedPreviews);\n                    }\n                }\n\n                var allPreviews = new List<PreviewMetadata>();\n                allPreviews.AddRange(generatedPreviews);\n                allPreviews.AddRange(reusedPreviews);\n\n                result.Success = true;\n                result.GeneratedPreviews = generatedPreviews;\n                result.Previews = allPreviews;\n            }\n            catch (Exception e)\n            {\n                result.Success = false;\n                result.Exception = e;\n            }\n\n            return result;\n        }\n\n        private List<PreviewMetadata> GetObjectsRequiringPreviews(string[] inputPaths)\n        {\n            var objects = new List<PreviewMetadata>();\n            var guids = AssetDatabase.FindAssets(\"\", inputPaths);\n\n            foreach (var guid in guids)\n            {\n                if (objects.Any(x => x.Guid == guid))\n                    continue;\n\n                var assetPath = AssetDatabase.GUIDToAssetPath(guid);\n                var obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(assetPath);\n                if (!ShouldHavePreview(obj))\n                    continue;\n\n                objects.Add(new PreviewMetadata() { Type = GenerationType.Native, Guid = guid });\n            }\n\n            return objects;\n        }\n\n        private void FilterObjects(List<PreviewMetadata> objects, List<PreviewMetadata> filteredObjects, List<PreviewMetadata> reusedPreviews)\n        {\n            if (Settings.OverwriteExisting || !CachingService.GetCachedMetadata(out var database))\n            {\n                filteredObjects.AddRange(objects);\n                return;\n            }\n\n            foreach (var obj in objects)\n            {\n                var matchingEntry = database.Previews.FirstOrDefault(x =>\n                x.Guid == obj.Guid\n                && x.Type == GenerationType.Native\n                && x.Exists());\n\n                if (matchingEntry == null)\n                {\n                    filteredObjects.Add(obj);\n                }\n                else\n                {\n                    reusedPreviews.Add(matchingEntry);\n                }\n            }\n        }\n\n        private bool ShouldHavePreview(UnityEngine.Object asset)\n        {\n            if (asset == null)\n                return false;\n\n            if (!AssetDatabase.IsMainAsset(asset))\n                return false;\n\n            switch (asset)\n            {\n                case AudioClip _:\n                case Material _:\n                case Mesh _:\n                case TerrainLayer _:\n                case Texture _:\n                case Tile _:\n                    return true;\n                case GameObject go:\n                    var renderers = go.GetComponentsInChildren<Renderer>();\n                    return renderers != null && renderers.Length > 0;\n                default:\n                    return false;\n            }\n        }\n\n        private PreviewMetadata WritePreviewToDisk(PreviewMetadata metadata, Texture2D texture)\n        {\n            var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(metadata.Guid));\n            var width = Mathf.Min(texture.width, 128);\n            var height = Mathf.Min(texture.height, 128);\n            var readableTexture = GraphicsUtility.ResizeTexture(texture, width, height);\n            var fileName = PreviewConvertUtility.ConvertFilenameWithExtension(asset, _nativeSettings.PreviewFileNamingFormat, _nativeSettings.Format);\n            var filePath = $\"{_nativeSettings.OutputPath}/{fileName}\";\n            var bytes = PreviewConvertUtility.ConvertTexture(readableTexture, _nativeSettings.Format);\n\n            File.WriteAllBytes(filePath, bytes);\n\n            metadata.Type = GenerationType.Native;\n            metadata.Name = asset.name;\n            metadata.Path = filePath;\n\n            return metadata;\n        }\n\n        private void WritePreviewsWithoutWaiting(List<PreviewMetadata> objects, out List<PreviewMetadata> generatedPreviews)\n        {\n            generatedPreviews = new List<PreviewMetadata>();\n\n            foreach (var obj in objects)\n            {\n                var texture = GetAssetPreviewFromGuid(obj.Guid);\n                if (texture == null)\n                    continue;\n\n                var generatedPreview = WritePreviewToDisk(obj, texture);\n                generatedPreviews.Add(generatedPreview);\n            }\n        }\n\n        private Texture2D GetAssetPreviewFromGuid(string guid)\n        {\n            var method = typeof(AssetPreview).GetMethod(\"GetAssetPreviewFromGUID\", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static, null, new[] { typeof(string) }, null);\n            var args = new object[] { guid };\n\n            return method?.Invoke(null, args) as Texture2D;\n        }\n\n        private async Task WaitAndWritePreviewsChunked(List<PreviewMetadata> objects, List<PreviewMetadata> generatedPreviews)\n        {\n            var chunks = objects.Count / _nativeSettings.ChunkSize;\n            var remainder = objects.Count % _nativeSettings.ChunkSize;\n            if (remainder != 0)\n                chunks += 1;\n\n            for (int i = 0; i < chunks; i++)\n            {\n                var chunkObjects = new List<PreviewMetadata>();\n\n                for (int j = 0; j < _nativeSettings.ChunkSize; j++)\n                {\n                    var index = i * _nativeSettings.ChunkSize + j;\n                    if (index == objects.Count)\n                        break;\n\n                    chunkObjects.Add(objects[index]);\n                }\n\n                var generatedPreviewsChunk = new List<PreviewMetadata>();\n                await WaitAndWritePreviews(chunkObjects, generatedPreviewsChunk);\n                generatedPreviews.AddRange(generatedPreviewsChunk);\n            }\n        }\n\n        private async Task WaitAndWritePreviews(List<PreviewMetadata> objects, List<PreviewMetadata> generatedPreviews)\n        {\n            var initialObjectCount = objects.Count();\n            if (initialObjectCount == 0)\n                return;\n\n            await WaitAndWritePreviewIteration(objects, generatedPreviews);\n            var remainingObjectCount = objects.Count;\n\n            // First iteration may take longer to start loading objects\n            var firstIterationStartTime = EditorApplication.timeSinceStartup;\n            while (true)\n            {\n                if (remainingObjectCount < initialObjectCount)\n                    break;\n\n                if (EditorApplication.timeSinceStartup - firstIterationStartTime > InitialPreviewLoadingTimeoutSeconds)\n                    throw new Exception(\"Preview loading timed out.\");\n\n                await WaitAndWritePreviewIteration(objects, generatedPreviews);\n                remainingObjectCount = objects.Count;\n            }\n\n            if (remainingObjectCount == 0)\n                return;\n\n            while (true)\n            {\n                await WaitForEndOfFrame(1);\n                await WaitAndWritePreviewIteration(objects, generatedPreviews);\n\n                // If no more previews are being loaded, try one more time before quitting\n                if (objects.Count == remainingObjectCount)\n                {\n                    await WaitForEndOfFrame(1);\n                    await WaitAndWritePreviewIteration(objects, generatedPreviews);\n\n                    if (objects.Count == remainingObjectCount)\n                    {\n                        var missingObjects = string.Join(\"\\n\", objects.Select(x => AssetDatabase.GUIDToAssetPath(x.Guid)));\n                        Debug.LogWarning($\"Unity Editor failed to fetch previews for {objects.Count} objects:\\n{missingObjects}\");\n                        break;\n                    }\n                }\n\n                remainingObjectCount = objects.Count;\n\n                // Exit when all previews are loaded\n                if (remainingObjectCount == 0)\n                    break;\n            }\n        }\n\n        private async Task WaitAndWritePreviewIteration(List<PreviewMetadata> objects, List<PreviewMetadata> generatedPreviews)\n        {\n            var cacheSize = Mathf.Max(_nativeSettings.ChunkSize * 2, objects.Count() + _nativeSettings.ChunkSize);\n            AssetPreview.SetPreviewTextureCacheSize(cacheSize);\n\n            // Initial queueing\n            foreach (var obj in objects)\n            {\n                var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(obj.Guid));\n                AssetPreview.GetAssetPreview(asset);\n            }\n\n            await WaitForEndOfFrame();\n\n            // Waiting (NOTE: works inconsistently across Unity streams)\n            foreach (var obj in objects)\n            {\n                var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(obj.Guid));\n                if (AssetPreview.IsLoadingAssetPreview(asset.GetInstanceID()))\n                {\n                    await WaitForEndOfFrame();\n                }\n            }\n\n            // Writing\n            for (int i = 0; i < objects.Count; i++)\n            {\n                var obj = objects[i];\n\n                var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(obj.Guid));\n                var texture = AssetPreview.GetAssetPreview(asset);\n                if (texture == null)\n                    continue;\n\n                WritePreviewToDisk(obj, texture);\n                generatedPreviews.Add(obj);\n                _generatedPreviewsCount++;\n                OnProgressChanged?.Invoke((float)_generatedPreviewsCount / _totalPreviewsCount);\n            }\n\n            // Removing written objects from the list\n            for (int i = objects.Count - 1; i >= 0; i--)\n            {\n                if (objects[i].Exists())\n                    objects.RemoveAt(i);\n            }\n        }\n\n        private async Task WaitForEndOfFrame(double atLeastSeconds)\n        {\n            var startTime = EditorApplication.timeSinceStartup;\n            while (EditorApplication.timeSinceStartup - startTime <= atLeastSeconds)\n            {\n                await WaitForEndOfFrame();\n            }\n        }\n\n        private async Task WaitForEndOfFrame()\n        {\n            var isNextFrame = false;\n            EditorApplication.CallbackFunction callback = null;\n            callback = () =>\n            {\n                EditorApplication.update -= callback;\n                isNextFrame = true;\n            };\n\n            EditorApplication.update += callback;\n            while (!isNextFrame)\n                await Task.Yield();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/NativePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dd6eeb2f97a2ed34db51ab5ac0b3ffa1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/PreviewGeneratorBase.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Services;\nusing System;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Previews.Generators\n{\n    internal abstract class PreviewGeneratorBase : IPreviewGenerator\n    {\n        public PreviewGenerationSettings Settings { get; }\n        protected ICachingService CachingService;\n\n        public abstract event Action<float> OnProgressChanged;\n\n        public PreviewGeneratorBase(PreviewGenerationSettings settings)\n        {\n            Settings = settings;\n            CachingService = PreviewServiceProvider.Instance.GetService<ICachingService>();\n        }\n\n        public async Task<PreviewGenerationResult> Generate()\n        {\n            Validate();\n\n            var result = await GenerateImpl();\n            if (result.Success)\n            {\n                CachingService.CacheMetadata(result.GeneratedPreviews);\n            }\n\n            return result;\n        }\n\n        protected virtual void Validate()\n        {\n            if (Settings.InputPaths == null || Settings.InputPaths.Length == 0)\n                throw new ArgumentException(\"Input paths cannot be null\");\n\n            if (string.IsNullOrEmpty(Settings.OutputPath))\n                throw new ArgumentException(\"Output path cannot be null\");\n        }\n\n        protected abstract Task<PreviewGenerationResult> GenerateImpl();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/PreviewGeneratorBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cedf01448e0edcc4fb55f19f2e92b740\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators.meta",
    "content": "fileFormatVersion: 2\nguid: ed651159a2004574789e97726da5090c\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/CachingService.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Utility;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Converters;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal class CachingService : ICachingService\n    {\n        public void CacheMetadata(IEnumerable<PreviewMetadata> previews)\n        {\n            var updatedDatabase = UpdatePreviewDatabase(previews);\n\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = PreviewDatabaseContractResolver.Instance,\n                Converters = new List<JsonConverter>() { new StringEnumConverter() },\n                Formatting = Formatting.Indented\n            };\n\n            CacheUtil.CreateFileInTempCache(Constants.Previews.PreviewDatabaseFile, JsonConvert.SerializeObject(updatedDatabase, serializerSettings), true);\n        }\n\n        public bool GetCachedMetadata(out PreviewDatabase previewDatabase)\n        {\n            previewDatabase = null;\n            if (!CacheUtil.GetFileFromTempCache(Constants.Previews.PreviewDatabaseFile, out string filePath))\n                return false;\n\n            try\n            {\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = PreviewDatabaseContractResolver.Instance,\n                    Converters = new List<JsonConverter>() { new StringEnumConverter() }\n                };\n\n                previewDatabase = JsonConvert.DeserializeObject<PreviewDatabase>(File.ReadAllText(filePath, Encoding.UTF8), serializerSettings);\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n\n        private PreviewDatabase UpdatePreviewDatabase(IEnumerable<PreviewMetadata> previews)\n        {\n            PreviewDatabase database;\n            if (!GetCachedMetadata(out database))\n                database = new PreviewDatabase();\n\n            // Delete missing previews\n            for (int i = database.Previews.Count - 1; i >= 0; i--)\n            {\n                if (database.Previews[i].Exists())\n                    continue;\n\n                database.Previews.RemoveAt(i);\n            }\n\n            // Append new previews & Replace existing previews\n            foreach (var preview in previews)\n            {\n                var matchingPreviews = database.Previews.Where(x => x.Guid == preview.Guid).ToList();\n                foreach (var matchingPreview in matchingPreviews)\n                {\n                    // Delete previously generated preview of the same type\n                    if (matchingPreview.Type == preview.Type)\n                        database.Previews.Remove(matchingPreview);\n                    // Delete previously generated preview of a different type if the path matches\n                    else if (matchingPreview.Path.Equals(preview.Path))\n                        database.Previews.Remove(matchingPreview);\n                }\n\n                database.Previews.Add(preview);\n            }\n\n            database.Previews = database.Previews.OrderBy(x => x.Guid).ThenBy(x => x.Type).ToList();\n            return database;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/CachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e0b6cf909c8798b4590744959571a21f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/ICachingService.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal interface ICachingService : IPreviewService\n    {\n        void CacheMetadata(IEnumerable<PreviewMetadata> previews);\n        bool GetCachedMetadata(out PreviewDatabase previewDatabase);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/ICachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eeaeae010299dcd489adb00dbf51b274\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching.meta",
    "content": "fileFormatVersion: 2\nguid: eb61a60f2ff91a448a7808ef2a25f871\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/IPreviewService.cs",
    "content": "namespace AssetStoreTools.Previews.Services\n{\n    public interface IPreviewService { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/IPreviewService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8c2761fe05638644d8e3a265865beef8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/PreviewServiceProvider.cs",
    "content": "using AssetStoreTools.Utility;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal class PreviewServiceProvider : ServiceProvider<IPreviewService>\n    {\n        public static PreviewServiceProvider Instance => _instance ?? (_instance = new PreviewServiceProvider());\n        private static PreviewServiceProvider _instance;\n\n        private PreviewServiceProvider() { }\n\n        protected override void RegisterServices()\n        {\n            Register<ICachingService, CachingService>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/PreviewServiceProvider.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a19bf5a4e3e441047bbc1b894e2a1149\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services.meta",
    "content": "fileFormatVersion: 2\nguid: aa18c820f185bfc4d8cd59e3418e2c4e\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreview.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.IO;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal class AssetPreview : IAssetPreview\n    {\n        private PreviewMetadata _metadata;\n\n        private UnityEngine.Object _cachedAsset;\n        private string _cachedAssetPath;\n        private Texture2D _cachedTexture;\n\n        public UnityEngine.Object Asset => _cachedAsset ?? (_cachedAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetPath));\n        public string AssetPath => _cachedAssetPath ?? (_cachedAssetPath = AssetDatabase.GUIDToAssetPath(_metadata.Guid));\n\n        public AssetPreview(PreviewMetadata metadata)\n        {\n            _metadata = metadata;\n        }\n\n        public string GetAssetPath()\n        {\n            var assetPath = AssetDatabase.GUIDToAssetPath(_metadata.Guid);\n            return assetPath;\n        }\n\n        public async Task LoadImage(Action<Texture2D> onSuccess)\n        {\n            if (_cachedTexture == null)\n            {\n                if (!_metadata.Exists())\n                    return;\n\n                await Task.Yield();\n\n                try\n                {\n                    _cachedTexture = new Texture2D(1, 1);\n                    _cachedTexture.LoadImage(File.ReadAllBytes(_metadata.Path));\n                }\n                catch (Exception e)\n                {\n                    Debug.LogException(e);\n                    return;\n                }\n            }\n\n            onSuccess?.Invoke(_cachedTexture);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreview.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 739cf05c689204f4089fd0a6bddb8c3b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreviewCollection.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal class AssetPreviewCollection : IAssetPreviewCollection\n    {\n        private GenerationType _generationType;\n        private List<IAssetPreview> _images;\n\n        public event Action OnCollectionChanged;\n\n        public AssetPreviewCollection()\n        {\n            _images = new List<IAssetPreview>();\n        }\n\n        public GenerationType GetGenerationType()\n        {\n            return _generationType;\n        }\n\n        public IEnumerable<IAssetPreview> GetPreviews()\n        {\n            return _images;\n        }\n\n        public void Refresh(GenerationType generationType, IEnumerable<PreviewMetadata> previews)\n        {\n            _images.Clear();\n\n            _generationType = generationType;\n\n            foreach (var entry in previews)\n            {\n                if (!entry.Exists())\n                    continue;\n\n                _images.Add(new AssetPreview(entry));\n            }\n\n            OnCollectionChanged?.Invoke();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreviewCollection.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9b1a0db8710933048b49dcca463fb8fd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreview.cs",
    "content": "using System;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal interface IAssetPreview\n    {\n        UnityEngine.Object Asset { get; }\n        string GetAssetPath();\n        Task LoadImage(Action<Texture2D> onSuccess);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreview.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0f9373dfc16d0fa4794dac29b75204ec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreviewCollection.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal interface IAssetPreviewCollection\n    {\n        event Action OnCollectionChanged;\n\n        GenerationType GetGenerationType();\n        IEnumerable<IAssetPreview> GetPreviews();\n        void Refresh(GenerationType generationType, IEnumerable<PreviewMetadata> previews);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreviewCollection.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fc9d9abd80c070f44ac49d5ce23d2fc0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IPreviewGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal interface IPreviewGeneratorSettings\n    {\n        event Action OnGenerationTypeChanged;\n        event Action OnGenerationPathsChanged;\n\n        void LoadSettings(PreviewGenerationSettings settings);\n\n        GenerationType GetGenerationType();\n        void SetGenerationType(GenerationType type);\n        List<GenerationType> GetAvailableGenerationTypes();\n\n        List<string> GetGenerationPaths();\n        void AddGenerationPath(string path);\n        void RemoveGenerationPath(string path);\n        void ClearGenerationPaths();\n        bool IsGenerationPathValid(string path, out string error);\n\n        IPreviewGenerator CreateGenerator();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IPreviewGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 55c9fcde15f06754588fd02fb8b99a60\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/PreviewGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal class PreviewGeneratorSettings : IPreviewGeneratorSettings\n    {\n        private readonly GenerationType[] _availableGenerationTypes = new GenerationType[]\n        {\n            GenerationType.Native,\n            GenerationType.Custom\n        };\n\n        private List<string> _inputPaths;\n        private GenerationType _generationType;\n\n        public event Action OnGenerationTypeChanged;\n        public event Action OnGenerationPathsChanged;\n\n        public PreviewGeneratorSettings()\n        {\n            _inputPaths = new List<string>();\n            _generationType = GenerationType.Native;\n        }\n\n        public void LoadSettings(PreviewGenerationSettings settings)\n        {\n            if (settings == null)\n                return;\n\n            _inputPaths = settings.InputPaths.ToList();\n            OnGenerationPathsChanged?.Invoke();\n\n            switch (settings)\n            {\n                case NativePreviewGenerationSettings _:\n                    _generationType = GenerationType.Native;\n                    break;\n                case CustomPreviewGenerationSettings _:\n                    _generationType = GenerationType.Custom;\n                    break;\n                default:\n                    return;\n            }\n\n            OnGenerationTypeChanged?.Invoke();\n        }\n\n        public GenerationType GetGenerationType()\n        {\n            return _generationType;\n        }\n\n        public void SetGenerationType(GenerationType type)\n        {\n            _generationType = type;\n            OnGenerationTypeChanged?.Invoke();\n        }\n\n        public List<GenerationType> GetAvailableGenerationTypes()\n        {\n            return _availableGenerationTypes.ToList();\n        }\n\n        public List<string> GetGenerationPaths()\n        {\n            return _inputPaths;\n        }\n\n        public void AddGenerationPath(string path)\n        {\n            if (string.IsNullOrEmpty(path))\n                return;\n\n            if (_inputPaths.Contains(path))\n                return;\n\n            // Prevent redundancy for new paths\n            var existingPath = _inputPaths.FirstOrDefault(x => path.StartsWith(x + \"/\"));\n            if (existingPath != null)\n            {\n                Debug.LogWarning($\"Path '{path}' is already included with existing path: '{existingPath}'\");\n                return;\n            }\n\n            // Prevent redundancy for already added paths\n            var redundantPaths = _inputPaths.Where(x => x.StartsWith(path + \"/\")).ToArray();\n            foreach (var redundantPath in redundantPaths)\n            {\n                Debug.LogWarning($\"Existing validation path '{redundantPath}' has been made redundant by the inclusion of new validation path: '{path}'\");\n                _inputPaths.Remove(redundantPath);\n            }\n\n            _inputPaths.Add(path);\n\n            OnGenerationPathsChanged?.Invoke();\n        }\n\n        public void RemoveGenerationPath(string path)\n        {\n            if (!_inputPaths.Contains(path))\n                return;\n\n            _inputPaths.Remove(path);\n\n            OnGenerationPathsChanged?.Invoke();\n        }\n\n        public void ClearGenerationPaths()\n        {\n            if (_inputPaths.Count == 0)\n                return;\n\n            _inputPaths.Clear();\n\n            OnGenerationPathsChanged?.Invoke();\n        }\n\n        public bool IsGenerationPathValid(string path, out string error)\n        {\n            error = string.Empty;\n\n            if (string.IsNullOrEmpty(path))\n            {\n                error = \"Path cannot be empty\";\n                return false;\n            }\n\n            var isAssetsPath = path.StartsWith(\"Assets/\")\n                || path.Equals(\"Assets\");\n            var isPackagePath = PackageUtility.GetPackageByManifestPath($\"{path}/package.json\", out _);\n\n            if (!isAssetsPath && !isPackagePath)\n            {\n                error = \"Selected path must be within the Assets folder or point to a root path of a package\";\n                return false;\n            }\n\n            if (!Directory.Exists(path))\n            {\n                error = \"Path does not exist\";\n                return false;\n            }\n\n            if (path.Split('/').Any(x => x.StartsWith(\".\") || x.EndsWith(\"~\")))\n            {\n                error = $\"Path '{path}' cannot be selected as it is a hidden folder and not part of the Asset Database\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public IPreviewGenerator CreateGenerator()\n        {\n            switch (_generationType)\n            {\n                case GenerationType.Native:\n                    return CreateNativeGenerator();\n                case GenerationType.Custom:\n                    return CreateCustomGenerator();\n                default:\n                    throw new NotImplementedException(\"Undefined generator type\");\n            }\n        }\n\n        private IPreviewGenerator CreateNativeGenerator()\n        {\n            var settings = new NativePreviewGenerationSettings()\n            {\n                InputPaths = _inputPaths.ToArray(),\n                OutputPath = Constants.Previews.Native.DefaultOutputPath,\n                PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                Format = Constants.Previews.Native.DefaultFormat,\n                WaitForPreviews = Constants.Previews.Native.DefaultWaitForPreviews,\n                ChunkedPreviewLoading = Constants.Previews.Native.DefaultChunkedPreviewLoading,\n                ChunkSize = Constants.Previews.Native.DefaultChunkSize,\n                OverwriteExisting = true\n            };\n\n            return new NativePreviewGenerator(settings);\n        }\n\n        private IPreviewGenerator CreateCustomGenerator()\n        {\n            var settings = new CustomPreviewGenerationSettings()\n            {\n                InputPaths = _inputPaths.ToArray(),\n                OutputPath = Constants.Previews.Custom.DefaultOutputPath,\n                Width = Constants.Previews.Custom.DefaultWidth,\n                Height = Constants.Previews.Custom.DefaultHeight,\n                Depth = Constants.Previews.Custom.DefaultDepth,\n                NativeWidth = Constants.Previews.Custom.DefaultNativeWidth,\n                NativeHeight = Constants.Previews.Custom.DefaultNativeHeight,\n                PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                Format = Constants.Previews.Custom.DefaultFormat,\n                AudioSampleColor = Constants.Previews.Custom.DefaultAudioSampleColor,\n                AudioBackgroundColor = Constants.Previews.Custom.DefaultAudioBackgroundColor,\n                OverwriteExisting = true\n            };\n\n            var generator = new CustomPreviewGenerator(settings);\n            return generator;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/PreviewGeneratorSettings.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 23a2f4eadd444194a91ff4ce509e4798\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/AssetPreviewElement.cs",
    "content": "using AssetStoreTools.Previews.UI.Data;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class AssetPreviewElement : VisualElement\n    {\n        // Data\n        private IAssetPreview _assetPreview;\n\n        // UI\n        private Image _image;\n        private Label _label;\n\n        public AssetPreviewElement()\n        {\n            AddToClassList(\"preview-list-image\");\n\n            Create();\n\n            RegisterCallback<MouseDownEvent>(OnImageClicked);\n        }\n\n        private void Create()\n        {\n            CreateFiller();\n            CreateImage();\n            CreateLabel();\n        }\n\n        private void CreateImage()\n        {\n            _image = new Image();\n            Add(_image);\n        }\n\n        private void CreateFiller()\n        {\n            var filler = new VisualElement() { name = \"Filler\" };\n            Add(filler);\n        }\n\n        private void CreateLabel()\n        {\n            _label = new Label();\n            Add(_label);\n        }\n\n        private void SetImage(Texture2D texture)\n        {\n            _image.style.width = texture.width < 128 ? texture.width : 128;\n            _image.style.height = texture.height < 128 ? texture.height : 128;\n            _image.style.backgroundImage = texture;\n        }\n\n        private void OnImageClicked(MouseDownEvent _)\n        {\n            EditorGUIUtility.PingObject(_assetPreview.Asset);\n        }\n\n        public void SetSource(IAssetPreview assetPreview)\n        {\n            _assetPreview = assetPreview;\n            _assetPreview.LoadImage(SetImage);\n\n            var assetPath = _assetPreview.GetAssetPath();\n\n            if (string.IsNullOrEmpty(assetPath))\n            {\n                _label.text = \"[Missing]\";\n                tooltip = \"This asset has been deleted\";\n                return;\n            }\n\n            var assetNameWithExtension = assetPath.Split('/').Last();\n            _label.text = assetNameWithExtension;\n            tooltip = assetPath;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/AssetPreviewElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 28891b8cff841a44eb508494d62c190c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/GridListElement.cs",
    "content": "using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class GridListElement : VisualElement\n    {\n        public int ElementWidth;\n        public int ElementHeight;\n        private int _visibilityHeadroom => ElementHeight;\n\n        public IList ItemSource;\n        public Func<VisualElement> MakeItem;\n        public Action<VisualElement, int> BindItem;\n\n        private ScrollView _scrollView;\n\n        public GridListElement()\n        {\n            style.flexGrow = 1;\n\n            Create();\n\n            _scrollView.contentViewport.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);\n            _scrollView.verticalScroller.valueChanged += OnVerticalScroll;\n#if UNITY_2021_1_OR_NEWER\n            _scrollView.horizontalScrollerVisibility = ScrollerVisibility.Hidden;\n#else\n            _scrollView.showHorizontal = false;\n#endif\n        }\n\n        private void Create()\n        {\n            _scrollView = new ScrollView();\n            Add(_scrollView);\n        }\n\n        private void OnGeometryChanged(GeometryChangedEvent evt)\n        {\n            Redraw();\n        }\n\n        private void OnVerticalScroll(float value)\n        {\n            Redraw();\n        }\n\n        public void Redraw()\n        {\n            if (ElementWidth == 0\n                || ElementHeight == 0\n                || ItemSource == null\n                || MakeItem == null\n                || BindItem == null)\n                return;\n\n            _scrollView.Clear();\n\n            var rowCapacity = Mathf.FloorToInt(_scrollView.contentContainer.worldBound.width / ElementWidth);\n            if (rowCapacity == 0)\n                rowCapacity = 1;\n\n            var totalRequiredRows = ItemSource.Count / rowCapacity;\n            if (ItemSource.Count % rowCapacity != 0)\n                totalRequiredRows++;\n\n            _scrollView.contentContainer.style.height = totalRequiredRows * ElementHeight;\n\n            var visibleRows = new List<int>();\n            for (int i = 0; i < totalRequiredRows; i++)\n            {\n                var visible = IsRowVisible(i);\n                if (!visible)\n                    continue;\n\n                var rowElement = CreateRow(i);\n\n                for (int j = 0; j < rowCapacity; j++)\n                {\n                    var elementIndex = i * rowCapacity + j;\n                    if (elementIndex >= ItemSource.Count)\n                    {\n                        rowElement.Add(CreateFillerElement());\n                        continue;\n                    }\n\n                    var element = MakeItem?.Invoke();\n                    BindItem?.Invoke(element, elementIndex);\n\n                    rowElement.Add(element);\n                }\n\n                _scrollView.Add(rowElement);\n            }\n        }\n\n        private bool IsRowVisible(int rowIndex)\n        {\n            var contentStartY = _scrollView.contentContainer.worldBound.yMin;\n            var visibleContentMinY = _scrollView.contentViewport.worldBound.yMin - _visibilityHeadroom;\n            var visibleContentMaxY = _scrollView.contentViewport.worldBound.yMax + _visibilityHeadroom;\n            if (_scrollView.contentViewport.worldBound.height == 0)\n                visibleContentMaxY = this.worldBound.yMax;\n\n            var rowMinY = (rowIndex * ElementHeight) + contentStartY;\n            var rowMaxY = (rowIndex * ElementHeight) + ElementHeight + contentStartY;\n\n            var fullyVisible = rowMinY >= visibleContentMinY && rowMaxY <= visibleContentMaxY;\n            var partiallyAbove = rowMinY < visibleContentMinY && rowMaxY > visibleContentMinY;\n            var partiallyBelow = rowMaxY > visibleContentMaxY && rowMinY < visibleContentMaxY;\n\n            return fullyVisible || partiallyAbove || partiallyBelow;\n        }\n\n        private VisualElement CreateRow(int rowIndex)\n        {\n            var rowElement = new VisualElement() { name = $\"Row {rowIndex}\" };\n            rowElement.style.flexDirection = FlexDirection.Row;\n            rowElement.style.position = Position.Absolute;\n            rowElement.style.top = ElementHeight * rowIndex;\n            rowElement.style.width = _scrollView.contentViewport.worldBound.width;\n            rowElement.style.justifyContent = Justify.SpaceAround;\n\n            return rowElement;\n        }\n\n        private VisualElement CreateFillerElement()\n        {\n            var element = new VisualElement();\n            element.style.width = ElementWidth;\n            element.style.height = ElementHeight;\n\n            return element;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/GridListElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 81d9f779e8c2a464cbdc1e39a4864803\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewCollectionElement.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.UI.Data;\nusing System.Linq;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.Events;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewCollectionElement : VisualElement\n    {\n        // Data\n        private IAssetPreviewCollection _collection;\n\n        // UI\n        private Label _previewCountLabel;\n        private GridListElement _gridListElement;\n\n        public PreviewCollectionElement(IAssetPreviewCollection collection)\n        {\n            AddToClassList(\"preview-list\");\n\n            _collection = collection;\n            _collection.OnCollectionChanged += RefreshList;\n\n            Create();\n            RefreshList();\n\n            SubscribeToSceneChanges();\n        }\n\n        private void Create()\n        {\n            CreateLabel();\n            CreateGridListElement();\n        }\n\n        private void CreateLabel()\n        {\n            _previewCountLabel = new Label();\n            _previewCountLabel.style.display = DisplayStyle.None;\n            Add(_previewCountLabel);\n        }\n\n        private void CreateGridListElement()\n        {\n            _gridListElement = new GridListElement();\n            _gridListElement.MakeItem = CreatePreview;\n            _gridListElement.BindItem = BindPreview;\n            _gridListElement.ElementWidth = 140 + 10; // Accounting for margin style\n            _gridListElement.ElementHeight = 160 + 10; // Accounting for margin style\n            Add(_gridListElement);\n        }\n\n        private VisualElement CreatePreview()\n        {\n            var preview = new AssetPreviewElement();\n            return preview;\n        }\n\n        private void BindPreview(VisualElement element, int index)\n        {\n            var previewElement = (AssetPreviewElement)element;\n            var preview = _collection.GetPreviews().ToList()[index];\n            previewElement.SetSource(preview);\n        }\n\n        private void RefreshList()\n        {\n            var type = _collection.GetGenerationType();\n            var items = _collection.GetPreviews().ToList();\n            _previewCountLabel.text = $\"Displaying {items.Count} {ConvertGenerationTypeName(type)} previews\";\n            _previewCountLabel.style.display = DisplayStyle.Flex;\n            _previewCountLabel.style.alignSelf = Align.Center;\n            _previewCountLabel.style.marginBottom = 10;\n            _previewCountLabel.style.unityFontStyleAndWeight = FontStyle.Bold;\n\n            _gridListElement.ItemSource = items;\n            _gridListElement.Redraw();\n        }\n\n        private string ConvertGenerationTypeName(GenerationType type)\n        {\n            switch (type)\n            {\n                case GenerationType.Custom:\n                    return \"high resolution\";\n                default:\n                    return type.ToString().ToLower();\n            }\n        }\n\n        private void SubscribeToSceneChanges()\n        {\n            var windowToSubscribeTo = Resources.FindObjectsOfTypeAll<PreviewGeneratorWindow>().FirstOrDefault();\n            UnityAction<Scene, Scene> sceneChanged = null;\n            sceneChanged = new UnityAction<Scene, Scene>((_, __) => RefreshObjects(windowToSubscribeTo));\n            EditorSceneManager.activeSceneChangedInEditMode += sceneChanged;\n\n            void RefreshObjects(PreviewGeneratorWindow subscribedWindow)\n            {\n                // Remove callback if preview generator window instance changed\n                var activeWindow = Resources.FindObjectsOfTypeAll<PreviewGeneratorWindow>().FirstOrDefault();\n                if (subscribedWindow == null || subscribedWindow != activeWindow)\n                {\n                    EditorSceneManager.activeSceneChangedInEditMode -= sceneChanged;\n                    return;\n                }\n\n                RefreshList();\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewCollectionElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 842a11e046ca5284d9de9f4a05b1fa26\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGenerateButtonElement.cs",
    "content": "using AssetStoreTools.Previews.UI.Data;\nusing System;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewGenerateButtonElement : VisualElement\n    {\n        // Data\n        private IPreviewGeneratorSettings _settings;\n\n        // UI\n        private Button _generateButton;\n\n        public event Action OnGenerate;\n\n        public PreviewGenerateButtonElement(IPreviewGeneratorSettings settings)\n        {\n            _settings = settings;\n            _settings.OnGenerationPathsChanged += GenerationPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            _generateButton = new Button(Validate) { text = \"Generate\" };\n            _generateButton.AddToClassList(\"preview-generate-button\");\n\n            Add(_generateButton);\n        }\n\n        private void Validate()\n        {\n            OnGenerate?.Invoke();\n        }\n\n        private void GenerationPathsChanged()\n        {\n            var inputPathsPresent = _settings.GetGenerationPaths().Count > 0;\n            _generateButton.SetEnabled(inputPathsPresent);\n        }\n\n        private void Deserialize()\n        {\n            GenerationPathsChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGenerateButtonElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1c8fbb0b13ba7d3479c0867c440821e6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorPathsElement.cs",
    "content": "using AssetStoreTools.Previews.UI.Data;\nusing AssetStoreTools.Utility;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class PreviewGeneratorPathsElement : VisualElement\n    {\n        // Data\n        private IPreviewGeneratorSettings _settings;\n\n        // UI\n        private ScrollView _pathBoxScrollView;\n\n        public PreviewGeneratorPathsElement(IPreviewGeneratorSettings settings)\n        {\n            AddToClassList(\"preview-paths\");\n\n            _settings = settings;\n            _settings.OnGenerationPathsChanged += InputPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            var pathSelectionRow = new VisualElement();\n            pathSelectionRow.AddToClassList(\"preview-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"preview-settings-selection-label-help-row\");\n            labelHelpRow.style.alignSelf = Align.FlexStart;\n\n            Label pathLabel = new Label { text = \"Input paths\" };\n            Image pathLabelTooltip = new Image\n            {\n                tooltip = \"Select the folder (or multiple folders) to generate asset previews for.\"\n            };\n\n            labelHelpRow.Add(pathLabel);\n            labelHelpRow.Add(pathLabelTooltip);\n\n            var fullPathBox = new VisualElement() { name = \"PreviewPaths\" };\n            fullPathBox.AddToClassList(\"preview-paths-box\");\n\n            _pathBoxScrollView = new ScrollView { name = \"PreviewPathsScrollView\" };\n            _pathBoxScrollView.AddToClassList(\"preview-paths-scroll-view\");\n\n            VisualElement scrollViewBottomRow = new VisualElement();\n            scrollViewBottomRow.AddToClassList(\"preview-paths-scroll-view-bottom-row\");\n\n            var addExtraPathsButton = new Button(BrowsePath) { text = \"Add a path\" };\n            addExtraPathsButton.AddToClassList(\"preview-paths-add-button\");\n            scrollViewBottomRow.Add(addExtraPathsButton);\n\n            fullPathBox.Add(_pathBoxScrollView);\n            fullPathBox.Add(scrollViewBottomRow);\n\n            pathSelectionRow.Add(labelHelpRow);\n            pathSelectionRow.Add(fullPathBox);\n\n            Add(pathSelectionRow);\n        }\n\n        private VisualElement CreateSinglePathElement(string path)\n        {\n            var validationPath = new VisualElement();\n            validationPath.AddToClassList(\"preview-paths-path-row\");\n\n            var folderPathLabel = new Label(path);\n            folderPathLabel.AddToClassList(\"preview-paths-path-row-input-field\");\n\n            var removeButton = new Button(() =>\n            {\n                _settings.RemoveGenerationPath(path);\n            });\n            removeButton.text = \"X\";\n            removeButton.AddToClassList(\"preview-paths-path-row-remove-button\");\n\n            validationPath.Add(folderPathLabel);\n            validationPath.Add(removeButton);\n\n            return validationPath;\n        }\n\n        private void BrowsePath()\n        {\n            string absolutePath = EditorUtility.OpenFolderPanel(\"Select a directory\", \"Assets\", \"\");\n\n            if (string.IsNullOrEmpty(absolutePath))\n                return;\n\n            var relativePath = FileUtility.AbsolutePathToRelativePath(absolutePath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n\n            if (!_settings.IsGenerationPathValid(relativePath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid path\", error, \"OK\");\n                return;\n            }\n\n            _settings.AddGenerationPath(relativePath);\n        }\n\n        private void InputPathsChanged()\n        {\n            var inputPaths = _settings.GetGenerationPaths();\n\n            _pathBoxScrollView.Clear();\n            foreach (var path in inputPaths)\n            {\n                _pathBoxScrollView.Add(CreateSinglePathElement(path));\n            }\n        }\n\n        private void Deserialize()\n        {\n            InputPathsChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorPathsElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorSettingsElement.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.UI.Data;\nusing AssetStoreTools.Validator.UI.Elements;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewGeneratorSettingsElement : VisualElement\n    {\n        // Data\n        private IPreviewGeneratorSettings _settings;\n\n        // UI\n        private PreviewGeneratorPathsElement _previewPathsElement;\n        private ToolbarMenu _generationTypeMenu;\n\n        public PreviewGeneratorSettingsElement(IPreviewGeneratorSettings settings)\n        {\n            AddToClassList(\"preview-settings\");\n\n            _settings = settings;\n            _settings.OnGenerationTypeChanged += GenerationTypeChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            CreateGenerationType();\n            CreateInputPathsElement();\n        }\n\n        private void CreateInputPathsElement()\n        {\n            _previewPathsElement = new PreviewGeneratorPathsElement(_settings);\n            Add(_previewPathsElement);\n        }\n\n        private void CreateGenerationType()\n        {\n            var typeSelectionBox = new VisualElement();\n            typeSelectionBox.AddToClassList(\"preview-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"preview-settings-selection-label-help-row\");\n\n            Label generationTypeLabel = new Label { text = \"Generation type\" };\n            Image categoryLabelTooltip = new Image\n            {\n                tooltip = \"Choose the generation type for your previews.\\n\\n\" +\n                \"- Native: retrieve previews from the Asset Database which are generated by Unity Editor internally\\n\" +\n                \"- High Resolution (experimental): generate previews using a custom implementation. Resulting previews are of higher resolution \" +\n                \"than those generated by Unity Editor. Note that they may look slightly different from native previews\"\n            };\n\n            labelHelpRow.Add(generationTypeLabel);\n            labelHelpRow.Add(categoryLabelTooltip);\n\n            _generationTypeMenu = new ToolbarMenu { name = \"GenerationTypeMenu\" };\n            _generationTypeMenu.AddToClassList(\"preview-settings-selection-dropdown\");\n\n            typeSelectionBox.Add(labelHelpRow);\n            typeSelectionBox.Add(_generationTypeMenu);\n\n            // Append available categories\n            var types = _settings.GetAvailableGenerationTypes();\n            foreach (var t in types)\n            {\n                _generationTypeMenu.menu.AppendAction(ConvertGenerationTypeName(t), _ => _settings.SetGenerationType(t));\n            }\n\n            Add(typeSelectionBox);\n        }\n\n        private string ConvertGenerationTypeName(GenerationType type)\n        {\n            switch (type)\n            {\n                case GenerationType.Custom:\n                    return \"High Resolution (experimental)\";\n                default:\n                    return type.ToString();\n            }\n        }\n\n        private void GenerationTypeChanged()\n        {\n            var t = _settings.GetGenerationType();\n            _generationTypeMenu.text = ConvertGenerationTypeName(t);\n        }\n\n        private void Deserialize()\n        {\n            GenerationTypeChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorSettingsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6f38de8a438b8c94a81fe5f2cc45c110\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewWindowDescriptionElement.cs",
    "content": "using UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewWindowDescriptionElement : VisualElement\n    {\n        private const string DescriptionFoldoutText = \"Generate and inspect asset preview images to be displayed in your package listing page on the Asset Store.\";\n        private const string DescriptionFoldoutContentText = \"Images generated in this window will be reused when exporting a package. Any missing images generated during the package export process will also appear here.\\n\\n\" +\n            \"Preview images are displayed on the Asset Store under the 'Package Content' section of the package listing. \" +\n            \"They are also displayed in the package importer window that appears during the package import process. \" +\n            \"Note that these images will not replace the images used for the assets in the Project window after the package gets imported.\";\n\n        private VisualElement _descriptionSimpleContainer;\n        private Button _showMoreButton;\n\n        private VisualElement _descriptionFullContainer;\n        private Button _showLessButton;\n\n        public PreviewWindowDescriptionElement()\n        {\n            AddToClassList(\"asset-preview-description\");\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateSimpleDescription();\n            CreateFullDescription();\n        }\n\n        private void CreateSimpleDescription()\n        {\n            _descriptionSimpleContainer = new VisualElement();\n            _descriptionSimpleContainer.AddToClassList(\"asset-preview-description-simple-container\");\n\n            var simpleDescription = new Label(DescriptionFoldoutText);\n            simpleDescription.AddToClassList(\"asset-preview-description-simple-label\");\n\n            _showMoreButton = new Button(ToggleFullDescription) { text = \"Show more...\" };\n            _showMoreButton.AddToClassList(\"asset-preview-description-hyperlink-button\");\n            _showMoreButton.AddToClassList(\"asset-preview-description-show-button\");\n\n            _descriptionSimpleContainer.Add(simpleDescription);\n            _descriptionSimpleContainer.Add(_showMoreButton);\n\n            Add(_descriptionSimpleContainer);\n        }\n\n        private void CreateFullDescription()\n        {\n            _descriptionFullContainer = new VisualElement();\n            _descriptionFullContainer.AddToClassList(\"asset-preview-description-full-container\");\n\n            var validatorDescription = new Label()\n            {\n                text = DescriptionFoldoutContentText\n            };\n            validatorDescription.AddToClassList(\"asset-preview-description-full-label\");\n\n            _showLessButton = new Button(ToggleFullDescription) { text = \"Show less...\" };\n            _showLessButton.AddToClassList(\"asset-preview-description-hide-button\");\n            _showLessButton.AddToClassList(\"asset-preview-description-hyperlink-button\");\n\n            _descriptionFullContainer.Add(validatorDescription);\n            _descriptionFullContainer.Add(_showLessButton);\n\n            _descriptionFullContainer.style.display = DisplayStyle.None;\n            Add(_descriptionFullContainer);\n        }\n\n        private void ToggleFullDescription()\n        {\n            var displayFullDescription = _descriptionFullContainer.style.display == DisplayStyle.None;\n\n            if (displayFullDescription)\n            {\n                _showMoreButton.style.display = DisplayStyle.None;\n                _descriptionFullContainer.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _showMoreButton.style.display = DisplayStyle.Flex;\n                _descriptionFullContainer.style.display = DisplayStyle.None;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewWindowDescriptionElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2cab289a87b0ba74f89cb458ff6d44f8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements.meta",
    "content": "fileFormatVersion: 2\nguid: 700ec0107b011824892281e880281bb1\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/PreviewGeneratorWindow.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Services;\nusing AssetStoreTools.Previews.UI.Views;\nusing AssetStoreTools.Utility;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI\n{\n    internal class PreviewGeneratorWindow : AssetStoreToolsWindow\n    {\n        protected override string WindowTitle => \"Preview Generator\";\n\n        private ICachingService _cachingService;\n\n        private PreviewListView _previewListView;\n\n        protected override void Init()\n        {\n            minSize = new Vector2(350, 350);\n\n            this.SetAntiAliasing(4);\n\n            VisualElement root = rootVisualElement;\n\n            // Getting a reference to the USS Document and adding stylesheet to the root\n            root.styleSheets.Add(StyleSelector.PreviewGeneratorWindow.PreviewGeneratorWindowStyle);\n            root.styleSheets.Add(StyleSelector.PreviewGeneratorWindow.PreviewGeneratorWindowTheme);\n\n            GetServices();\n            ConstructWindow();\n        }\n\n        private void GetServices()\n        {\n            _cachingService = PreviewServiceProvider.Instance.GetService<ICachingService>();\n        }\n\n        private void ConstructWindow()\n        {\n            _previewListView = new PreviewListView(_cachingService);\n            rootVisualElement.Add(_previewListView);\n        }\n\n        public void Load(PreviewGenerationSettings settings)\n        {\n            _previewListView.LoadSettings(settings);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/PreviewGeneratorWindow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4cad15de2de8cdc46b48a4b05eac5d78\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Views/PreviewListView.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Services;\nusing AssetStoreTools.Previews.UI.Data;\nusing AssetStoreTools.Previews.UI.Elements;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Views\n{\n    internal class PreviewListView : VisualElement\n    {\n        //Data\n        private PreviewDatabase _previewDatabase;\n        private IPreviewGeneratorSettings _previewGeneratorSettings;\n        private IAssetPreviewCollection _previewCollection;\n\n        private ICachingService _cachingService;\n\n        // UI\n        private PreviewWindowDescriptionElement _descriptionElement;\n        private PreviewGeneratorSettingsElement _settingsElement;\n        private PreviewGenerateButtonElement _generateButtonElement;\n        private PreviewCollectionElement _previewCollectionElement;\n\n        public PreviewListView(ICachingService cachingService)\n        {\n            _cachingService = cachingService;\n\n            _previewGeneratorSettings = new PreviewGeneratorSettings();\n            _previewCollection = new AssetPreviewCollection();\n\n            _previewGeneratorSettings.OnGenerationTypeChanged += RefreshPreviewList;\n            _previewGeneratorSettings.OnGenerationPathsChanged += RefreshPreviewList;\n\n            Create();\n            RefreshPreviewList();\n        }\n\n        private void Create()\n        {\n            CreateDescription();\n            CreateSettings();\n            CreateGenerateButton();\n            CreatePreviewList();\n        }\n\n        private void CreateDescription()\n        {\n            _descriptionElement = new PreviewWindowDescriptionElement();\n            Add(_descriptionElement);\n        }\n\n        private void CreateSettings()\n        {\n            _settingsElement = new PreviewGeneratorSettingsElement(_previewGeneratorSettings);\n            Add(_settingsElement);\n        }\n\n        private void CreateGenerateButton()\n        {\n            _generateButtonElement = new PreviewGenerateButtonElement(_previewGeneratorSettings);\n            _generateButtonElement.OnGenerate += GeneratePreviews;\n            Add(_generateButtonElement);\n        }\n\n        private void CreatePreviewList()\n        {\n            _previewCollectionElement = new PreviewCollectionElement(_previewCollection);\n            Add(_previewCollectionElement);\n        }\n\n        private async void GeneratePreviews()\n        {\n            try\n            {\n                _settingsElement.SetEnabled(false);\n                _generateButtonElement.SetEnabled(false);\n                _previewCollectionElement.SetEnabled(false);\n\n                var generator = _previewGeneratorSettings.CreateGenerator();\n                generator.OnProgressChanged += DisplayProgress;\n                var result = await generator.Generate();\n                generator.OnProgressChanged -= DisplayProgress;\n\n                if (!result.Success)\n                {\n                    EditorUtility.DisplayDialog(\"Error\", result.Exception.Message, \"OK\");\n                    Debug.LogException(result.Exception);\n                    return;\n                }\n\n                RefreshPreviewList();\n            }\n            finally\n            {\n                _settingsElement.SetEnabled(true);\n                _generateButtonElement.SetEnabled(true);\n                _previewCollectionElement.SetEnabled(true);\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        private void DisplayProgress(float progress)\n        {\n            EditorUtility.DisplayProgressBar(\"Generating\", \"Generating previews...\", progress);\n        }\n\n        public void LoadSettings(PreviewGenerationSettings settings)\n        {\n            _previewGeneratorSettings.LoadSettings(settings);\n        }\n\n        private void RefreshPreviewList()\n        {\n            if (!_cachingService.GetCachedMetadata(out _previewDatabase))\n                _previewDatabase = new PreviewDatabase();\n\n            var paths = _previewGeneratorSettings.GetGenerationPaths();\n            var guids = AssetDatabase.FindAssets(\"\", paths.ToArray());\n            var displayedPreviews = new List<PreviewMetadata>();\n\n            foreach (var entry in _previewDatabase.Previews)\n            {\n                if (!entry.Exists())\n                    continue;\n\n                if (entry.Type != _previewGeneratorSettings.GetGenerationType())\n                    continue;\n\n                if (!guids.Any(x => x == entry.Guid))\n                    continue;\n\n                displayedPreviews.Add(entry);\n            }\n\n            _previewCollection.Refresh(_previewGeneratorSettings.GetGenerationType(), displayedPreviews);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Views/PreviewListView.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 94d417240bb510d469acb8a11f15b277\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Views.meta",
    "content": "fileFormatVersion: 2\nguid: 5e154861b0e2af64b93f6c831e6c0dc2\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI.meta",
    "content": "fileFormatVersion: 2\nguid: 4738f3648c8368244a968bc840c1152b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/GraphicsUtility.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class GraphicsUtility\n    {\n        public static Texture2D GetTextureFromCamera(Camera camera, int desiredWidth, int desiredHeight, int desiredDepth)\n        {\n            var texture = new Texture2D(desiredWidth, desiredHeight);\n            var originalRenderTexture = RenderTexture.active;\n            var renderTexture = RenderTexture.GetTemporary(desiredWidth, desiredHeight, desiredDepth);\n            var cameraInitiallyEnabled = camera.enabled;\n\n            try\n            {\n                if (cameraInitiallyEnabled)\n                    camera.enabled = false;\n\n                camera.targetTexture = renderTexture;\n                camera.Render();\n\n                RenderTexture.active = renderTexture;\n                texture.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);\n                texture.Apply();\n            }\n            finally\n            {\n                camera.targetTexture = null;\n                RenderTexture.active = originalRenderTexture;\n                RenderTexture.ReleaseTemporary(renderTexture);\n                camera.enabled = cameraInitiallyEnabled;\n            }\n\n            return texture;\n        }\n\n        public static Texture2D ResizeTexture(Texture2D source, int desiredWidth, int desiredHeight)\n        {\n            var texture = new Texture2D(desiredWidth, desiredHeight);\n            var originalRenderTexture = RenderTexture.active;\n            var renderTexture = RenderTexture.GetTemporary(desiredWidth, desiredHeight, 32);\n\n            try\n            {\n                RenderTexture.active = renderTexture;\n                Graphics.Blit(source, renderTexture);\n\n                texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);\n                texture.Apply();\n            }\n            finally\n            {\n                RenderTexture.active = originalRenderTexture;\n                RenderTexture.ReleaseTemporary(renderTexture);\n            }\n\n            return texture;\n        }\n\n        public static Texture2D ResizeTextureNormalMap(Texture2D source, int desiredWidth, int desiredHeight)\n        {\n            var texture = new Texture2D(desiredWidth, desiredHeight);\n            var originalRenderTexture = RenderTexture.active;\n            var renderTexture = RenderTexture.GetTemporary(desiredWidth, desiredHeight, 32, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);\n\n            try\n            {\n                RenderTexture.active = renderTexture;\n                Graphics.Blit(source, renderTexture);\n\n                texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);\n\n                for (int i = 0; i < texture.width; i++)\n                {\n                    for (int j = 0; j < texture.height; j++)\n                    {\n                        var color = texture.GetPixel(i, j);\n                        color.b = color.r;\n                        color.r = color.a;\n                        color.a = 1;\n                        texture.SetPixel(i, j, color);\n                    }\n                }\n\n                texture.Apply();\n            }\n            finally\n            {\n                RenderTexture.active = originalRenderTexture;\n                RenderTexture.ReleaseTemporary(renderTexture);\n            }\n\n            return texture;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/GraphicsUtility.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f0a4fc8f266b4dd41a59693dd581e232\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewConvertUtility.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class PreviewConvertUtility\n    {\n        public static string ConvertFilename(Object asset, FileNameFormat format)\n        {\n            string fileName = string.Empty;\n\n            switch (format)\n            {\n                case FileNameFormat.Guid:\n                    AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out var guid, out long _);\n                    fileName = guid;\n                    break;\n                case FileNameFormat.FullAssetPath:\n                    var assetPath = AssetDatabase.GetAssetPath(asset);\n\n                    if (assetPath.StartsWith(\"Assets/\"))\n                        fileName = assetPath.Substring(\"Assets/\".Length);\n                    else if (assetPath.StartsWith(\"Packages/\"))\n                        fileName = assetPath.Substring(\"Packages/\".Length);\n\n                    fileName = fileName.Replace(\"/\", \"_\");\n                    break;\n                case FileNameFormat.AssetName:\n                    fileName = asset.name;\n                    break;\n                default:\n                    throw new System.Exception(\"Undefined format\");\n            }\n\n            return fileName;\n        }\n\n        public static string ConvertExtension(PreviewFormat format)\n        {\n            switch (format)\n            {\n                case PreviewFormat.JPG:\n                    return \"jpg\";\n                case PreviewFormat.PNG:\n                    return \"png\";\n                default:\n                    throw new System.Exception(\"Undefined format\");\n            }\n        }\n\n        public static string ConvertFilenameWithExtension(Object asset, FileNameFormat nameFormat, PreviewFormat imageFormat)\n        {\n            var filename = ConvertFilename(asset, nameFormat);\n            var extension = ConvertExtension(imageFormat);\n            return $\"{filename}.{extension}\";\n        }\n\n        public static byte[] ConvertTexture(Texture2D texture, PreviewFormat format)\n        {\n            switch (format)\n            {\n                case PreviewFormat.JPG:\n                    return texture.EncodeToJPG();\n                case PreviewFormat.PNG:\n                    return texture.EncodeToPNG();\n                default:\n                    throw new System.Exception(\"Undefined format\");\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewConvertUtility.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 700eaf82299628d44853599774664bea\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewSceneUtility.cs",
    "content": "using System;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\n#if AST_URP_AVAILABLE\nusing UnityEngine.Rendering.Universal;\n#endif\n#if AST_HDRP_AVAILABLE\nusing UnityEngine.Rendering;\nusing UnityEngine.Rendering.HighDefinition;\n#endif\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class PreviewSceneUtility\n    {\n        private const string PreviewSceneName = \"Preview Generation In Progress\";\n        private static readonly Color BackgroundColor = new Color(82f / 255, 82f / 255, 82f / 255);\n        private static readonly Color BackgroundColorHDRP = new Color(38f / 255, 38f / 255, 38f / 255);\n\n        public static async Task OpenPreviewSceneForCurrentPipeline()\n        {\n            // Wait for an Editor frame to avoid recursive player loop internal errors\n            await WaitForEditorUpdate();\n\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    await OpenPreviewSceneBiRP();\n                    break;\n#if AST_URP_AVAILABLE\n                case RenderPipeline.URP:\n                    await OpenPreviewSceneURP();\n                    break;\n#endif\n#if AST_HDRP_AVAILABLE\n                case RenderPipeline.HDRP:\n                    await OpenPreviewSceneHDRP();\n                    break;\n#endif\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n\n        private static async Task WaitForEditorUpdate()\n        {\n            var updateCalled = false;\n            var delayCalled = false;\n\n            void Update()\n            {\n                EditorApplication.update -= Update;\n                updateCalled = true;\n            }\n\n            EditorApplication.update += Update;\n            while (!updateCalled)\n                await Task.Delay(10);\n\n            void DelayCall()\n            {\n                EditorApplication.delayCall -= DelayCall;\n                delayCalled = true;\n            }\n\n            EditorApplication.delayCall += DelayCall;\n            while (!delayCalled)\n                await Task.Delay(10);\n        }\n\n        public static async Task OpenPreviewSceneBiRP()\n        {\n            OpenNewScene();\n\n            CreateSceneCamera();\n            CreateSceneLighting();\n\n            await WaitForLighting();\n        }\n\n        private static void OpenNewScene()\n        {\n            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n            var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);\n            scene.name = PreviewSceneName;\n        }\n\n        private static Camera CreateSceneCamera()\n        {\n            var cameraGO = new GameObject() { name = \"Camera\" };\n            var camera = cameraGO.AddComponent<Camera>();\n            camera.enabled = false;\n            camera.tag = \"MainCamera\";\n\n            camera.nearClipPlane = 0.01f;\n            camera.farClipPlane = 100000;\n            camera.clearFlags = CameraClearFlags.SolidColor;\n            camera.backgroundColor = BackgroundColor;\n\n            return camera;\n        }\n\n        private static Light CreateSceneLighting()\n        {\n            var lightGO = new GameObject() { name = \"Lights\" };\n            lightGO.transform.rotation = Quaternion.Euler(45, 225, 0);\n            var light = lightGO.AddComponent<Light>();\n            light.intensity = 0.75f;\n            light.type = LightType.Directional;\n            light.shadows = LightShadows.None;\n\n            return light;\n        }\n\n        private static async Task WaitForLighting()\n        {\n            while (!DynamicGI.isConverged)\n                await Task.Delay(100);\n\n            await Task.Yield();\n        }\n\n#if AST_URP_AVAILABLE\n        public static async Task OpenPreviewSceneURP()\n        {\n            OpenNewScene();\n\n            var camera = CreateSceneCamera();\n            camera.gameObject.AddComponent<UniversalAdditionalCameraData>();\n\n            var lighting = CreateSceneLighting();\n            lighting.intensity = 0.5f;\n            lighting.gameObject.AddComponent<UniversalAdditionalLightData>();\n\n            await WaitForLighting();\n        }\n#endif\n\n#if AST_HDRP_AVAILABLE\n        public static async Task OpenPreviewSceneHDRP()\n        {\n            OpenNewScene();\n\n            var camera = CreateSceneCamera();\n            var cameraData = camera.gameObject.AddComponent<HDAdditionalCameraData>();\n            cameraData.clearColorMode = HDAdditionalCameraData.ClearColorMode.Color;\n            cameraData.backgroundColorHDR = BackgroundColorHDRP;\n\n            var light = CreateSceneLighting();\n            var lightData = light.gameObject.AddComponent<HDAdditionalLightData>();\n            lightData.SetIntensity(5000, LightUnit.Lux);\n\n            CreateHDRPVolumeProfile();\n\n            await WaitForLighting();\n        }\n\n        private static Volume CreateHDRPVolumeProfile()\n        {\n            var volumeGO = new GameObject() { name = \"Volume\" };\n            var volume = volumeGO.gameObject.AddComponent<Volume>();\n\n            var profile = VolumeProfile.CreateInstance<VolumeProfile>();\n            volume.profile = profile;\n            volume.isGlobal = true;\n\n            var exposure = profile.Add<Exposure>();\n            exposure.active = true;\n\n            exposure.mode.overrideState = true;\n            exposure.mode.value = ExposureMode.Fixed;\n\n            exposure.fixedExposure.overrideState = true;\n            exposure.fixedExposure.value = 11;\n\n            var fog = profile.Add<Fog>();\n            fog.active = true;\n\n            fog.enabled.overrideState = true;\n            fog.enabled.value = false;\n\n#if AST_HDRP_AVAILABLE_V12\n            var volumetricClouds = profile.Add<VolumetricClouds>();\n            volumetricClouds.active = true;\n\n            volumetricClouds.enable.overrideState = true;\n            volumetricClouds.enable.value = false;\n#endif\n\n            return volume;\n        }\n#endif\n        }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewSceneUtility.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 63fa5650920e7914dae6fe76badac249\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/RenderPipeline.cs",
    "content": "namespace AssetStoreTools.Previews.Utility\n{\n    internal enum RenderPipeline\n    {\n        Unknown = 0,\n        BiRP = 1,\n        URP = 2,\n        HDRP = 3\n    }\n}"
  },
  {
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/RenderPipelineUtility.cs",
    "content": "﻿using UnityEngine.Rendering;\n#if AST_URP_AVAILABLE\nusing UnityEngine.Rendering.Universal;\n#endif\n#if AST_HDRP_AVAILABLE\nusing UnityEngine.Rendering.HighDefinition;\n#endif\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class RenderPipelineUtility\n    {\n        public static RenderPipeline GetCurrentPipeline()\n        {\n            var currentPipelineAsset = GraphicsSettings.currentRenderPipeline;\n            if (currentPipelineAsset == null)\n                return RenderPipeline.BiRP;\n\n#if AST_URP_AVAILABLE\n            if (currentPipelineAsset is UniversalRenderPipelineAsset)\n                return RenderPipeline.URP;\n#endif\n\n#if AST_HDRP_AVAILABLE\n            if (currentPipelineAsset is HDRenderPipelineAsset)\n                return RenderPipeline.HDRP;\n#endif\n\n            return RenderPipeline.Unknown;\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Styles/Style.uss",
    "content": "/* Asset Preview Description */\n\n.asset-preview-description {\n\tflex-direction: column;\n    flex-shrink: 0;\n\n    margin: 10px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.asset-preview-description-simple-container {\n\tflex-direction: column;\n    flex-wrap: wrap;\n}\n\n.asset-preview-description-simple-label {\n\twhite-space: normal;\n}\n\n.asset-preview-description-hyperlink-button {\n\tmargin: 0;\n    padding: 0;\n    \n    align-self: flex-start;\n    cursor: link;\n}\n\n.asset-preview-description-show-button {\n\tmargin-top: 12px;\n}\n\n.asset-preview-description-hide-button {\n\tmargin-top: 12px;\n}\n\n.asset-preview-description-full-container {\n\tmargin-top: 12px;\n}\n\n.asset-preview-description-full-label {\n\twhite-space: normal;\n}\n\n/* Asset Preview Settings */\n\n.preview-settings {\n    flex-direction: column;\n    flex-shrink: 0;\n\n    margin: 0px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.preview-settings-selection-row {\n    flex-direction: row;\n    flex-grow: 1;\n    \n    margin-top: 10px;\n    padding: 0 3px 0 2px;\n}\n\n.preview-settings-selection-label-help-row {\n    flex-direction: row;\n    flex-shrink: 1;\n    flex-grow: 0;\n\n    align-self: center;\n    align-items: center;\n    justify-content: flex-start;\n\n    width: 120px;\n}\n\n.preview-settings-selection-label-help-row > Label {\n    -unity-font-style: bold;\n}\n\n.preview-settings-selection-label-help-row > Image {\n    height: 16px;\n    width: 16px;\n}\n\n.preview-settings-selection-dropdown {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-self: stretch;\n\n    margin-right: 0;\n    margin-left: 3px;\n    padding: 1px 4px;\n}\n\n/* Preview Paths */\n\n.preview-paths {\n    flex-direction: column;\n    flex-grow: 1;\n    flex-shrink: 0;\n    \n    margin-bottom: 10px;\n    padding: 0;\n}\n\n.preview-paths-box {\n    flex-grow: 1;\n    flex-direction: column;\n}\n\n.preview-paths-scroll-view {\n    flex-grow: 1;\n    height: 100px;\n    margin-left: 3px;\n}\n\n.preview-paths-scroll-view > .unity-scroll-view__content-viewport\n{\n    margin-left: 1px;\n}\n\n.preview-paths-scroll-view > * > .unity-scroll-view__content-container\n{\n    padding: 0 0 0 0;\n}\n\n.preview-paths-scroll-view > * > .unity-scroll-view__vertical-scroller\n{\n    margin: -1px 0;\n}\n\n.preview-paths-scroll-view-bottom-row {\n    flex-direction: row-reverse;\n    margin: -1px 0 0 3px;\n}\n\n.preview-paths-add-button {\n    margin: 3px 0 0 0;\n    align-self: center;\n}\n\n.preview-paths-path-row {\n    flex-direction: row;\n    flex-grow: 1;\n\n    margin-top: 2px;\n    padding: 0 5px 0 2px;\n}\n\n.preview-paths-path-row-input-field {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    padding-left: 5px;\n\n    white-space: normal;\n    -unity-text-align: middle-left;\n}\n\n.preview-paths-path-row-remove-button {\n    width: 20px;\n    height: 20px;\n    margin-left: 2px;\n    margin-right: 1px;\n    padding: 1px 0 0 0;\n}\n\n/* Generate Button */\n\n.preview-generate-button {\n    align-self: stretch;\n    \n    height: 25px;\n    margin-left: 2px;\n}\n\n/* Asset Preview List Element */\n\n.preview-list {\n\tmargin-top: 10px;\n    flex-grow: 1;\n}\n\n.preview-list-image {\n    width: 140px;\n    height: 160px;\n    margin: 5px;\n    padding: 5px;\n    justify-content: space-between;\n}\n\n.preview-list-image:hover{\n    background-color: #444444;\n}\n\n.preview-list-image > Image {\n    flex-shrink: 0;\n    max-width: 100%;\n    max-height: 100%;\n    -unity-background-scale-mode: scale-to-fit;\n    align-self: center;\n}\n\n.preview-list-image > Label {\n    align-self: center;\n    overflow: hidden;\n    text-overflow: ellipsis;\n    margin-top: 2px;\n    padding: 0;\n    -unity-text-align: middle-center;\n}"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Previews/Styles/ThemeDark.uss",
    "content": ".primary-colors {\n    /* Light - lighter */\n    background-color: rgb(220, 220, 220);\n    /* Light - middle */\n    background-color: rgb(200, 200, 200);\n    /* Light - darker */\n    background-color: rgb(180, 180, 180);\n\n    /* Dark - lighter */\n    background-color: rgb(78, 78, 78);\n    /* Dark - middle */\n    background-color: rgb(68, 68, 68);\n    /* Dark - darker */\n    background-color: rgb(58, 58, 58);\n\n    /* Border color - light */\n    border-color: rgb(200, 200, 200);\n    /* Border color - dark */\n    border-color: rgb(33, 33, 33);\n}\n\n/* Asset Preview Description */\n\n.asset-preview-description-hyperlink-button {\n    color: rgb(68, 113, 229);\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.asset-preview-description-hyperlink-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.asset-preview-description-hyperlink-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Asset Preview Settings */\n\n.preview-settings-selection-label-help-row > Image {\n    --unity-image: resource(\"d__Help@2x\");\n}\n\n.preview-settings-selection-dropdown {\n    color: rgb(238, 238, 238);\n    background-color: rgb(88, 88, 88);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n}\n\n/* Preview Paths */\n\n.preview-paths-scroll-view {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.preview-paths-scroll-view > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.preview-paths-path-row-input-field:hover {\n    background-color: rgb(78, 78, 78);\n}"
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    "content": ".primary-colors {\n    /* Light - lighter */\n    background-color: rgb(220, 220, 220);\n    /* Light - middle */\n    background-color: rgb(200, 200, 200);\n    /* Light - darker */\n    background-color: rgb(180, 180, 180);\n\n    /* Dark - lighter */\n    background-color: rgb(50, 50, 50);\n    /* Dark - middle */\n    background-color: rgb(28, 28, 28);\n    /* Dark - darker */\n    background-color: rgb(0, 0, 0);\n\n    /* Border color - light */\n    border-color: rgb(200, 200, 200);\n    /* Border color - dark */\n    border-color: rgb(33, 33, 33);\n}\n\n/* Asset Preview Description */\n\n.asset-preview-description-hyperlink-button {\n    color: rgb(68, 113, 229);\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.asset-preview-description-hyperlink-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.asset-preview-description-hyperlink-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Asset Preview Settings */\n\n.preview-settings-selection-label-help-row > Image {\n    --unity-image: resource(\"_Help@2x\");\n}\n\n.preview-settings-selection-dropdown {\n    color: rgb(9, 9, 9);\n    background-color: rgb(228, 228, 228);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(178, 178, 178);\n}\n\n/* Preview Paths */\n\n.preview-paths-scroll-view {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(180, 180, 180);\n}\n\n.preview-paths-scroll-view > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.preview-paths-path-row-input-field:hover {\n    background-color: rgb(200, 200, 200);\n}"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Icons/publisher-portal-light.png.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Icons.meta",
    "content": "fileFormatVersion: 2\nguid: ab9d0e254817f4f4589a6a378d77babc\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackage.cs",
    "content": "using System;\nusing UnityEngine;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IPackage\n    {\n        string PackageId { get; }\n        string VersionId { get; }\n        string Name { get; }\n        string Status { get; }\n        string Category { get; }\n        bool IsCompleteProject { get; }\n        string RootGuid { get; }\n        string RootPath { get; }\n        string ProjectPath { get; }\n        string Modified { get; }\n        string Size { get; }\n        bool IsDraft { get; }\n        Texture2D Icon { get; }\n\n        event Action OnUpdate;\n        event Action OnIconUpdate;\n\n        string FormattedSize();\n        string FormattedModified();\n\n        void UpdateData(PackageModel source);\n        void UpdateIcon(Texture2D texture);\n\n        PackageModel ToModel();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackage.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b92f2ed98d0b31a479aa2bfd95528fbd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageContent.cs",
    "content": "using System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IPackageContent\n    {\n        event Action<IWorkflow> OnActiveWorkflowChanged;\n\n        IWorkflow GetActiveWorkflow();\n        List<IWorkflow> GetAvailableWorkflows();\n        void SetActiveWorkflow(IWorkflow workflow);\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageContent.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 45ce41158c3174149b7056a30ac901db\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageGroup.cs",
    "content": "using System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IPackageGroup\n    {\n        string Name { get; }\n        List<IPackage> Packages { get; }\n\n        event Action<List<IPackage>> OnPackagesSorted;\n        event Action<List<IPackage>> OnPackagesFiltered;\n\n        void Sort(PackageSorting sortingType);\n        void Filter(string filter);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f683845071b8891498156d95a1a5c2dd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IWorkflow\n    {\n        string Name { get; }\n        string DisplayName { get; }\n        string PackageName { get; }\n        string PackageExtension { get; }\n        bool IsPathSet { get; }\n\n        event Action OnChanged;\n        event Action<UploadStatus?, float?> OnUploadStateChanged;\n\n        bool GenerateHighQualityPreviews { get; set; }\n        ValidationSettings LastValidationSettings { get; }\n        ValidationResult LastValidationResult { get; }\n\n        IEnumerable<string> GetAllPaths();\n        ValidationResult Validate();\n        Task<PackageExporterResult> ExportPackage(string outputPath);\n        Task<bool> ValidatePackageUploadedVersions();\n\n        Task<PackageUploadResponse> UploadPackage(string exportedPackagePath);\n        void AbortUpload();\n        void ResetUploadStatus();\n        Task RefreshPackage();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a2f796eadafa774bae89cf3939611dd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflowServices.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEngine.Analytics;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IWorkflowServices\n    {\n        Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs);\n        Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress);\n        void StopUploading(IPackageUploader uploader);\n        AnalyticsResult SendAnalytic(IAssetStoreAnalytic data);\n        Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflowServices.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0ae017363fa41ff4d9926dc4a5852246\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/WorkflowBase.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Previews;\nusing AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal abstract class WorkflowBase : IWorkflow\n    {\n        protected IPackage Package;\n\n        public abstract string Name { get; }\n        public abstract string DisplayName { get; }\n        public string PackageName => Package.Name;\n        public abstract string PackageExtension { get; }\n        public abstract bool IsPathSet { get; }\n\n        protected string LocalPackageGuid;\n        protected string LocalPackagePath;\n        protected string LocalProjectPath;\n\n        public bool GenerateHighQualityPreviews { get; set; }\n        public ValidationSettings LastValidationSettings { get; private set; }\n        public ValidationResult LastValidationResult { get; private set; }\n\n        private IWorkflowServices _services;\n        private IPackageUploader _activeUploader;\n\n        public abstract event Action OnChanged;\n        public event Action<UploadStatus?, float?> OnUploadStateChanged;\n\n        public WorkflowBase(IPackage package, IWorkflowServices services)\n        {\n            Package = package;\n            _services = services;\n        }\n\n        public abstract IEnumerable<string> GetAllPaths();\n\n        public abstract IValidator CreateValidator();\n\n        public ValidationResult Validate()\n        {\n            var validator = CreateValidator();\n            var result = CreateValidator().Validate();\n\n            LastValidationSettings = validator.Settings;\n            LastValidationResult = result;\n\n            return result;\n        }\n\n        protected IPreviewGenerator CreatePreviewGenerator(List<string> inputPaths)\n        {\n            PreviewGenerationSettings settings;\n            IPreviewGenerator generator;\n\n            // Filter out ProjectSettings\n            inputPaths = inputPaths.Where(x => x == \"Assets\" || x.StartsWith(\"Assets/\") || x.StartsWith(\"Packages/\")).ToList();\n\n            if (!GenerateHighQualityPreviews)\n            {\n                settings = new NativePreviewGenerationSettings()\n                {\n                    InputPaths = inputPaths.ToArray(),\n                    OverwriteExisting = false,\n                    OutputPath = Constants.Previews.Native.DefaultOutputPath,\n                    Format = Constants.Previews.Native.DefaultFormat,\n                    PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                    WaitForPreviews = Constants.Previews.Native.DefaultWaitForPreviews,\n                    ChunkedPreviewLoading = Constants.Previews.Native.DefaultChunkedPreviewLoading,\n                    ChunkSize = Constants.Previews.Native.DefaultChunkSize\n                };\n\n                generator = new NativePreviewGenerator((NativePreviewGenerationSettings)settings);\n            }\n            else\n            {\n                settings = new CustomPreviewGenerationSettings()\n                {\n                    InputPaths = inputPaths.ToArray(),\n                    OverwriteExisting = false,\n                    Width = Constants.Previews.Custom.DefaultWidth,\n                    Height = Constants.Previews.Custom.DefaultHeight,\n                    Depth = Constants.Previews.Custom.DefaultDepth,\n                    NativeWidth = Constants.Previews.Custom.DefaultNativeWidth,\n                    NativeHeight = Constants.Previews.Custom.DefaultNativeHeight,\n                    OutputPath = Constants.Previews.Custom.DefaultOutputPath,\n                    Format = Constants.Previews.Custom.DefaultFormat,\n                    PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                    AudioSampleColor = Constants.Previews.Custom.DefaultAudioSampleColor,\n                    AudioBackgroundColor = Constants.Previews.Custom.DefaultAudioBackgroundColor,\n                };\n\n                generator = new CustomPreviewGenerator((CustomPreviewGenerationSettings)settings);\n            }\n\n            return generator;\n        }\n\n        public abstract IPackageExporter CreateExporter(string outputPath);\n\n        public virtual async Task<PackageExporterResult> ExportPackage(string outputPath)\n        {\n            var exporter = CreateExporter(outputPath);\n            var result = await exporter.Export();\n            return result;\n        }\n\n        public async Task<bool> ValidatePackageUploadedVersions()\n        {\n            var unityVersionSupported = string.Compare(Application.unityVersion, Constants.Uploader.MinRequiredUnitySupportVersion, StringComparison.Ordinal) >= 0;\n            if (unityVersionSupported)\n                return true;\n\n            var response = await _services.GetPackageUploadedVersions(Package, 5000);\n            if (response.Cancelled || response.Success == false)\n                return true;\n\n            return response.UnityVersions.Any(x => string.Compare(x, Constants.Uploader.MinRequiredUnitySupportVersion, StringComparison.Ordinal) >= 0);\n        }\n\n        private bool ValidatePackageBeforeUpload(string packagePath, out string error)\n        {\n            error = string.Empty;\n\n            if (!File.Exists(packagePath))\n            {\n                error = $\"File '{packagePath}' was not found.\";\n                return false;\n            }\n\n            if (!ValidatePackageSize(packagePath, out error))\n            {\n                return false;\n            }\n\n            return true;\n        }\n\n        private bool ValidatePackageSize(string packagePath, out string error)\n        {\n            error = string.Empty;\n\n            long packageSize = new FileInfo(packagePath).Length;\n            long packageSizeLimit = Constants.Uploader.MaxPackageSizeBytes;\n\n            if (packageSize <= packageSizeLimit)\n                return true;\n\n            float packageSizeInGB = packageSize / (float)1073741824; // (1024 * 1024 * 1024)\n            float maxPackageSizeInGB = packageSizeLimit / (float)1073741824;\n            error = $\"The size of your package ({packageSizeInGB:0.0} GB) exceeds the maximum allowed package size of {maxPackageSizeInGB:0} GB. \" +\n                $\"Please reduce the size of your package.\";\n\n            return false;\n        }\n\n        public async Task<PackageUploadResponse> UploadPackage(string packagePath)\n        {\n            if (!ValidatePackageBeforeUpload(packagePath, out var error))\n            {\n                return new PackageUploadResponse() { Success = false, Status = UploadStatus.Fail, Exception = new Exception(error) };\n            }\n\n            _activeUploader = CreatePackageUploader(packagePath);\n            var progress = new Progress<float>();\n\n            var time = System.Diagnostics.Stopwatch.StartNew();\n\n            progress.ProgressChanged += ReportUploadProgress;\n            var response = await _services.UploadPackage(_activeUploader, progress);\n            progress.ProgressChanged -= ReportUploadProgress;\n\n            // Send analytics\n            time.Stop();\n            if (!response.Cancelled)\n                SendAnalytics(packagePath, response.Status, time.Elapsed.TotalSeconds);\n\n            OnUploadStateChanged?.Invoke(response.Status, null);\n            _activeUploader = null;\n            return response;\n        }\n\n        protected abstract IPackageUploader CreatePackageUploader(string exportedPackagePath);\n\n        private void ReportUploadProgress(object _, float value)\n        {\n            OnUploadStateChanged?.Invoke(null, value);\n        }\n\n        private void SendAnalytics(string packagePath, UploadStatus uploadStatus, double timeTakenSeconds)\n        {\n            try\n            {\n                var analytic = new PackageUploadAnalytic(\n                    packageId: Package.PackageId,\n                    category: Package.Category,\n                    usedValidator: LastValidationResult != null,\n                    validationSettings: LastValidationSettings,\n                    validationResult: LastValidationResult,\n                    uploadFinishedReason: uploadStatus,\n                    timeTaken: timeTakenSeconds,\n                    packageSize: new FileInfo(packagePath).Length,\n                    workflow: Name\n                    );\n\n                var result = _services.SendAnalytic(analytic);\n            }\n            catch (Exception e) { ASDebug.LogError($\"Could not send analytics: {e}\"); }\n        }\n\n        public void AbortUpload()\n        {\n            if (_activeUploader != null)\n                _services.StopUploading(_activeUploader);\n\n            _activeUploader = null;\n        }\n\n        public void ResetUploadStatus()\n        {\n            OnUploadStateChanged?.Invoke(UploadStatus.Default, 0f);\n        }\n\n        public async Task RefreshPackage()\n        {\n            var response = await _services.UpdatePackageData(Package);\n            if (!response.Success)\n                return;\n\n            Package.UpdateData(response.Package);\n        }\n\n        public abstract bool IsPathValid(string path, out string reason);\n\n        protected abstract void Serialize();\n\n        protected abstract void Deserialize();\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/WorkflowBase.cs.meta",
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/AssetsWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class AssetsWorkflow : WorkflowBase\n    {\n        public override string Name => \"AssetsWorkflow\";\n        public override string DisplayName => \"From Assets Folder\";\n        public override string PackageExtension => \".unitypackage\";\n        public override bool IsPathSet => !string.IsNullOrEmpty(_mainExportPath);\n        public bool IsCompleteProject => Package.IsCompleteProject;\n\n        private AssetsWorkflowState _stateData;\n\n        private string _mainExportPath;\n        private bool _includeDependencies;\n        private List<PackageInfo> _dependencies;\n        private List<string> _specialFolders;\n\n        public override event Action OnChanged;\n\n        // Special folders that would not work if not placed directly in the 'Assets' folder\n        private readonly string[] _extraAssetFolderNames =\n        {\n            \"Editor Default Resources\", \"Gizmos\", \"Plugins\",\n            \"StreamingAssets\", \"Standard Assets\", \"WebGLTemplates\",\n            \"ExternalDependencyManager\", \"XR\"\n        };\n\n        public AssetsWorkflow(IPackage package, AssetsWorkflowState stateData, IWorkflowServices services)\n            : base(package, services)\n        {\n            _stateData = stateData;\n            Deserialize();\n        }\n\n        public string GetMainExportPath()\n        {\n            return _mainExportPath;\n        }\n\n        public void SetMainExportPath(string path, bool serialize)\n        {\n            _mainExportPath = path;\n            SetMetadata();\n            if (serialize)\n                Serialize();\n        }\n\n        private void SetMetadata()\n        {\n            LocalPackageGuid = AssetDatabase.AssetPathToGUID(_mainExportPath);\n            LocalPackagePath = _mainExportPath;\n            LocalProjectPath = _mainExportPath;\n        }\n\n        public bool GetIncludeDependencies()\n        {\n            return _includeDependencies;\n        }\n\n        public void SetIncludeDependencies(bool value, bool serialize)\n        {\n            _includeDependencies = value;\n            // Note: make sure that exporting does not fail when\n            // a serialized dependency that has been removed from a project is sent to exporter\n            if (serialize)\n                Serialize();\n        }\n\n        public List<PackageInfo> GetDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetDependencies(IEnumerable<string> dependencies, bool serialize)\n        {\n            _dependencies.Clear();\n            foreach (var dependency in dependencies)\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n                _dependencies.Add(package);\n            }\n\n            if (serialize)\n                Serialize();\n        }\n\n        public List<string> GetSpecialFolders()\n        {\n            return _specialFolders;\n        }\n\n        public void SetSpecialFolders(IEnumerable<string> specialFolders, bool serialize)\n        {\n            _specialFolders.Clear();\n            foreach (var folder in specialFolders)\n            {\n                _specialFolders.Add(folder);\n            }\n\n            if (serialize)\n                Serialize();\n        }\n\n        public override bool IsPathValid(string path, out string error)\n        {\n            error = string.Empty;\n\n            var pathIsFolder = Directory.Exists(path);\n            if (!pathIsFolder)\n            {\n                error = \"Path must point to a valid folder\";\n                return false;\n            }\n\n            var pathWithinAssetsFolder = path.StartsWith(\"Assets/\") && path != \"Assets/\";\n            if (pathWithinAssetsFolder)\n                return true;\n\n            var pathIsAssetsFolder = path == \"Assets\" || path == \"Assets/\";\n            if (pathIsAssetsFolder)\n            {\n                var assetsFolderSelectionAllowed = Package.IsCompleteProject;\n                if (assetsFolderSelectionAllowed)\n                    return true;\n\n                error = \"'Assets' folder is only available for packages tagged as a 'Complete Project'.\";\n                return false;\n            }\n\n            error = \"Selected folder path must be within the project's Assets.\";\n            return false;\n        }\n\n        public List<string> GetAvailableDependencies()\n        {\n            var registryPackages = PackageUtility.GetAllRegistryPackages();\n            return registryPackages.Select(x => x.name).ToList();\n        }\n\n        public List<string> GetAvailableSpecialFolders()\n        {\n            var specialFolders = new List<string>();\n\n            foreach (var extraAssetFolderName in _extraAssetFolderNames)\n            {\n                var fullExtraPath = \"Assets/\" + extraAssetFolderName;\n\n                if (!Directory.Exists(fullExtraPath))\n                    continue;\n\n                if (_mainExportPath.ToLower().StartsWith(fullExtraPath.ToLower()))\n                    continue;\n\n                // Don't include nested paths\n                if (!fullExtraPath.ToLower().StartsWith(_mainExportPath.ToLower()))\n                    specialFolders.Add(fullExtraPath);\n            }\n\n            return specialFolders;\n        }\n\n        public override IEnumerable<string> GetAllPaths()\n        {\n            var paths = new List<string>()\n            {\n                _mainExportPath\n            };\n            paths.AddRange(GetSpecialFolders());\n\n            return paths;\n        }\n\n        public override IValidator CreateValidator()\n        {\n            var validationPaths = GetAllPaths();\n\n            var validationSettings = new CurrentProjectValidationSettings()\n            {\n                Category = Package.Category,\n                ValidationPaths = validationPaths.ToList(),\n                ValidationType = ValidationType.UnityPackage\n            };\n\n            var validator = new CurrentProjectValidator(validationSettings);\n            return validator;\n        }\n\n        public override IPackageExporter CreateExporter(string outputPath)\n        {\n            var exportPaths = GetAllPaths().ToList();\n\n            if (IsCompleteProject && !exportPaths.Contains(\"ProjectSettings\"))\n            {\n                exportPaths.Add(\"ProjectSettings\");\n            }\n\n            var dependenciesToInclude = new List<string>();\n            if (_includeDependencies)\n            {\n                dependenciesToInclude.AddRange(_dependencies.Select(x => x.name));\n            }\n\n            if (ASToolsPreferences.Instance.UseLegacyExporting)\n            {\n                var exportSettings = new LegacyExporterSettings()\n                {\n                    ExportPaths = exportPaths.ToArray(),\n                    OutputFilename = outputPath,\n                    IncludeDependencies = _includeDependencies,\n                };\n\n                return new LegacyPackageExporter(exportSettings);\n            }\n            else\n            {\n                var exportSettings = new DefaultExporterSettings()\n                {\n                    ExportPaths = exportPaths.ToArray(),\n                    OutputFilename = outputPath,\n                    Dependencies = dependenciesToInclude.ToArray(),\n                    PreviewGenerator = CreatePreviewGenerator(exportPaths),\n                };\n\n                return new DefaultPackageExporter(exportSettings);\n            }\n        }\n\n        protected override IPackageUploader CreatePackageUploader(string exportedPackagePath)\n        {\n            var uploaderSettings = new UnityPackageUploadSettings()\n            {\n                UnityPackagePath = exportedPackagePath,\n                VersionId = Package.VersionId,\n                RootGuid = LocalPackageGuid,\n                RootPath = LocalPackagePath,\n                ProjectPath = LocalProjectPath\n            };\n\n            var uploader = new UnityPackageUploader(uploaderSettings);\n            return uploader;\n        }\n\n        protected override void Serialize()\n        {\n            _stateData.SetMainPath(_mainExportPath);\n            _stateData.SetIncludeDependencies(_includeDependencies);\n            _stateData.SetDependencies(_dependencies.Select(x => x.name));\n            _stateData.SetSpecialFolders(_specialFolders);\n            OnChanged?.Invoke();\n        }\n\n        protected override void Deserialize()\n        {\n            _mainExportPath = _stateData.GetMainPath();\n\n            _specialFolders = new List<string>();\n            foreach (var path in _stateData.GetSpecialFolders())\n            {\n                _specialFolders.Add(path);\n            }\n\n            _includeDependencies = _stateData.GetIncludeDependencies();\n\n            _dependencies = new List<PackageInfo>();\n            foreach (var dependency in _stateData.GetDependencies())\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n\n                _dependencies.Add(package);\n            }\n\n            DeserializeFromUploadedData();\n        }\n\n        private void DeserializeFromUploadedData()\n        {\n            DeserializeFromUploadedDataByGuid();\n            DeserializeFromUploadedDataByPath();\n        }\n\n        private void DeserializeFromUploadedDataByGuid()\n        {\n            if (!string.IsNullOrEmpty(_mainExportPath))\n                return;\n\n            var lastUploadedGuid = Package.RootGuid;\n            if (string.IsNullOrEmpty(lastUploadedGuid))\n                return;\n\n            var potentialPackagePath = AssetDatabase.GUIDToAssetPath(lastUploadedGuid);\n            DeserializeFromUploadedDataByPath(potentialPackagePath);\n        }\n\n        private void DeserializeFromUploadedDataByPath()\n        {\n            if (!string.IsNullOrEmpty(_mainExportPath))\n                return;\n\n            var lastUploadedPath = Package.ProjectPath;\n            if (string.IsNullOrEmpty(lastUploadedPath))\n                return;\n\n            DeserializeFromUploadedDataByPath(lastUploadedPath);\n        }\n\n        private void DeserializeFromUploadedDataByPath(string path)\n        {\n            if (string.IsNullOrEmpty(path) || !IsPathValid(path, out var _))\n                return;\n\n            _mainExportPath = path;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/AssetsWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4657d35aaf9d70948a0840dc615f64ec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/HybridPackageWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEditor.PackageManager;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\nusing PackageManager = UnityEditor.PackageManager;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class HybridPackageWorkflow : WorkflowBase\n    {\n        public override string Name => \"HybridPackageWorkflow\";\n        public override string DisplayName => \"Local UPM Package\";\n        public override string PackageExtension => \".unitypackage\";\n        public override bool IsPathSet => _packageInfo != null;\n\n        private HybridPackageWorkflowState _stateData;\n\n        private PackageInfo _packageInfo;\n        private List<PackageInfo> _dependencies;\n\n        public override event Action OnChanged;\n\n        public HybridPackageWorkflow(IPackage package, HybridPackageWorkflowState stateData, IWorkflowServices services)\n            : base(package, services)\n        {\n            _stateData = stateData;\n            Deserialize();\n        }\n\n        public PackageInfo GetPackage()\n        {\n            return _packageInfo;\n        }\n\n        public void SetPackage(PackageInfo packageInfo, bool serialize)\n        {\n            if (packageInfo == null)\n                throw new ArgumentException(\"Package is null\");\n\n            _packageInfo = packageInfo;\n            SetMetadata();\n            if (serialize)\n                Serialize();\n        }\n\n        public void SetPackage(string packageManifestPath, bool serialize)\n        {\n            if (!PackageUtility.GetPackageByManifestPath(packageManifestPath, out var package))\n                throw new ArgumentException(\"Path does not correspond to a valid package\");\n\n            SetPackage(package, serialize);\n        }\n\n        private void SetMetadata()\n        {\n            LocalPackageGuid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(_packageInfo.GetManifestAsset()));\n            LocalPackagePath = _packageInfo.assetPath;\n            LocalProjectPath = _packageInfo.name;\n        }\n\n        public List<PackageInfo> GetDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetDependencies(IEnumerable<string> dependencies, bool serialize)\n        {\n            _dependencies.Clear();\n            foreach (var dependency in dependencies)\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n                _dependencies.Add(package);\n            }\n\n            if (serialize)\n                Serialize();\n        }\n\n        public List<PackageInfo> GetAvailableDependencies()\n        {\n            var availableDependencies = new List<PackageInfo>();\n            if (_packageInfo == null)\n                return availableDependencies;\n\n            var packageDependencies = _packageInfo.dependencies.Select(x => x.name);\n            foreach (var dependency in packageDependencies)\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n\n                if (package.source != PackageManager.PackageSource.Local\n                    && package.source != PackageManager.PackageSource.Embedded)\n                    continue;\n\n                availableDependencies.Add(package);\n            }\n\n            return availableDependencies;\n        }\n\n        public override IEnumerable<string> GetAllPaths()\n        {\n            var paths = new List<string>();\n\n            if (_packageInfo == null)\n                return paths;\n\n            paths.Add(_packageInfo.assetPath);\n            paths.AddRange(_dependencies.Select(x => x.assetPath));\n\n            return paths;\n        }\n\n        public override bool IsPathValid(string path, out string reason)\n        {\n            reason = string.Empty;\n\n            if (!PackageUtility.GetPackageByManifestPath(path, out var package))\n            {\n                reason = \"Selected path must point to a package manifest for a package that is imported into the current project\";\n                return false;\n            }\n\n            var packageSourceValid = package.source == PackageSource.Embedded || package.source == PackageSource.Local;\n            if (!packageSourceValid)\n            {\n                reason = \"Selected package must be a local or an embedded package\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public override IValidator CreateValidator()\n        {\n            var validationPaths = GetAllPaths();\n\n            var validationSettings = new CurrentProjectValidationSettings()\n            {\n                Category = Package?.Category,\n                ValidationPaths = validationPaths.ToList(),\n                ValidationType = ValidationType.UnityPackage\n            };\n\n            var validator = new CurrentProjectValidator(validationSettings);\n            return validator;\n        }\n\n        public override IPackageExporter CreateExporter(string outputPath)\n        {\n            var exportPaths = GetAllPaths();\n\n            var exportSettings = new DefaultExporterSettings()\n            {\n                ExportPaths = exportPaths.ToArray(),\n                OutputFilename = outputPath,\n                PreviewGenerator = CreatePreviewGenerator(exportPaths.ToList())\n            };\n\n            return new DefaultPackageExporter(exportSettings);\n        }\n\n        protected override IPackageUploader CreatePackageUploader(string exportedPackagePath)\n        {\n            var uploaderSettings = new UnityPackageUploadSettings()\n            {\n                UnityPackagePath = exportedPackagePath,\n                VersionId = Package.VersionId,\n                RootGuid = LocalPackageGuid,\n                RootPath = LocalPackagePath,\n                ProjectPath = LocalProjectPath\n            };\n\n            var uploader = new UnityPackageUploader(uploaderSettings);\n            return uploader;\n        }\n\n        protected override void Serialize()\n        {\n            if (_packageInfo == null)\n                return;\n\n            _stateData.SetPackageName(_packageInfo.name);\n            _stateData.SetPackageDependencies(_dependencies.Select(x => x.name).OrderBy(x => x));\n            OnChanged?.Invoke();\n        }\n\n        protected override void Deserialize()\n        {\n            var packageName = _stateData.GetPackageName();\n            if (PackageUtility.GetPackageByPackageName(packageName, out var package))\n                _packageInfo = package;\n\n            _dependencies = new List<PackageInfo>();\n            var dependencies = _stateData.GetPackageDependencies();\n            foreach (var dependency in dependencies)\n            {\n                if (PackageUtility.GetPackageByPackageName(dependency, out var packageDependency))\n                    _dependencies.Add(packageDependency);\n            }\n\n            DeserializeFromUploadedData();\n        }\n\n        private void DeserializeFromUploadedData()\n        {\n            DeserializeFromUploadedDataByPackageName();\n            DeserializeFromUploadedDataByPackageGuid();\n        }\n\n        private void DeserializeFromUploadedDataByPackageName()\n        {\n            if (_packageInfo != null)\n                return;\n\n            var lastUploadedPackageName = Package.ProjectPath;\n            if (!PackageUtility.GetPackageByPackageName(lastUploadedPackageName, out var package))\n                return;\n\n            _packageInfo = package;\n        }\n\n        private void DeserializeFromUploadedDataByPackageGuid()\n        {\n            if (_packageInfo != null)\n                return;\n\n            var lastUploadedGuid = Package.RootGuid;\n            if (string.IsNullOrEmpty(lastUploadedGuid))\n                return;\n\n            var potentialPackageManifestPath = AssetDatabase.GUIDToAssetPath(lastUploadedGuid);\n            if (string.IsNullOrEmpty(potentialPackageManifestPath) || !IsPathValid(potentialPackageManifestPath, out var _))\n                return;\n\n            if (!PackageUtility.GetPackageByManifestPath(potentialPackageManifestPath, out var package))\n                return;\n\n            _packageInfo = package;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/HybridPackageWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3061839aba3894246a20195639eeda1f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Package.cs",
    "content": "using System;\nusing UnityEngine;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class Package : IPackage\n    {\n        private PackageModel _source;\n\n        public string PackageId => _source.PackageId;\n        public string VersionId => _source.VersionId;\n        public string Name => _source.Name;\n        public string Status => _source.Status;\n        public string Category => _source.Category;\n        public bool IsCompleteProject => _source.IsCompleteProject;\n        public string RootGuid => _source.RootGuid;\n        public string RootPath => _source.RootPath;\n        public string ProjectPath => _source.ProjectPath;\n        public string Modified => _source.Modified;\n        public string Size => _source.Size;\n        public string IconUrl => _source.IconUrl;\n        public bool IsDraft => Status.Equals(\"draft\", StringComparison.OrdinalIgnoreCase);\n        public Texture2D Icon { get; private set; }\n\n        public event Action OnUpdate;\n        public event Action OnIconUpdate;\n\n        public Package(PackageModel packageSource)\n        {\n            _source = packageSource;\n        }\n\n        public void UpdateIcon(Texture2D texture)\n        {\n            if (texture == null)\n                return;\n\n            Icon = texture;\n            OnIconUpdate?.Invoke();\n        }\n\n        public string FormattedSize()\n        {\n            var defaultSize = \"0.00 MB\";\n            if (float.TryParse(Size, out var sizeBytes))\n                return $\"{sizeBytes / (1024f * 1024f):0.00} MB\";\n\n            return defaultSize;\n        }\n\n        public string FormattedModified()\n        {\n            var defaultDate = \"Unknown\";\n            if (DateTime.TryParse(Modified, out var dt))\n                return dt.Date.ToString(\"yyyy-MM-dd\");\n\n            return defaultDate;\n        }\n\n        public void UpdateData(PackageModel source)\n        {\n            if (source == null)\n                throw new ArgumentException(\"Provided package is null\");\n\n            _source = source;\n            OnUpdate?.Invoke();\n        }\n\n        public PackageModel ToModel()\n        {\n            var model = new PackageModel()\n            {\n                PackageId = _source.PackageId,\n                VersionId = _source.VersionId,\n                Name = _source.Name,\n                Status = _source.Status,\n                Category = _source.Category,\n                IsCompleteProject = _source.IsCompleteProject,\n                RootGuid = _source.RootGuid,\n                RootPath = _source.RootPath,\n                ProjectPath = _source.ProjectPath,\n                Modified = _source.Modified,\n                Size = _source.Size,\n                IconUrl = _source.IconUrl\n            };\n\n            return model;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Package.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fc2198164bbd6394b87c51a74fe2915e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageContent.cs",
    "content": "using AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Uploader.Services;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class PackageContent : IPackageContent\n    {\n        private IWorkflow _activeWorkflow;\n        private List<IWorkflow> _workflows;\n        private WorkflowStateData _workflowStateData;\n\n        private ICachingService _cachingService;\n\n        public event Action<IWorkflow> OnActiveWorkflowChanged;\n\n        public PackageContent(List<IWorkflow> workflows, WorkflowStateData workflowStateData, ICachingService cachingService)\n        {\n            _workflows = workflows;\n            _workflowStateData = workflowStateData;\n            _cachingService = cachingService;\n\n            foreach (var workflow in _workflows)\n            {\n                workflow.OnChanged += Serialize;\n            }\n\n            Deserialize();\n        }\n\n        public IWorkflow GetActiveWorkflow()\n        {\n            return _activeWorkflow;\n        }\n\n        public void SetActiveWorkflow(IWorkflow workflow)\n        {\n            _activeWorkflow = workflow;\n\n            OnActiveWorkflowChanged?.Invoke(_activeWorkflow);\n\n            Serialize();\n        }\n\n        public List<IWorkflow> GetAvailableWorkflows()\n        {\n            return _workflows;\n        }\n\n        private void Serialize()\n        {\n            _workflowStateData.SetActiveWorkflow(_activeWorkflow.Name);\n            _cachingService.CacheWorkflowStateData(_workflowStateData);\n        }\n\n        private void Deserialize()\n        {\n            var serializedWorkflow = _workflowStateData.GetActiveWorkflow();\n            var workflow = _workflows.FirstOrDefault(x => x.Name == serializedWorkflow);\n            if (workflow != null)\n                _activeWorkflow = workflow;\n            else\n                _activeWorkflow = _workflows[0];\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageContent.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f36086f9380a49949ab45463abc6fee8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageGroup.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class PackageGroup : IPackageGroup\n    {\n        private class FilteredPackage\n        {\n            public IPackage Package;\n            public bool IsInFilter;\n        }\n\n        public string Name { get; private set; }\n        public List<IPackage> Packages { get; private set; }\n\n        private List<FilteredPackage> _filteredPackages;\n\n        public event Action<List<IPackage>> OnPackagesSorted;\n        public event Action<List<IPackage>> OnPackagesFiltered;\n\n        public PackageGroup(string name, List<IPackage> packages)\n        {\n            Name = name;\n            Packages = packages;\n\n            _filteredPackages = new List<FilteredPackage>();\n            foreach (var package in Packages)\n                _filteredPackages.Add(new FilteredPackage() { Package = package, IsInFilter = true });\n        }\n\n        public void Sort(PackageSorting sortingType)\n        {\n            switch (sortingType)\n            {\n                case PackageSorting.Name:\n                    _filteredPackages = _filteredPackages.OrderBy(x => x.Package.Name).ToList();\n                    break;\n                case PackageSorting.Date:\n                    _filteredPackages = _filteredPackages.OrderByDescending(x => x.Package.Modified).ToList();\n                    break;\n                case PackageSorting.Category:\n                    _filteredPackages = _filteredPackages.OrderBy(x => x.Package.Category).ThenBy(x => x.Package.Name).ToList();\n                    break;\n                default:\n                    throw new NotImplementedException(\"Undefined sorting type\");\n            }\n\n            OnPackagesSorted?.Invoke(_filteredPackages.Where(x => x.IsInFilter).Select(x => x.Package).ToList());\n        }\n\n        public void Filter(string filter)\n        {\n            foreach (var package in _filteredPackages)\n            {\n                bool inFilter = package.Package.Name.ToLower().Contains(filter.ToLower());\n                package.IsInFilter = inFilter;\n            }\n\n            OnPackagesFiltered?.Invoke(_filteredPackages.Where(x => x.IsInFilter).Select(x => x.Package).ToList());\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c9cc17f6b95bb2c42913a1451b9af29e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageSorting.cs",
    "content": "namespace AssetStoreTools.Uploader.Data\n{\n    internal enum PackageSorting\n    {\n        Name,\n        Category,\n        Date\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageSorting.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b1d61d0de90e022469b5ed312d4b7beb\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetPath.cs",
    "content": "using AssetStoreTools.Utility;\nusing Newtonsoft.Json;\nusing System.IO;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class AssetPath\n    {\n        [JsonProperty(\"path\")]\n        private string _path = string.Empty;\n        [JsonProperty(\"guid\")]\n        private string _guid = string.Empty;\n\n        [JsonIgnore]\n        public string Path { get => _path; set { SetAssetPath(value); } }\n        [JsonIgnore]\n        public string Guid { get => _guid; set { _guid = value; } }\n\n        public AssetPath() { }\n\n        public AssetPath(string path)\n        {\n            SetAssetPath(path);\n        }\n\n        private void SetAssetPath(string path)\n        {\n            _path = path.Replace(\"\\\\\", \"/\");\n            if (TryGetGuid(_path, out var guid))\n                _guid = guid;\n        }\n\n        private bool TryGetGuid(string path, out string guid)\n        {\n            guid = string.Empty;\n\n            var relativePath = FileUtility.AbsolutePathToRelativePath(path, ASToolsPreferences.Instance.EnableSymlinkSupport);\n\n            if (!relativePath.StartsWith(\"Assets/\") && !relativePath.StartsWith(\"Packages/\"))\n                return false;\n\n            guid = AssetDatabase.AssetPathToGUID(relativePath);\n            return !string.IsNullOrEmpty(guid);\n        }\n\n        public override string ToString()\n        {\n            var pathFromGuid = AssetDatabase.GUIDToAssetPath(_guid);\n            if (!string.IsNullOrEmpty(pathFromGuid) && (File.Exists(pathFromGuid) || Directory.Exists(pathFromGuid)))\n                return pathFromGuid;\n\n            if (File.Exists(_path) || Directory.Exists(_path))\n                return _path;\n\n            return string.Empty;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetPath.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 920ff8e4ffe77ec44bede985593cc187\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetsWorkflowStateData.cs",
    "content": "using Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class AssetsWorkflowState\n    {\n        [JsonProperty(\"main_path\")]\n        private AssetPath _mainPath;\n        [JsonProperty(\"special_folders\")]\n        private List<AssetPath> _specialFolders;\n        [JsonProperty(\"include_dependencies\")]\n        private bool _includeDependencies;\n        [JsonProperty(\"dependencies\")]\n        private List<string> _dependencies;\n\n        public AssetsWorkflowState()\n        {\n            _mainPath = new AssetPath();\n            _includeDependencies = false;\n            _dependencies = new List<string>();\n            _specialFolders = new List<AssetPath>();\n        }\n\n        public string GetMainPath()\n        {\n            return _mainPath?.ToString();\n        }\n\n        public void SetMainPath(string path)\n        {\n            _mainPath = new AssetPath(path);\n        }\n\n        public bool GetIncludeDependencies()\n        {\n            return _includeDependencies;\n        }\n\n        public void SetIncludeDependencies(bool value)\n        {\n            _includeDependencies = value;\n        }\n\n        public List<string> GetDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetDependencies(IEnumerable<string> dependencies)\n        {\n            _dependencies = new List<string>();\n            foreach (var dependency in dependencies)\n                _dependencies.Add(dependency);\n        }\n\n        public List<string> GetSpecialFolders()\n        {\n            var specialFolders = new List<string>();\n            foreach (var folder in _specialFolders)\n            {\n                var path = folder.ToString();\n                if (!string.IsNullOrEmpty(path))\n                    specialFolders.Add(path);\n            }\n\n            return specialFolders;\n        }\n\n        public void SetSpecialFolders(List<string> specialFolders)\n        {\n            _specialFolders = new List<AssetPath>();\n            foreach (var path in specialFolders)\n                _specialFolders.Add(new AssetPath(path));\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetsWorkflowStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 505f0a5aa753b4445a467539e150190a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/HybridPackageWorkflowState.cs",
    "content": "using Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class HybridPackageWorkflowState\n    {\n        [JsonProperty(\"package_name\")]\n        private string _packageName;\n        [JsonProperty(\"dependencies\")]\n        private List<string> _dependencies;\n\n        public HybridPackageWorkflowState()\n        {\n            _packageName = string.Empty;\n            _dependencies = new List<string>();\n        }\n\n        public string GetPackageName()\n        {\n            return _packageName;\n        }\n\n        public void SetPackageName(string packageName)\n        {\n            _packageName = packageName;\n        }\n\n        public List<string> GetPackageDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetPackageDependencies(IEnumerable<string> dependencies)\n        {\n            _dependencies.Clear();\n            foreach (var dependency in dependencies)\n                _dependencies.Add(dependency);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/HybridPackageWorkflowState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2848375fcb0a4174495573190bfc3900\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/UnityPackageWorkflowStateData.cs",
    "content": "using Newtonsoft.Json;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class UnityPackageWorkflowState\n    {\n        [JsonProperty(\"package_path\")]\n        private AssetPath _packagePath;\n\n        public UnityPackageWorkflowState()\n        {\n            _packagePath = new AssetPath();\n        }\n\n        public string GetPackagePath()\n        {\n            return _packagePath?.ToString();\n        }\n\n        public void SetPackagePath(string path)\n        {\n            _packagePath = new AssetPath(path);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/UnityPackageWorkflowStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 101a66adc88639b43b07cc28214474cf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/WorkflowStateData.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Serialization;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class WorkflowStateData\n    {\n        [JsonProperty(\"package_id\")]\n        private string _packageId;\n        [JsonProperty(\"active_workflow\")]\n        private string _activeWorkflow;\n        [JsonProperty(\"assets_workflow\")]\n        private AssetsWorkflowState _assetsWorkflow;\n        [JsonProperty(\"unitypackage_workflow\")]\n        private UnityPackageWorkflowState _unityPackageWorkflow;\n        [JsonProperty(\"hybrid_workflow\")]\n        private HybridPackageWorkflowState _hybridPackageWorkflow;\n\n        public WorkflowStateData()\n        {\n            _activeWorkflow = string.Empty;\n\n            _assetsWorkflow = new AssetsWorkflowState();\n            _unityPackageWorkflow = new UnityPackageWorkflowState();\n            _hybridPackageWorkflow = new HybridPackageWorkflowState();\n        }\n\n        public WorkflowStateData(string packageId) : this()\n        {\n            SetPackageId(packageId);\n        }\n\n        public string GetPackageId()\n        {\n            return _packageId;\n        }\n\n        public void SetPackageId(string packageId)\n        {\n            _packageId = packageId;\n        }\n\n        public string GetActiveWorkflow()\n        {\n            return _activeWorkflow;\n        }\n\n        public void SetActiveWorkflow(string activeWorkflow)\n        {\n            _activeWorkflow = activeWorkflow;\n        }\n\n        public AssetsWorkflowState GetAssetsWorkflowState()\n        {\n            return _assetsWorkflow;\n        }\n\n        public UnityPackageWorkflowState GetUnityPackageWorkflowState()\n        {\n            return _unityPackageWorkflow;\n        }\n\n        public HybridPackageWorkflowState GetHybridPackageWorkflowState()\n        {\n            return _hybridPackageWorkflow;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/WorkflowStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eecebbc83661a4f41a14e293c9fc3331\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization.meta",
    "content": "fileFormatVersion: 2\nguid: 0b05e199f21f636439844a8cc7e2c225\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/UnityPackageWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class UnityPackageWorkflow : WorkflowBase\n    {\n        public override string Name => \"UnityPackageWorkflow\";\n        public override string DisplayName => \"Pre-exported .unitypackage\";\n        public override string PackageExtension => \".unitypackage\";\n        public override bool IsPathSet => !string.IsNullOrEmpty(_packagePath);\n\n        private UnityPackageWorkflowState _workflowState;\n        private string _packagePath;\n\n        public override event Action OnChanged;\n\n        public UnityPackageWorkflow(IPackage package, UnityPackageWorkflowState workflowState, IWorkflowServices services)\n            : base(package, services)\n        {\n            _workflowState = workflowState;\n            Deserialize();\n        }\n\n        public void SetPackagePath(string path, bool serialize)\n        {\n            _packagePath = path;\n            SetMetadata();\n            if (serialize)\n                Serialize();\n        }\n\n        private void SetMetadata()\n        {\n            LocalPackageGuid = string.Empty;\n            LocalPackagePath = string.Empty;\n            LocalProjectPath = _packagePath;\n        }\n\n        public string GetPackagePath()\n        {\n            return _packagePath;\n        }\n\n        public override IEnumerable<string> GetAllPaths()\n        {\n            return new List<string>() { _packagePath };\n        }\n\n        public override bool IsPathValid(string path, out string error)\n        {\n            error = null;\n\n            var pathIsUnityPackage = path.EndsWith(PackageExtension);\n            var pathExists = File.Exists(path);\n\n            if (!pathIsUnityPackage || !pathExists)\n            {\n                error = \"Path must point to a .unitypackage file\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public override IValidator CreateValidator()\n        {\n            var validationSettings = new ExternalProjectValidationSettings()\n            {\n                Category = Package.Category,\n                PackagePath = GetPackagePath()\n            };\n\n            var validator = new ExternalProjectValidator(validationSettings);\n            return validator;\n        }\n\n        public override IPackageExporter CreateExporter(string _)\n        {\n            // This workflow already takes exported packages as input\n            throw new InvalidOperationException($\"{nameof(UnityPackageWorkflow)} already takes exported packages as input\");\n        }\n\n        public override Task<PackageExporterResult> ExportPackage(string _)\n        {\n            return Task.FromResult(new PackageExporterResult() { Success = true, ExportedPath = GetPackagePath() });\n        }\n\n        protected override IPackageUploader CreatePackageUploader(string exportedPackagePath)\n        {\n            var uploaderSettings = new UnityPackageUploadSettings()\n            {\n                VersionId = Package.VersionId,\n                UnityPackagePath = exportedPackagePath,\n                RootGuid = LocalPackageGuid,\n                RootPath = LocalPackagePath,\n                ProjectPath = LocalProjectPath\n            };\n\n            var uploader = new UnityPackageUploader(uploaderSettings);\n            return uploader;\n        }\n\n        protected override void Serialize()\n        {\n            _workflowState.SetPackagePath(_packagePath);\n            OnChanged?.Invoke();\n        }\n\n        protected override void Deserialize()\n        {\n            _packagePath = _workflowState.GetPackagePath();\n            DeserializeFromUploadedData();\n        }\n\n        private void DeserializeFromUploadedData()\n        {\n            if (!string.IsNullOrEmpty(_packagePath))\n                return;\n\n            var potentialPackagePath = Package.ProjectPath;\n            if (string.IsNullOrEmpty(potentialPackagePath) || !IsPathValid(potentialPackagePath, out var _))\n                return;\n\n            _packagePath = potentialPackagePath;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/UnityPackageWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 47ee1db30792bf84aa1af8be7ce0dee6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/WorkflowServices.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing AssetStoreTools.Uploader.Services.Api;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEngine.Analytics;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class WorkflowServices : IWorkflowServices\n    {\n        private IPackageDownloadingService _downloadingService;\n        private IPackageUploadingService _uploadingService;\n        private IAnalyticsService _analyticsService;\n\n        public WorkflowServices(\n            IPackageDownloadingService downloadingService,\n            IPackageUploadingService uploadingService,\n            IAnalyticsService analyticsService)\n        {\n            _downloadingService = downloadingService;\n            _uploadingService = uploadingService;\n            _analyticsService = analyticsService;\n        }\n\n        public Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs)\n        {\n            return _downloadingService.GetPackageUploadedVersions(package, timeoutMs);\n        }\n\n        public Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress)\n        {\n            return _uploadingService.UploadPackage(uploader, progress);\n        }\n\n        public void StopUploading(IPackageUploader uploader)\n        {\n            _uploadingService.StopUploading(uploader);\n        }\n\n        public Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package)\n        {\n            return _downloadingService.UpdatePackageData(package);\n        }\n\n        public AnalyticsResult SendAnalytic(IAssetStoreAnalytic data)\n        {\n            return _analyticsService.Send(data);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/WorkflowServices.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a78b96ae30966e94ba9ffdddf19c1692\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 930cfc857321b1048bf9607d4c8f89d3\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/AnalyticsService.cs",
    "content": "using AssetStoreTools.Uploader.Services.Analytics.Data;\nusing UnityEditor;\nusing UnityEngine.Analytics;\n#if !UNITY_2023_2_OR_NEWER\nusing AnalyticsConstants = AssetStoreTools.Constants.Uploader.Analytics;\n#endif\n\nnamespace AssetStoreTools.Uploader.Services.Analytics\n{\n    internal class AnalyticsService : IAnalyticsService\n    {\n        public AnalyticsResult Send(IAssetStoreAnalytic analytic)\n        {\n            if (!EditorAnalytics.enabled)\n                return AnalyticsResult.AnalyticsDisabled;\n\n            if (!Register(analytic))\n                return AnalyticsResult.AnalyticsDisabled;\n\n#if UNITY_2023_2_OR_NEWER\n            return EditorAnalytics.SendAnalytic(analytic);\n#else\n            return EditorAnalytics.SendEventWithLimit(analytic.EventName,\n                analytic.Data,\n                analytic.EventVersion);\n#endif\n        }\n\n        private bool Register(IAssetStoreAnalytic analytic)\n        {\n#if UNITY_2023_2_OR_NEWER\n            return true;\n#else\n            var result = EditorAnalytics.RegisterEventWithLimit(\n                eventName: analytic.EventName,\n                maxEventPerHour: AnalyticsConstants.MaxEventsPerHour,\n                maxItems: AnalyticsConstants.MaxNumberOfElements,\n                vendorKey: AnalyticsConstants.VendorKey,\n                ver: analytic.EventVersion);\n\n            return result == AnalyticsResult.Ok;\n#endif\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/AnalyticsService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 408b5b0136da9ca4f9598b8688f6210e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/AuthenticationAnalytic.cs",
    "content": "using AssetStoreTools.Api;\nusing System;\n#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\nusing AnalyticsConstants = AssetStoreTools.Constants.Uploader.Analytics;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n#if UNITY_2023_2_OR_NEWER\n    [AnalyticInfo\n    (eventName: AnalyticsConstants.AuthenticationAnalytics.EventName,\n    vendorKey: AnalyticsConstants.VendorKey,\n    version: AnalyticsConstants.AuthenticationAnalytics.EventVersion,\n    maxEventsPerHour: AnalyticsConstants.MaxEventsPerHour,\n    maxNumberOfElements: AnalyticsConstants.MaxNumberOfElements)]\n#endif\n    internal class AuthenticationAnalytic : BaseAnalytic\n    {\n        [Serializable]\n        public class AuthenticationAnalyticData : BaseAnalyticData\n        {\n            public string AuthenticationType;\n            public string PublisherId;\n        }\n\n        public override string EventName => AnalyticsConstants.AuthenticationAnalytics.EventName;\n        public override int EventVersion => AnalyticsConstants.AuthenticationAnalytics.EventVersion;\n\n        private AuthenticationAnalyticData _data;\n\n        public AuthenticationAnalytic(IAuthenticationType authenticationType, string publisherId)\n        {\n            _data = new AuthenticationAnalyticData\n            {\n                AuthenticationType = authenticationType.GetType().Name,\n                PublisherId = publisherId\n            };\n        }\n\n        protected override BaseAnalyticData GetData()\n        {\n            return _data;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/AuthenticationAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4b9389e3ee578484493d36775c75baa1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/BaseAnalytic.cs",
    "content": "using System;\n#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    internal abstract class BaseAnalytic : IAssetStoreAnalytic\n    {\n        [Serializable]\n        public class BaseAnalyticData : IAssetStoreAnalyticData\n        {\n            public string ToolVersion = Constants.Api.ApiVersion;\n        }\n\n        public abstract string EventName { get; }\n        public abstract int EventVersion { get; }\n\n        public IAssetStoreAnalyticData Data => GetData();\n        protected abstract BaseAnalyticData GetData();\n\n#if UNITY_2023_2_OR_NEWER\n        public bool TryGatherData(out IAnalytic.IData data, [System.Diagnostics.CodeAnalysis.NotNullWhen(false)] out Exception error)\n        {\n            error = null;\n            data = Data;\n\n            if (data == null)\n                error = new Exception(\"Analytic data is null\");\n\n            return error == null;\n        }\n#endif\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/BaseAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 51ec1e4b6505b694ab01f7c523744fbc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalytic.cs",
    "content": "#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    internal interface IAssetStoreAnalytic\n#if UNITY_2023_2_OR_NEWER\n        : IAnalytic\n#endif\n    {\n        string EventName { get; }\n        int EventVersion { get; }\n        IAssetStoreAnalyticData Data { get; }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6e9b53aa176bbed48bafa538c26df304\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalyticData.cs",
    "content": "﻿namespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    interface IAssetStoreAnalyticData\n#if UNITY_2023_2_OR_NEWER\n            : UnityEngine.Analytics.IAnalytic.IData\n#endif\n    { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalyticData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b639e25d9b9abd34d8eb67b0e17dde86\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/PackageUploadAnalytic.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Validator.Data;\nusing System;\n#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\nusing AnalyticsConstants = AssetStoreTools.Constants.Uploader.Analytics;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n#if UNITY_2023_2_OR_NEWER\n    [AnalyticInfo\n    (eventName: AnalyticsConstants.PackageUploadAnalytics.EventName,\n    vendorKey: AnalyticsConstants.VendorKey,\n    version: AnalyticsConstants.PackageUploadAnalytics.EventVersion,\n    maxEventsPerHour: AnalyticsConstants.MaxEventsPerHour,\n    maxNumberOfElements: AnalyticsConstants.MaxNumberOfElements)]\n#endif\n    internal class PackageUploadAnalytic : BaseAnalytic\n    {\n        [Serializable]\n        public class PackageUploadAnalyticData : BaseAnalyticData\n        {\n            public string PackageId;\n            public string Category;\n            public bool UsedValidator;\n            public string ValidatorResults;\n            public string UploadFinishedReason;\n            public double TimeTaken;\n            public long PackageSize;\n            public string Workflow;\n            public string EndpointUrl;\n        }\n\n        public override string EventName => AnalyticsConstants.PackageUploadAnalytics.EventName;\n        public override int EventVersion => AnalyticsConstants.PackageUploadAnalytics.EventVersion;\n\n        private PackageUploadAnalyticData _data;\n\n        public PackageUploadAnalytic(\n            string packageId,\n            string category,\n            bool usedValidator,\n            ValidationSettings validationSettings,\n            ValidationResult validationResult,\n            UploadStatus uploadFinishedReason,\n            double timeTaken,\n            long packageSize,\n            string workflow\n            )\n        {\n            _data = new PackageUploadAnalyticData()\n            {\n                PackageId = packageId,\n                Category = category,\n                UsedValidator = usedValidator,\n                ValidatorResults = usedValidator ?\n                    ValidationResultsSerializer.ConstructValidationResultsJson(validationSettings, validationResult) : null,\n                UploadFinishedReason = uploadFinishedReason.ToString(),\n                TimeTaken = timeTaken,\n                PackageSize = packageSize,\n                Workflow = workflow,\n                EndpointUrl = Constants.Api.AssetStoreBaseUrl\n            };\n        }\n\n        protected override BaseAnalyticData GetData()\n        {\n            return _data;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/PackageUploadAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6cc34de12dce9964b9c900d5bb159966\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/ValidationResultsSerializer.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\nusing System.Reflection;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    internal class ValidationResultsSerializer\n    {\n        private class ValidationResults\n        {\n            public bool HasCompilationErrors;\n            public string[] Paths;\n            public Dictionary<string, TestResultOutcome> Results;\n        }\n\n        private class TestResultOutcome\n        {\n            public int IntegerValue;\n            public string StringValue;\n\n            public TestResultOutcome(TestResultStatus status)\n            {\n                IntegerValue = (int)status;\n                StringValue = status.ToString();\n            }\n        }\n\n        private class ValidationResultsResolver : DefaultContractResolver\n        {\n            private static ValidationResultsResolver _instance;\n            public static ValidationResultsResolver Instance => _instance ?? (_instance = new ValidationResultsResolver());\n\n            private Dictionary<string, string> _propertyConversion;\n\n            private ValidationResultsResolver()\n            {\n                _propertyConversion = new Dictionary<string, string>()\n                {\n                    { nameof(ValidationResults.HasCompilationErrors), \"has_compilation_errors\" },\n                    { nameof(ValidationResults.Paths), \"validation_paths\" },\n                    { nameof(ValidationResults.Results), \"validation_results\" },\n                    { nameof(TestResultOutcome.IntegerValue), \"int\" },\n                    { nameof(TestResultOutcome.StringValue), \"string\" },\n                };\n            }\n\n            protected override JsonProperty CreateProperty(MemberInfo member, MemberSerialization memberSerialization)\n            {\n                var property = base.CreateProperty(member, memberSerialization);\n                if (_propertyConversion.ContainsKey(property.PropertyName))\n                    property.PropertyName = _propertyConversion[property.PropertyName];\n\n                return property;\n            }\n        }\n\n        public static string ConstructValidationResultsJson(ValidationSettings settings, ValidationResult result)\n        {\n            if (result == null)\n                return string.Empty;\n\n            var resultObject = new ValidationResults();\n            resultObject.HasCompilationErrors = result.HadCompilationErrors;\n\n            switch (settings)\n            {\n                case CurrentProjectValidationSettings currentProjectValidationSettings:\n                    resultObject.Paths = currentProjectValidationSettings.ValidationPaths.ToArray();\n                    break;\n                case ExternalProjectValidationSettings externalProjectValidationSettings:\n                    resultObject.Paths = new string[] { externalProjectValidationSettings.PackagePath };\n                    break;\n            }\n\n            resultObject.Results = new Dictionary<string, TestResultOutcome>();\n            foreach (var test in result.Tests)\n            {\n                resultObject.Results.Add(test.Id.ToString(), new TestResultOutcome(test.Result.Status));\n            }\n\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = ValidationResultsResolver.Instance\n            };\n\n            return JsonConvert.SerializeObject(resultObject, serializerSettings);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/ValidationResultsSerializer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fa15fc27c7f3d044884885b3dad73efc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data.meta",
    "content": "fileFormatVersion: 2\nguid: df1fca726619f2f4fae3bd93b0ef5a8b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/IAnalyticsService.cs",
    "content": "using AssetStoreTools.Uploader.Services.Analytics.Data;\nusing UnityEngine.Analytics;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics\n{\n    internal interface IAnalyticsService : IUploaderService\n    {\n        AnalyticsResult Send(IAssetStoreAnalytic analytic);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/IAnalyticsService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: faa1f39fc83b86b438f6e0f34f01167b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics.meta",
    "content": "fileFormatVersion: 2\nguid: 17f95678acdb51548908d81be7146b5b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/AuthenticationService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal class AuthenticationService : IAuthenticationService\n    {\n        private IAssetStoreApi _api;\n        private ICachingService _cachingService;\n        private IAnalyticsService _analyticsService;\n\n        public User User { get; private set; }\n\n        public AuthenticationService(IAssetStoreApi api, ICachingService cachingService, IAnalyticsService analyticsService)\n        {\n            _api = api;\n            _cachingService = cachingService;\n            _analyticsService = analyticsService;\n        }\n\n        public async Task<AuthenticationResponse> AuthenticateWithCredentials(string email, string password)\n        {\n            var authenticationType = new CredentialsAuthentication(email, password);\n            return await Authenticate(authenticationType);\n        }\n\n        public async Task<AuthenticationResponse> AuthenticateWithSessionToken()\n        {\n            if (!_cachingService.GetCachedSessionToken(out var cachedSessionToken))\n            {\n                return new AuthenticationResponse() { Success = false, Exception = new Exception(\"No cached session token found\") };\n            }\n\n            var authenticationType = new SessionAuthentication(cachedSessionToken);\n            return await Authenticate(authenticationType);\n        }\n\n        public async Task<AuthenticationResponse> AuthenticateWithCloudToken()\n        {\n            var authenticationType = new CloudTokenAuthentication(CloudProjectSettings.accessToken);\n            return await Authenticate(authenticationType);\n        }\n\n        private async Task<AuthenticationResponse> Authenticate(IAuthenticationType authenticationType)\n        {\n            var response = await _api.Authenticate(authenticationType);\n            HandleLoginResponse(authenticationType, response);\n            return response;\n        }\n\n        private void HandleLoginResponse(IAuthenticationType authenticationType, AuthenticationResponse response)\n        {\n            if (!response.Success)\n            {\n                Deauthenticate();\n                return;\n            }\n\n            User = response.User;\n            _cachingService.CacheSessionToken(User.SessionId);\n            SendAnalytics(authenticationType, User);\n        }\n\n        public bool CloudAuthenticationAvailable(out string username, out string cloudToken)\n        {\n            username = CloudProjectSettings.userName;\n            cloudToken = CloudProjectSettings.accessToken;\n            return !username.Equals(\"anonymous\");\n        }\n\n        public void Deauthenticate()\n        {\n            _api.Deauthenticate();\n\n            User = null;\n            _cachingService.ClearCachedSessionToken();\n        }\n\n        private void SendAnalytics(IAuthenticationType authenticationType, User user)\n        {\n            try\n            {\n                // Do not send session authentication events\n                if (authenticationType is SessionAuthentication)\n                    return;\n\n                var analytic = new AuthenticationAnalytic(authenticationType, user.PublisherId);\n                var result = _analyticsService.Send(analytic);\n            }\n            catch (Exception e) { ASDebug.LogError($\"Could not send analytics: {e}\"); }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/AuthenticationService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c1c3d6578d298d049a8dcf858fd3686e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IAuthenticationService.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal interface IAuthenticationService : IUploaderService\n    {\n        User User { get; }\n        Task<AuthenticationResponse> AuthenticateWithCredentials(string email, string password);\n        Task<AuthenticationResponse> AuthenticateWithSessionToken();\n        Task<AuthenticationResponse> AuthenticateWithCloudToken();\n        bool CloudAuthenticationAvailable(out string username, out string cloudToken);\n        void Deauthenticate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IAuthenticationService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ff0518dc0d95d3540857d138215bb900\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageDownloadingService.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Data;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal interface IPackageDownloadingService : IUploaderService\n    {\n        Task<PackagesDataResponse> GetPackageData();\n        Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package);\n        void ClearPackageData();\n        Task<PackageThumbnailResponse> GetPackageThumbnail(IPackage package);\n        Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs);\n        void StopDownloading();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageDownloadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 96acd12a628311d429cc285f418f8b90\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageUploadingService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing System;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal interface IPackageUploadingService : IUploaderService\n    {\n        bool IsUploading { get; }\n\n        Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress);\n        void StopUploading(IPackageUploader package);\n        void StopAllUploadinng();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageUploadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9a3d78f3bc68d3d44b4300bc8ffe69c2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageDownloadingService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Data;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal class PackageDownloadingService : IPackageDownloadingService\n    {\n        public const int MaxConcurrentTumbnailDownloads = 10;\n\n        private IAssetStoreApi _api;\n        private ICachingService _cachingService;\n\n        private int _currentDownloads;\n        private CancellationTokenSource _cancellationTokenSource;\n\n        public PackageDownloadingService(IAssetStoreApi api, ICachingService cachingService)\n        {\n            _api = api;\n            _cachingService = cachingService;\n            _cancellationTokenSource = new CancellationTokenSource();\n        }\n\n        public void ClearPackageData()\n        {\n            _cachingService.DeletePackageMetadata();\n        }\n\n        public async Task<PackagesDataResponse> GetPackageData()\n        {\n            if (!_cachingService.GetCachedPackageMetadata(out var models))\n            {\n                var cancellationToken = _cancellationTokenSource.Token;\n                var packagesResponse = await _api.GetPackages(cancellationToken);\n\n                if (packagesResponse.Cancelled || !packagesResponse.Success)\n                    return packagesResponse;\n\n                _cachingService.CachePackageMetadata(packagesResponse.Packages);\n                return packagesResponse;\n            }\n\n            return new PackagesDataResponse() { Success = true, Packages = models };\n        }\n\n        public async Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package)\n        {\n            var response = await _api.RefreshPackageMetadata(package.ToModel());\n\n            if (response.Success)\n                _cachingService.UpdatePackageMetadata(response.Package);\n\n            return response;\n        }\n\n        public async Task<PackageThumbnailResponse> GetPackageThumbnail(IPackage package)\n        {\n            if (_cachingService.GetCachedPackageThumbnail(package.PackageId, out var cachedTexture))\n            {\n                return new PackageThumbnailResponse() { Success = true, Thumbnail = cachedTexture };\n            }\n\n            var cancellationToken = _cancellationTokenSource.Token;\n            while (_currentDownloads >= MaxConcurrentTumbnailDownloads)\n                await Task.Delay(100);\n\n            if (cancellationToken.IsCancellationRequested)\n                return new PackageThumbnailResponse() { Success = false, Cancelled = true };\n\n            _currentDownloads++;\n            var result = await _api.GetPackageThumbnail(package.ToModel(), cancellationToken);\n            _currentDownloads--;\n\n            if (result.Success && result.Thumbnail != null)\n                _cachingService.CachePackageThumbnail(package.PackageId, result.Thumbnail);\n\n            return result;\n        }\n\n        public async Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs)\n        {\n            var timeoutTokenSource = new CancellationTokenSource();\n            try\n            {\n                var versionsTask = _api.GetPackageUploadedVersions(package.ToModel(), timeoutTokenSource.Token);\n\n                // Wait for versions to be retrieved, or a timeout to occur, whichever is first\n                if (await Task.WhenAny(versionsTask, Task.Delay(timeoutMs)) != versionsTask)\n                {\n                    timeoutTokenSource.Cancel();\n                }\n\n                return await versionsTask;\n            }\n            finally\n            {\n                timeoutTokenSource.Dispose();\n            }\n        }\n\n        public void StopDownloading()\n        {\n            _cancellationTokenSource.Cancel();\n            _cancellationTokenSource = new CancellationTokenSource();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageDownloadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: adc44e974cb91b54fac3819284b7ba82\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageUploadingService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal class PackageUploadingService : IPackageUploadingService\n    {\n        private class UploadInProgress\n        {\n            public IPackageUploader Uploader;\n            public IProgress<float> Progress = new Progress<float>();\n            public CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();\n\n            public UploadInProgress(IPackageUploader uploader, IProgress<float> progress)\n            {\n                Uploader = uploader;\n                Progress = progress;\n                CancellationTokenSource = new CancellationTokenSource();\n            }\n        }\n\n        private IAssetStoreApi _api;\n        private List<UploadInProgress> _uploadsInProgress;\n\n        public bool IsUploading => _uploadsInProgress.Count > 0;\n\n        public PackageUploadingService(IAssetStoreApi api)\n        {\n            _api = api;\n            _uploadsInProgress = new List<UploadInProgress>();\n        }\n\n        public async Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress)\n        {\n            using (var cancellationTokenSource = new CancellationTokenSource())\n            {\n                var uploadInProgress = StartTrackingUpload(uploader, progress);\n                var response = await _api.UploadPackage(uploadInProgress.Uploader, uploadInProgress.Progress, uploadInProgress.CancellationTokenSource.Token);\n                StopTrackingUpload(uploadInProgress);\n\n                return response;\n            }\n        }\n\n        private UploadInProgress StartTrackingUpload(IPackageUploader uploader, IProgress<float> progress)\n        {\n            // If this is the first upload - lock reload assemblies and prevent entering play mode\n            if (_uploadsInProgress.Count == 0)\n            {\n                EditorApplication.LockReloadAssemblies();\n                EditorApplication.playModeStateChanged += PreventEnteringPlayMode;\n            }\n\n            var uploadInProgress = new UploadInProgress(uploader, progress);\n            _uploadsInProgress.Add(uploadInProgress);\n\n            return uploadInProgress;\n        }\n\n        private void StopTrackingUpload(UploadInProgress uploadInProgress)\n        {\n            _uploadsInProgress.Remove(uploadInProgress);\n\n            // If this was the last upload - unlock reload assemblies and allow entering play mode\n            if (_uploadsInProgress.Count > 0)\n                return;\n\n            EditorApplication.UnlockReloadAssemblies();\n            EditorApplication.playModeStateChanged -= PreventEnteringPlayMode;\n        }\n\n        private void PreventEnteringPlayMode(PlayModeStateChange change)\n        {\n            if (change != PlayModeStateChange.ExitingEditMode)\n                return;\n\n            EditorApplication.ExitPlaymode();\n            EditorUtility.DisplayDialog(\"Notice\", \"Entering Play Mode is not allowed while there's a package upload in progress.\\n\\n\" +\n                                                  \"Please wait until the upload is finished or cancel the upload from the Asset Store Uploader window\", \"OK\");\n        }\n\n        public void StopUploading(IPackageUploader uploader)\n        {\n            var uploadInProgress = _uploadsInProgress.FirstOrDefault(x => x.Uploader == uploader);\n            if (uploadInProgress == null)\n                return;\n\n            uploadInProgress.CancellationTokenSource.Cancel();\n        }\n\n        public void StopAllUploadinng()\n        {\n            foreach (var uploadInProgress in _uploadsInProgress)\n                uploadInProgress.CancellationTokenSource.Cancel();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageUploadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 22e23997fe339a74bb5355d6a88ce731\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/CachingService.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Utility;\nusing Newtonsoft.Json;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Text;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal class CachingService : ICachingService\n    {\n        private VisualElement _cachedUploaderWindow;\n\n        public bool GetCachedUploaderWindow(out VisualElement uploaderWindow)\n        {\n            uploaderWindow = _cachedUploaderWindow;\n            return uploaderWindow != null;\n        }\n\n        public void CacheUploaderWindow(VisualElement uploaderWindow)\n        {\n            _cachedUploaderWindow = uploaderWindow;\n        }\n\n        public void CacheSessionToken(string sessionToken)\n        {\n            if (string.IsNullOrEmpty(sessionToken))\n                throw new ArgumentException(\"Session token cannot be null\");\n\n            EditorPrefs.SetString(Constants.Cache.SessionTokenKey, sessionToken);\n        }\n\n        public bool GetCachedSessionToken(out string sessionToken)\n        {\n            sessionToken = EditorPrefs.GetString(Constants.Cache.SessionTokenKey, string.Empty);\n            return !string.IsNullOrEmpty(sessionToken);\n        }\n\n        public void ClearCachedSessionToken()\n        {\n            EditorPrefs.DeleteKey(Constants.Cache.SessionTokenKey);\n        }\n\n        public bool GetCachedPackageMetadata(out List<Package> data)\n        {\n            data = new List<Package>();\n            if (!CacheUtil.GetFileFromTempCache(Constants.Cache.PackageDataFileName, out var filePath))\n                return false;\n\n            try\n            {\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = Package.CachedPackageResolver.Instance\n                };\n\n                data = JsonConvert.DeserializeObject<List<Package>>(File.ReadAllText(filePath, Encoding.UTF8), serializerSettings);\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n\n        public void CachePackageMetadata(List<Package> data)\n        {\n            if (data == null)\n                throw new ArgumentException(\"Package data cannot be null\");\n\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = Package.CachedPackageResolver.Instance,\n                Formatting = Formatting.Indented\n            };\n\n            CacheUtil.CreateFileInTempCache(Constants.Cache.PackageDataFileName, JsonConvert.SerializeObject(data, serializerSettings), true);\n        }\n\n        public void DeletePackageMetadata()\n        {\n            CacheUtil.DeleteFileFromTempCache(Constants.Cache.PackageDataFileName);\n        }\n\n        public void UpdatePackageMetadata(Package data)\n        {\n            if (!GetCachedPackageMetadata(out var cachedData))\n                return;\n\n            var index = cachedData.FindIndex(x => x.PackageId.Equals(data.PackageId));\n            if (index == -1)\n            {\n                cachedData.Add(data);\n            }\n            else\n            {\n                cachedData.RemoveAt(index);\n                cachedData.Insert(index, data);\n            }\n\n            CachePackageMetadata(cachedData);\n        }\n\n        public bool GetCachedPackageThumbnail(string packageId, out Texture2D texture)\n        {\n            texture = null;\n            if (!CacheUtil.GetFileFromTempCache(Constants.Cache.PackageThumbnailFileName(packageId), out var filePath))\n                return false;\n\n            texture = new Texture2D(1, 1);\n            texture.LoadImage(File.ReadAllBytes(filePath));\n            return true;\n        }\n\n        public void CachePackageThumbnail(string packageId, Texture2D texture)\n        {\n            CacheUtil.CreateFileInTempCache(Constants.Cache.PackageThumbnailFileName(packageId), texture.EncodeToPNG(), true);\n        }\n\n        public bool GetCachedWorkflowStateData(string packageId, out WorkflowStateData data)\n        {\n            data = null;\n\n            if (string.IsNullOrEmpty(packageId))\n                return false;\n\n            if (!CacheUtil.GetFileFromPersistentCache(Constants.Cache.WorkflowStateDataFileName(packageId), out var filePath))\n                return false;\n\n            try\n            {\n                data = JsonConvert.DeserializeObject<WorkflowStateData>(File.ReadAllText(filePath, Encoding.UTF8));\n                if (string.IsNullOrEmpty(data.GetPackageId()))\n                    return false;\n            }\n            catch\n            {\n                return false;\n            }\n\n            return true;\n        }\n\n        public void CacheWorkflowStateData(WorkflowStateData data)\n        {\n            if (data == null)\n                throw new ArgumentException(\"Workflow state data cannot be null\");\n\n            CacheUtil.CreateFileInPersistentCache(Constants.Cache.WorkflowStateDataFileName(data.GetPackageId()), JsonConvert.SerializeObject(data, Formatting.Indented), true);\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/CachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fffaed09a3f76f945a7ececfb355f3e0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/ICachingService.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal interface ICachingService : IUploaderService\n    {\n        void CacheUploaderWindow(VisualElement uploaderWindow);\n        bool GetCachedUploaderWindow(out VisualElement uploaderWindow);\n        void CacheSessionToken(string sessionToken);\n        bool GetCachedSessionToken(out string sessionToken);\n        void ClearCachedSessionToken();\n        bool GetCachedPackageMetadata(out List<Package> data);\n        void UpdatePackageMetadata(Package data);\n        void CachePackageMetadata(List<Package> data);\n        void DeletePackageMetadata();\n        bool GetCachedPackageThumbnail(string packageId, out Texture2D texture);\n        void CachePackageThumbnail(string packageId, Texture2D texture);\n        bool GetCachedWorkflowStateData(string packageId, out WorkflowStateData data);\n        void CacheWorkflowStateData(WorkflowStateData data);\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/ICachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a904477679e07bc4889bc15e894c0c48\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching.meta",
    "content": "fileFormatVersion: 2\nguid: a834946d92154754493879c5fcc7dbc9\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/IUploaderService.cs",
    "content": "namespace AssetStoreTools.Uploader.Services\n{\n    internal interface IUploaderService { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/IUploaderService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 757d7a4dc29863740859c936be514fea\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/IPackageFactoryService.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing System.Collections.Generic;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal interface IPackageFactoryService : IUploaderService\n    {\n        IPackageGroup CreatePackageGroup(string groupName, List<IPackage> packages);\n        IPackage CreatePackage(PackageModel packageModel);\n        IPackageContent CreatePackageContent(IPackage package);\n        List<IWorkflow> CreateWorkflows(IPackage package, WorkflowStateData stateData);\n        AssetsWorkflow CreateAssetsWorkflow(IPackage package, AssetsWorkflowState stateData);\n        UnityPackageWorkflow CreateUnityPackageWorkflow(IPackage package, UnityPackageWorkflowState stateData);\n        HybridPackageWorkflow CreateHybridPackageWorkflow(IPackage package, HybridPackageWorkflowState stateData);\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/IPackageFactoryService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 14324b71768a1ea499baa06de33f05af\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/PackageFactoryService.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Api;\nusing System.Collections.Generic;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal class PackageFactoryService : IPackageFactoryService\n    {\n        private IWorkflowServices _workflowServices;\n\n        // Service dependencies\n        private ICachingService _cachingService;\n        private IPackageDownloadingService _packageDownloadingService;\n        private IPackageUploadingService _packageUploadingService;\n        private IAnalyticsService _analyticsService;\n\n        public PackageFactoryService(\n            ICachingService cachingService,\n            IPackageDownloadingService packageDownloadingService,\n            IPackageUploadingService packageUploadingService,\n            IAnalyticsService analyticsService\n            )\n        {\n            _cachingService = cachingService;\n            _packageDownloadingService = packageDownloadingService;\n            _packageUploadingService = packageUploadingService;\n            _analyticsService = analyticsService;\n\n            _workflowServices = new WorkflowServices(_packageDownloadingService, _packageUploadingService, _analyticsService);\n        }\n\n        public IPackage CreatePackage(PackageModel packageModel)\n        {\n            var package = new Package(packageModel);\n            return package;\n        }\n\n        public IPackageGroup CreatePackageGroup(string groupName, List<IPackage> packages)\n        {\n            return new PackageGroup(groupName, packages);\n        }\n\n        public IPackageContent CreatePackageContent(IPackage package)\n        {\n            if (!package.IsDraft)\n                return null;\n\n            WorkflowStateData stateData = GetOrCreateWorkflowStateData(package);\n\n            var workflows = CreateWorkflows(package, stateData);\n            var packageContent = new PackageContent(workflows, stateData, _cachingService);\n            return packageContent;\n        }\n\n        public List<IWorkflow> CreateWorkflows(IPackage package, WorkflowStateData stateData)\n        {\n            var workflows = new List<IWorkflow>\n            {\n                CreateAssetsWorkflow(package, stateData.GetAssetsWorkflowState()),\n                CreateUnityPackageWorkflow(package, stateData.GetUnityPackageWorkflowState()),\n#if UNITY_ASTOOLS_EXPERIMENTAL\n                CreateHybridPackageWorkflow(package, stateData.GetHybridPackageWorkflowState()),\n#endif\n            };\n\n            return workflows;\n        }\n\n        public AssetsWorkflow CreateAssetsWorkflow(IPackage package, AssetsWorkflowState stateData)\n        {\n            return new AssetsWorkflow(package, stateData, _workflowServices);\n        }\n\n        public UnityPackageWorkflow CreateUnityPackageWorkflow(IPackage package, UnityPackageWorkflowState stateData)\n        {\n            return new UnityPackageWorkflow(package, stateData, _workflowServices);\n        }\n\n        public HybridPackageWorkflow CreateHybridPackageWorkflow(IPackage package, HybridPackageWorkflowState stateData)\n        {\n            return new HybridPackageWorkflow(package, stateData, _workflowServices);\n        }\n\n        private WorkflowStateData GetOrCreateWorkflowStateData(IPackage package)\n        {\n            if (!_cachingService.GetCachedWorkflowStateData(package.PackageId, out var stateData))\n                stateData = new WorkflowStateData(package.PackageId);\n\n            return stateData;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/PackageFactoryService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4074a5b21b6201d449974dcfb652a00b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory.meta",
    "content": "fileFormatVersion: 2\nguid: 02e4a5ee9e2fb7941b876b207078e01d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/UploaderServiceProvider.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Utility;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal class UploaderServiceProvider : ServiceProvider<IUploaderService>\n    {\n        public static UploaderServiceProvider Instance => _instance ?? (_instance = new UploaderServiceProvider());\n        private static UploaderServiceProvider _instance;\n\n        private UploaderServiceProvider() { }\n\n        protected override void RegisterServices()\n        {\n            var api = new AssetStoreApi(new AssetStoreClient());\n            Register<IAnalyticsService, AnalyticsService>();\n            Register<ICachingService, CachingService>();\n            Register<IAuthenticationService>(() => new AuthenticationService(api, GetService<ICachingService>(), GetService<IAnalyticsService>()));\n            Register<IPackageDownloadingService>(() => new PackageDownloadingService(api, GetService<ICachingService>()));\n            Register<IPackageUploadingService>(() => new PackageUploadingService(api));\n            Register<IPackageFactoryService, PackageFactoryService>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/UploaderServiceProvider.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e66f9c7f198baff41ba77f4d0ed7b60f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services.meta",
    "content": "fileFormatVersion: 2\nguid: d9787842821f3d041904186d0e0cc61d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/Abstractions/ValidationElementBase.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Validator.Data;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal abstract class ValidationElementBase : VisualElement\n    {\n        // Data\n        protected IWorkflow Workflow;\n\n        // UI\n        protected VisualElement ResultsBox;\n        protected Image ResultsBoxImage;\n        protected Label ResultsBoxLabel;\n\n        protected ValidationElementBase(IWorkflow workflow)\n        {\n            Workflow = workflow;\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateInfoRow();\n            CreateResultsBox();\n        }\n\n        private void CreateInfoRow()\n        {\n            VisualElement validatorButtonRow = new VisualElement();\n            validatorButtonRow.AddToClassList(\"package-content-option-box\");\n\n            VisualElement validatorLabelHelpRow = new VisualElement();\n            validatorLabelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label validatorLabel = new Label { text = \"Validation\" };\n            Image validatorLabelTooltip = new Image\n            {\n                tooltip = \"You can use the Asset Store Validator to check your package for common publishing issues\"\n            };\n\n            var validateButton = new Button(Validate) { name = \"ValidateButton\", text = \"Validate\" };\n\n            validatorLabelHelpRow.Add(validatorLabel);\n            validatorLabelHelpRow.Add(validatorLabelTooltip);\n\n            validatorButtonRow.Add(validatorLabelHelpRow);\n            validatorButtonRow.Add(validateButton);\n\n            Add(validatorButtonRow);\n        }\n\n        private void CreateResultsBox()\n        {\n            ResultsBox = new Box { name = \"InfoBox\" };\n            ResultsBox.style.display = DisplayStyle.None;\n            ResultsBox.AddToClassList(\"validation-result-box\");\n\n            ResultsBoxImage = new Image();\n            ResultsBoxLabel = new Label { name = \"ValidationLabel\" };\n\n            ResultsBox.Add(ResultsBoxImage);\n            ResultsBox.Add(ResultsBoxLabel);\n\n            Add(ResultsBox);\n        }\n\n        protected virtual bool ConfirmValidation()\n        {\n            // Child classes can implement pre-validation prompts\n            return true;\n        }\n\n        private void Validate()\n        {\n            if (!ConfirmValidation())\n                return;\n\n            var validationResult = Workflow.Validate();\n\n            if (validationResult.Status == ValidationStatus.Cancelled)\n                return;\n\n            if (validationResult.Status != ValidationStatus.RanToCompletion)\n            {\n                EditorUtility.DisplayDialog(\"Validation failed\", $\"Package validation failed: {validationResult.Exception.Message}\", \"OK\");\n                return;\n            }\n\n            DisplayResult(validationResult);\n        }\n\n        private void DisplayResult(ValidationResult result)\n        {\n            ResultsBox.style.display = DisplayStyle.Flex;\n            UpdateValidationResultImage(result);\n            UpdateValidationResultLabel(result);\n        }\n\n        public void HideResult()\n        {\n            ResultsBox.style.display = DisplayStyle.None;\n        }\n\n        protected void UpdateValidationResultImage(ValidationResult result)\n        {\n            switch (GetValidationSummaryStatus(result))\n            {\n                case TestResultStatus.Pass:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"console.infoicon@2x\").image;\n                    break;\n                case TestResultStatus.Warning:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"console.warnicon@2x\").image;\n                    break;\n                case TestResultStatus.Fail:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"console.erroricon@2x\").image;\n                    break;\n                default:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"_Help@2x\").image;\n                    break;\n            }\n        }\n\n        private void UpdateValidationResultLabel(ValidationResult result)\n        {\n            var errorCount = result.Tests.Where(x => x.Result.Status == TestResultStatus.Fail).Count();\n            var warningCount = result.Tests.Where(x => x.Result.Status == TestResultStatus.Warning).Count();\n\n            string text = string.Empty;\n            if (result.HadCompilationErrors)\n            {\n                text += \"- Package caused compilation errors\\n\";\n            }\n            if (errorCount > 0)\n            {\n                text += $\"- Validation reported {errorCount} error(s)\\n\";\n            }\n            if (warningCount > 0)\n            {\n                text += $\"- Validation reported {warningCount} warning(s)\\n\";\n            }\n\n            if (string.IsNullOrEmpty(text))\n            {\n                text = \"No issues were found!\";\n            }\n            else\n            {\n                text = text.Substring(0, text.Length - \"\\n\".Length);\n            }\n\n            ResultsBoxLabel.text = text;\n        }\n\n        private TestResultStatus GetValidationSummaryStatus(ValidationResult result)\n        {\n            if (result.HadCompilationErrors ||\n                result.Tests.Any(x => x.Result.Status == TestResultStatus.Fail))\n                return TestResultStatus.Fail;\n\n            if (result.Tests.Any(x => x.Result.Status == TestResultStatus.Warning))\n                return TestResultStatus.Warning;\n\n            return TestResultStatus.Pass;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/Abstractions/ValidationElementBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cb20404763eac7144b562c18ad1c37fe\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/Abstractions/WorkflowElementBase.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal abstract class WorkflowElementBase : VisualElement\n    {\n        // Data\n        protected IWorkflow Workflow;\n        public string Name => Workflow.Name;\n        public string DisplayName => Workflow.DisplayName;\n\n        // UI Elements that all workflows have\n        protected PathSelectionElement PathSelectionElement;\n        protected PreviewGenerationElement PreviewGenerationElement;\n        protected ValidationElementBase ValidationElement;\n        protected PackageUploadElement UploadElement;\n\n        public event Action OnInteractionAvailable;\n        public event Action OnInteractionUnavailable;\n\n        public WorkflowElementBase(IWorkflow workflow)\n        {\n            Workflow = workflow;\n        }\n\n        protected void CreatePathElement(string labelText, string labelTooltip)\n        {\n            PathSelectionElement = new PathSelectionElement(labelText, labelTooltip);\n            PathSelectionElement.OnBrowse += BrowsePath;\n            Add(PathSelectionElement);\n        }\n\n        protected void CreatePreviewGenerationElement()\n        {\n            PreviewGenerationElement = new PreviewGenerationElement(Workflow);\n            PreviewGenerationElement.style.display = DisplayStyle.None;\n            var callback = new Action(() =>\n                PreviewGenerationElement.style.display = ASToolsPreferences.Instance.UseLegacyExporting\n                ? DisplayStyle.None\n                : DisplayStyle.Flex);\n            RegisterCallback<AttachToPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange += callback; });\n            RegisterCallback<DetachFromPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange -= callback; });\n            Add(PreviewGenerationElement);\n        }\n\n        protected void CreateValidationElement(ValidationElementBase validationElement)\n        {\n            ValidationElement = validationElement;\n            ValidationElement.style.display = DisplayStyle.None;\n            Add(ValidationElement);\n        }\n\n        protected void CreateUploadElement(IWorkflow workflow, bool exposeExportButton)\n        {\n            UploadElement = new PackageUploadElement(workflow, exposeExportButton);\n            UploadElement.OnInteractionAvailable += EnableInteraction;\n            UploadElement.OnInteractionUnavailable += DisableInteraction;\n            UploadElement.style.display = DisplayStyle.None;\n            Add(UploadElement);\n        }\n\n        protected abstract void BrowsePath();\n\n        protected void SetPathSelectionTextField(string value)\n        {\n            if (string.IsNullOrEmpty(value))\n                return;\n\n            PathSelectionElement.SetPath(value);\n            ValidationElement.style.display = DisplayStyle.Flex;\n            UploadElement.style.display = DisplayStyle.Flex;\n\n            if (PreviewGenerationElement != null && !ASToolsPreferences.Instance.UseLegacyExporting)\n            {\n                PreviewGenerationElement.style.display = DisplayStyle.Flex;\n            }\n        }\n\n        protected void CheckForMissingMetas(IEnumerable<string> paths)\n        {\n            bool displayDialog = ASToolsPreferences.Instance.DisplayHiddenMetaDialog && FileUtility.IsMissingMetaFiles(paths);\n            if (!displayDialog)\n                return;\n\n            var selectedOption = EditorUtility.DisplayDialogComplex(\n                    \"Notice\",\n                    \"Your package includes hidden folders which do not contain meta files. \" +\n                    \"Hidden folders will not be exported unless they contain meta files.\\n\\nWould you like meta files to be generated?\",\n                    \"Yes\", \"No\", \"No and do not display this again\");\n\n            switch (selectedOption)\n            {\n                case 0:\n                    try\n                    {\n                        FileUtility.GenerateMetaFiles(paths);\n                        EditorUtility.DisplayDialog(\n                            \"Success\",\n                            \"Meta files have been generated. Please note that further manual tweaking may be required to set up correct references\",\n                            \"OK\");\n                    }\n                    catch (Exception e)\n                    {\n                        EditorUtility.DisplayDialog(\n                            \"Error\",\n                            $\"Meta file generation failed: {e.Message}\",\n                            \"OK\"\n                            );\n                    }\n                    break;\n                case 1:\n                    // Do nothing\n                    return;\n                case 2:\n                    ASToolsPreferences.Instance.DisplayHiddenMetaDialog = false;\n                    ASToolsPreferences.Instance.Save();\n                    return;\n            }\n        }\n\n        public bool Is(IWorkflow workflow)\n        {\n            return Workflow == workflow;\n        }\n\n        protected virtual void EnableInteraction()\n        {\n            PathSelectionElement.SetEnabled(true);\n            ValidationElement.SetEnabled(true);\n            PreviewGenerationElement?.SetEnabled(true);\n            UploadElement.SetEnabled(true);\n            OnInteractionAvailable?.Invoke();\n        }\n\n        protected virtual void DisableInteraction()\n        {\n            PathSelectionElement.SetEnabled(false);\n            ValidationElement.SetEnabled(false);\n            PreviewGenerationElement?.SetEnabled(false);\n            UploadElement.SetEnabled(false);\n            OnInteractionUnavailable?.Invoke();\n        }\n\n        protected abstract void Deserialize();\n    }\n}"
  },
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  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/Abstractions.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AccountToolbar.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class AccountToolbar : VisualElement\n    {\n        private Image _accountImage;\n        private Label _accountEmailLabel;\n        private Button _refreshButton;\n\n        public event Func<Task> OnRefresh;\n        public event Action OnLogout;\n\n        public AccountToolbar()\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"account-toolbar\");\n\n            // Left side of the toolbar\n            VisualElement leftSideContainer = new VisualElement { name = \"LeftSideContainer\" };\n            leftSideContainer.AddToClassList(\"account-toolbar-left-side-container\");\n\n            _accountImage = new Image();\n            _accountImage.AddToClassList(\"account-toolbar-user-image\");\n\n            _accountEmailLabel = new Label() { name = \"AccountEmail\" };\n            _accountEmailLabel.AddToClassList(\"account-toolbar-email-label\");\n\n            leftSideContainer.Add(_accountImage);\n            leftSideContainer.Add(_accountEmailLabel);\n\n            // Right side of the toolbar\n            VisualElement rightSideContainer = new VisualElement { name = \"RightSideContainer\" };\n            rightSideContainer.AddToClassList(\"account-toolbar-right-side-container\");\n\n            // Refresh button\n            _refreshButton = new Button(Refresh) { name = \"RefreshButton\", text = \"Refresh\" };\n            _refreshButton.AddToClassList(\"account-toolbar-button-refresh\");\n\n            // Logout button\n            var logoutButton = new Button(Logout) { name = \"LogoutButton\", text = \"Log out\" };\n            logoutButton.AddToClassList(\"account-toolbar-button-logout\");\n\n            rightSideContainer.Add(_refreshButton);\n            rightSideContainer.Add(logoutButton);\n\n            // Constructing the final toolbar\n            Add(leftSideContainer);\n            Add(rightSideContainer);\n        }\n\n        private async void Refresh()\n        {\n            _refreshButton.SetEnabled(false);\n            await OnRefresh?.Invoke();\n            _refreshButton.SetEnabled(true);\n        }\n\n        private void Logout()\n        {\n            OnLogout?.Invoke();\n        }\n\n        public void SetUser(User user)\n        {\n            if (user == null)\n            {\n                _accountEmailLabel.text = string.Empty;\n                _accountImage.tooltip = string.Empty;\n                return;\n            }\n\n            var userEmail = !string.IsNullOrEmpty(user.Username) ? user.Username : \"Unknown\";\n            var publisherName = !string.IsNullOrEmpty(user.Name) ? user.Name : \"Unknown\";\n            var publisherId = !string.IsNullOrEmpty(user.PublisherId) ? user.PublisherId : \"Unknown\";\n            var userInfo =\n                $\"Username: {userEmail}\\n\" +\n                $\"Publisher Name: {publisherName}\\n\" +\n                $\"Publisher ID: {publisherId}\";\n\n            _accountEmailLabel.text = userEmail;\n            _accountImage.tooltip = userInfo;\n        }\n\n        public void EnableButtons()\n        {\n            _refreshButton.SetEnabled(true);\n        }\n\n        public void DisableButtons()\n        {\n            _refreshButton.SetEnabled(false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AccountToolbar.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c275be3817d1684ca1802c2738ac4d9\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AssetsWorkflowElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class AssetsWorkflowElement : WorkflowElementBase\n    {\n        // Data\n        private AssetsWorkflow _workflow;\n\n        // UI\n        private VisualElement _dependenciesToggleElement;\n        private Toggle _dependenciesToggle;\n        private MultiToggleSelectionElement _dependenciesElement;\n        private MultiToggleSelectionElement _specialFoldersElement;\n\n        private const string PathSelectionTooltip = \"Select the main folder of your package\" +\n            \"\\n\\nAll files and folders of your package should preferably be contained within a single root folder that is named after your package\" +\n            \"\\n\\nExample: 'Assets/[MyPackageName]'\" +\n            \"\\n\\nNote: If your content makes use of special folders that are required to be placed in the root Assets folder (e.g. 'StreamingAssets'),\" +\n            \" you will be able to include them after selecting the main folder\";\n\n        public AssetsWorkflowElement(AssetsWorkflow workflow) : base(workflow)\n        {\n            _workflow = workflow;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            CreatePathElement(\"Folder path\", PathSelectionTooltip);\n            CreateDependenciesToggleElement();\n            CreateDependenciesSelectionElement();\n            CreateSpecialFoldersElement();\n            CreatePreviewGenerationElement();\n            CreateValidationElement(new CurrentProjectValidationElement(_workflow));\n            CreateUploadElement(_workflow, true);\n        }\n\n        private void CreateDependenciesToggleElement()\n        {\n            _dependenciesToggleElement = new VisualElement() { name = \"Dependencies Toggle\" };\n            _dependenciesToggleElement.AddToClassList(\"package-content-option-box\");\n\n            VisualElement dependenciesLabelHelpRow = new VisualElement();\n            dependenciesLabelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label dependenciesLabel = new Label { text = \"Dependencies\" };\n            Image dependenciesLabelTooltip = new Image\n            {\n                tooltip = \"Tick this checkbox if your package content has dependencies on Unity packages from the Package Manager\"\n            };\n\n            _dependenciesToggle = new Toggle { name = \"DependenciesToggle\", text = \"Include Package Manifest\" };\n            _dependenciesToggle.AddToClassList(\"package-content-option-toggle\");\n\n            var callback = new Action(() => DependencyToggleValueChange(true));\n            _dependenciesToggle.RegisterValueChangedCallback((_) => DependencyToggleValueChange(true));\n            RegisterCallback<AttachToPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange += callback; });\n            RegisterCallback<DetachFromPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange -= callback; });\n\n            dependenciesLabelHelpRow.Add(dependenciesLabel);\n            dependenciesLabelHelpRow.Add(dependenciesLabelTooltip);\n\n            _dependenciesToggleElement.Add(dependenciesLabelHelpRow);\n            _dependenciesToggleElement.Add(_dependenciesToggle);\n\n            _dependenciesToggleElement.style.display = DisplayStyle.None;\n            Add(_dependenciesToggleElement);\n        }\n\n        private void CreateDependenciesSelectionElement()\n        {\n            _dependenciesElement = new MultiToggleSelectionElement()\n            {\n                DisplayElementLabel = false,\n                ElementLabel = \"Dependencies\",\n                NoSelectionLabel = \"No packages match this criteria\"\n            };\n\n            var setDependencies = new Action<Dictionary<string, bool>>((dict) => _workflow.SetDependencies(dict.Where(x => x.Value).Select(x => x.Key), true));\n            _dependenciesElement.OnValuesChanged += setDependencies;\n            _dependenciesElement.style.display = DisplayStyle.None;\n            Add(_dependenciesElement);\n        }\n\n        private void CreateSpecialFoldersElement()\n        {\n            _specialFoldersElement = new MultiToggleSelectionElement()\n            {\n                ElementLabel = \"Special Folders\",\n                ElementTooltip = \"If your package content relies on Special Folders (e.g. StreamingAssets), please select which of these folders should be included in the package.\",\n                NoSelectionLabel = \"No folders match this criteria.\"\n            };\n\n            var setSpecialFolders = new Action<Dictionary<string, bool>>((dict) => _workflow.SetSpecialFolders(dict.Where(x => x.Value).Select(x => x.Key), true));\n            _specialFoldersElement.OnValuesChanged += setSpecialFolders;\n            _specialFoldersElement.style.display = DisplayStyle.None;\n            Add(_specialFoldersElement);\n        }\n\n        protected override void BrowsePath()\n        {\n            string absoluteExportPath = string.Empty;\n            bool includeAllAssets = false;\n\n            if (_workflow.IsCompleteProject)\n            {\n                includeAllAssets = EditorUtility.DisplayDialog(\"Notice\",\n                    \"Your package draft is set to a category that is treated\" +\n                    \" as a complete project. Project settings will be included automatically. Would you like everything in the \" +\n                    \"'Assets' folder to be included?\\n\\nYou will still be able to change the selected assets before uploading\",\n                    \"Yes, include all folders and assets\",\n                    \"No, I'll select what to include manually\");\n\n                if (includeAllAssets)\n                    absoluteExportPath = Application.dataPath;\n            }\n\n            if (!includeAllAssets)\n            {\n                absoluteExportPath = EditorUtility.OpenFolderPanel(\n                    \"Select folder to compress into a package\", \"Assets/\", \"\");\n\n                if (string.IsNullOrEmpty(absoluteExportPath))\n                    return;\n            }\n\n            var relativeExportPath = FileUtility.AbsolutePathToRelativePath(absoluteExportPath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n            if (!_workflow.IsPathValid(relativeExportPath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid selection\", error, \"OK\");\n                return;\n            }\n\n            HandlePathSelection(relativeExportPath, true);\n            CheckForMissingMetas();\n        }\n\n        private void HandlePathSelection(string relativeExportPath, bool serialize)\n        {\n            if (string.IsNullOrEmpty(relativeExportPath))\n                return;\n\n            _workflow.SetMainExportPath(relativeExportPath, serialize);\n            SetPathSelectionTextField(relativeExportPath + \"/\");\n\n            _dependenciesToggleElement.style.display = DisplayStyle.Flex;\n            UpdateSpecialFoldersElement();\n        }\n\n        private void CheckForMissingMetas()\n        {\n            var paths = new List<string>() { _workflow.GetMainExportPath() };\n            paths.AddRange(_workflow.GetSpecialFolders());\n            CheckForMissingMetas(paths);\n        }\n\n        private void DependencyToggleValueChange(bool serialize)\n        {\n            _workflow.SetIncludeDependencies(_dependenciesToggle.value, serialize);\n\n            if (_dependenciesToggle.value && !ASToolsPreferences.Instance.UseLegacyExporting)\n            {\n                var allDependencies = _workflow.GetAvailableDependencies();\n                var selectedDependencies = allDependencies.ToDictionary(x => x, y => _workflow.GetDependencies().Any(x => x.name == y));\n                _dependenciesElement.Populate(selectedDependencies);\n                _dependenciesElement.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _dependenciesElement.style.display = DisplayStyle.None;\n            }\n        }\n\n        private void UpdateSpecialFoldersElement()\n        {\n            var availableSpecialFolders = _workflow.GetAvailableSpecialFolders();\n            var selectedSpecialFolders = availableSpecialFolders.ToDictionary(x => x, y => _workflow.GetSpecialFolders().Any(x => x == y));\n            _specialFoldersElement.Populate(selectedSpecialFolders);\n            _specialFoldersElement.style.display = availableSpecialFolders.Count > 0 ? DisplayStyle.Flex : DisplayStyle.None;\n        }\n\n        protected override void EnableInteraction()\n        {\n            base.EnableInteraction();\n            _dependenciesToggleElement.SetEnabled(true);\n            _dependenciesElement.SetEnabled(true);\n            _specialFoldersElement.SetEnabled(true);\n        }\n\n        protected override void DisableInteraction()\n        {\n            base.DisableInteraction();\n            _dependenciesToggleElement.SetEnabled(false);\n            _dependenciesElement.SetEnabled(false);\n            _specialFoldersElement.SetEnabled(false);\n        }\n\n        protected override void Deserialize()\n        {\n            HandlePathSelection(_workflow.GetMainExportPath(), false);\n            _dependenciesToggle.SetValueWithoutNotify(_workflow.GetIncludeDependencies());\n            DependencyToggleValueChange(false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AssetsWorkflowElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1f62ea8ab5c102e4fa574a3dcac7f6fb\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/CurrentProjectValidationElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class CurrentProjectValidationElement : ValidationElementBase\n    {\n        public CurrentProjectValidationElement(IWorkflow workflow) : base(workflow)\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateResultsBox();\n        }\n\n        private void CreateResultsBox()\n        {\n            var _viewReportButton = new Button(ViewReport) { text = \"View report\" };\n            _viewReportButton.AddToClassList(\"validation-result-view-report-button\");\n\n            ResultsBox.Add(_viewReportButton);\n        }\n\n        private void ViewReport()\n        {\n            AssetStoreTools.ShowAssetStoreToolsValidator(Workflow.LastValidationSettings, Workflow.LastValidationResult);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/CurrentProjectValidationElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 21a1f13231b167b4c80079a2c1212101\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/ExternalProjectValidationElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing System;\nusing System.IO;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class ExternalProjectValidationElement : ValidationElementBase\n    {\n        private VisualElement _projectButtonContainer;\n\n        public ExternalProjectValidationElement(IWorkflow workflow) : base(workflow)\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateProjectButtonContainer();\n            CreateProjectButtons();\n        }\n\n        private void CreateProjectButtonContainer()\n        {\n            _projectButtonContainer = new VisualElement();\n            _projectButtonContainer.AddToClassList(\"validation-result-view-report-button-container\");\n\n            ResultsBox.Add(_projectButtonContainer);\n        }\n\n        private void CreateProjectButtons()\n        {\n            var openButton = new Button(OpenProject) { text = \"Open Project\" };\n            openButton.AddToClassList(\"validation-result-view-report-button\");\n\n            var saveButton = new Button(SaveProject) { text = \"Save Project\" };\n            saveButton.AddToClassList(\"validation-result-view-report-button\");\n\n            _projectButtonContainer.Add(openButton);\n            _projectButtonContainer.Add(saveButton);\n        }\n\n        private void OpenProject()\n        {\n            try\n            {\n                EditorUtility.DisplayProgressBar(\"Waiting...\", \"Validation project is open. Waiting for it to exit...\", 0.4f);\n                var projectPath = Workflow.LastValidationResult.ProjectPath;\n                ExternalProjectValidator.OpenExternalValidationProject(projectPath);\n            }\n            finally\n            {\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        private void SaveProject()\n        {\n            try\n            {\n                var projectPath = Workflow.LastValidationResult.ProjectPath;\n                var savePath = EditorUtility.SaveFolderPanel(\"Select a folder\", Environment.GetFolderPath(Environment.SpecialFolder.Desktop), string.Empty);\n                if (string.IsNullOrEmpty(savePath))\n                    return;\n\n                var saveDir = new DirectoryInfo(savePath);\n                if (!saveDir.Exists || saveDir.GetFileSystemInfos().Length != 0)\n                {\n                    EditorUtility.DisplayDialog(\"Saving project failed\", \"Selected directory must be an empty folder\", \"OK\");\n                    return;\n                }\n\n                EditorUtility.DisplayProgressBar(\"Saving...\", \"Saving project...\", 0.4f);\n                FileUtility.CopyDirectory(projectPath, savePath, true);\n            }\n            finally\n            {\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        protected override bool ConfirmValidation()\n        {\n            return EditorUtility.DisplayDialog(\"Notice\", \"Pre-exported package validation is performed in a separate temporary project. \" +\n                \"It may take some time for the temporary project to be created, which will halt any actions in the current project. \" +\n                \"The current project will resume work after the temporary project is exited.\\n\\nDo you wish to proceed?\", \"Yes\", \"No\");\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/ExternalProjectValidationElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 706f01d53c7eaf04bae07fb36684e31b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/HybridPackageWorkflowElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class HybridPackageWorkflowElement : WorkflowElementBase\n    {\n        // Data\n        private HybridPackageWorkflow _workflow;\n\n        // UI\n        private MultiToggleSelectionElement _dependenciesElement;\n\n        public HybridPackageWorkflowElement(HybridPackageWorkflow workflow) : base(workflow)\n        {\n            _workflow = workflow;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            CreatePathElement(\"Package path\", \"Select a local Package you would like to export and upload to the Store.\");\n            CreateDependenciesElement();\n            CreatePreviewGenerationElement();\n            CreateValidationElement(new CurrentProjectValidationElement(_workflow));\n            CreateUploadElement(_workflow, true);\n        }\n\n        private void CreateDependenciesElement()\n        {\n            _dependenciesElement = new MultiToggleSelectionElement()\n            {\n                ElementLabel = \"Dependencies\",\n                ElementTooltip = \"Select which local package dependencies should be included when exporting.\" +\n                \"\\n\\nNote that only local or embedded dependencies defined in the package.json can be selected.\",\n                NoSelectionLabel = \"No packages match this criteria\"\n            };\n\n            var setDependencies = new Action<Dictionary<string, bool>>((dict) => _workflow.SetDependencies(dict.Where(x => x.Value).Select(x => x.Key), true));\n            _dependenciesElement.OnValuesChanged += setDependencies;\n            Add(_dependenciesElement);\n            _dependenciesElement.style.display = DisplayStyle.None;\n        }\n\n        protected override void BrowsePath()\n        {\n            var absoluteExportPath = EditorUtility.OpenFilePanel(\"Select a package.json file\", \"Packages/\", \"json\");\n            if (string.IsNullOrEmpty(absoluteExportPath))\n                return;\n\n            if (!_workflow.IsPathValid(absoluteExportPath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid selection\", error, \"OK\");\n                return;\n            }\n\n            HandlePathSelection(absoluteExportPath, true);\n            CheckForMissingMetas();\n        }\n\n        private void HandlePathSelection(string packageManifestPath, bool serialize)\n        {\n            if (string.IsNullOrEmpty(packageManifestPath))\n                return;\n\n            _workflow.SetPackage(packageManifestPath, serialize);\n            var packageFolderPath = _workflow.GetPackage().assetPath;\n            SetPathSelectionTextField(packageFolderPath + \"/\");\n\n            UpdateDependenciesElement();\n        }\n\n        private void CheckForMissingMetas()\n        {\n            var paths = new List<string>() { _workflow.GetPackage().assetPath };\n            paths.AddRange(_workflow.GetDependencies().Select(x => x.assetPath));\n            CheckForMissingMetas(paths);\n        }\n\n        private void UpdateDependenciesElement()\n        {\n            var availableDependencies = _workflow.GetAvailableDependencies();\n            var selectedDependencies = availableDependencies.ToDictionary(x => x.name, y => _workflow.GetDependencies().Any(x => x.name == y.name));\n            _dependenciesElement.Populate(selectedDependencies);\n            _dependenciesElement.style.display = availableDependencies.Count > 0 ? DisplayStyle.Flex : DisplayStyle.None;\n        }\n\n        protected override void EnableInteraction()\n        {\n            base.EnableInteraction();\n            _dependenciesElement.SetEnabled(true);\n        }\n\n        protected override void DisableInteraction()\n        {\n            base.DisableInteraction();\n            _dependenciesElement.SetEnabled(false);\n        }\n\n        protected override void Deserialize()\n        {\n            var package = _workflow.GetPackage();\n            if (package == null)\n                return;\n\n            HandlePathSelection(AssetDatabase.GetAssetPath(package.GetManifestAsset()), false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/HybridPackageWorkflowElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 34cd1e5cbe87bb546937a521bd2bc69c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/LoadingSpinner.cs",
    "content": "using UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class LoadingSpinner : VisualElement\n    {\n        // Data\n        private int _spinIndex;\n        private double _spinTimer;\n        private double _spinThreshold = 0.1;\n\n        // UI\n        private Image _spinnerImage;\n\n        public LoadingSpinner()\n        {\n            AddToClassList(\"loading-spinner-box\");\n\n            _spinnerImage = new Image { name = \"SpinnerImage\" };\n            _spinnerImage.AddToClassList(\"loading-spinner-image\");\n\n            Add(_spinnerImage);\n        }\n\n        public void Show()\n        {\n            EditorApplication.update += SpinnerLoop;\n            style.display = DisplayStyle.Flex;\n        }\n\n        public void Hide()\n        {\n            EditorApplication.update -= SpinnerLoop;\n            style.display = DisplayStyle.None;\n        }\n\n        private void SpinnerLoop()\n        {\n            if (_spinTimer + _spinThreshold > EditorApplication.timeSinceStartup)\n                return;\n\n            _spinTimer = EditorApplication.timeSinceStartup;\n            _spinnerImage.image = EditorGUIUtility.IconContent($\"WaitSpin{_spinIndex:00}\").image;\n\n            _spinIndex += 1;\n\n            if (_spinIndex > 11)\n                _spinIndex = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/LoadingSpinner.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7c7cdef91eb9a894091869ca10d9d178\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/MultiToggleSelectionElement.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class MultiToggleSelectionElement : VisualElement\n    {\n        // Data\n        private Dictionary<string, bool> _selections;\n        private readonly List<string> _selectionFilters = new List<string> { \"All\", \"Selected\", \"Not Selected\" };\n        private string _activeFilter;\n\n        public bool DisplayElementLabel\n        {\n            get => _multiToggleSelectionHelpRow.style.visibility == Visibility.Visible;\n            set { _multiToggleSelectionHelpRow.style.visibility = value ? Visibility.Visible : Visibility.Hidden; }\n        }\n\n        public string ElementLabel { get => _multiToggleSelectionLabel.text; set { _multiToggleSelectionLabel.text = value; } }\n        public string ElementTooltip { get => _multiToggleSelectionTooltip.tooltip; set { _multiToggleSelectionTooltip.tooltip = value; } }\n        public string NoSelectionLabel { get => _noSelectionsLabel.text; set { _noSelectionsLabel.text = value; } }\n\n        // UI\n        private VisualElement _multiToggleSelectionHelpRow;\n        private Label _multiToggleSelectionLabel;\n        private Image _multiToggleSelectionTooltip;\n\n        private ScrollView _selectionTogglesBox;\n        private Label _noSelectionsLabel;\n        private ToolbarMenu _filteringDropdown;\n\n        public event Action<Dictionary<string, bool>> OnValuesChanged;\n\n        public MultiToggleSelectionElement()\n        {\n            _activeFilter = _selectionFilters[0];\n            AddToClassList(\"package-content-option-box\");\n            Create();\n        }\n\n        private void Create()\n        {\n            _multiToggleSelectionHelpRow = new VisualElement();\n            _multiToggleSelectionHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            _multiToggleSelectionLabel = new Label();\n            _multiToggleSelectionTooltip = new Image();\n\n            VisualElement fullSelectionBox = new VisualElement();\n            fullSelectionBox.AddToClassList(\"multi-toggle-box\");\n\n            _selectionTogglesBox = new ScrollView { name = \"DependencyToggles\" };\n            _selectionTogglesBox.AddToClassList(\"multi-toggle-box-scrollview\");\n\n            _noSelectionsLabel = new Label();\n            _noSelectionsLabel.AddToClassList(\"multi-toggle-box-empty-label\");\n\n            var scrollContainer = _selectionTogglesBox.Q<VisualElement>(\"unity-content-viewport\");\n            scrollContainer.Add(_noSelectionsLabel);\n\n            VisualElement filteringBox = new VisualElement();\n            filteringBox.AddToClassList(\"multi-toggle-box-toolbar\");\n\n            // Select - deselect buttons\n            VisualElement selectingBox = new VisualElement();\n            selectingBox.AddToClassList(\"multi-toggle-box-toolbar-selecting-box\");\n\n            Button selectAllButton = new Button(SelectAllToggles)\n            {\n                text = \"Select All\"\n            };\n\n            Button deSelectAllButton = new Button(UnselectAllToggles)\n            {\n                text = \"Deselect All\"\n            };\n\n            selectingBox.Add(selectAllButton);\n            selectingBox.Add(deSelectAllButton);\n\n            // Filtering dropdown\n            VisualElement filteringDropdownBox = new VisualElement();\n            filteringDropdownBox.AddToClassList(\"multi-toggle-box-toolbar-filtering-box\");\n\n            _filteringDropdown = new ToolbarMenu { text = _selectionFilters[0] };\n\n            foreach (var filter in _selectionFilters)\n                _filteringDropdown.menu.AppendAction(filter, (_) => { FilterDependencies(filter); });\n\n            filteringDropdownBox.Add(_filteringDropdown);\n\n            // Final adding\n            filteringBox.Add(filteringDropdownBox);\n            filteringBox.Add(selectingBox);\n\n            fullSelectionBox.Add(_selectionTogglesBox);\n            fullSelectionBox.Add(filteringBox);\n\n            _multiToggleSelectionHelpRow.Add(_multiToggleSelectionLabel);\n            _multiToggleSelectionHelpRow.Add(_multiToggleSelectionTooltip);\n\n            Add(_multiToggleSelectionHelpRow);\n            Add(fullSelectionBox);\n        }\n\n        public void Populate(Dictionary<string, bool> selections)\n        {\n            _selectionTogglesBox.Clear();\n            _selections = selections;\n\n            EventCallback<ChangeEvent<bool>, string> callback = OnToggle;\n\n            foreach (var kvp in selections)\n            {\n                var toggle = new Toggle() { text = kvp.Key, value = kvp.Value };\n                toggle.AddToClassList(\"multi-toggle-box-toggle\");\n                toggle.RegisterCallback(callback, toggle.text);\n                _selectionTogglesBox.Add(toggle);\n            }\n\n            FilterDependencies(_activeFilter);\n        }\n\n        private void FilterDependencies(string filter)\n        {\n            _activeFilter = filter;\n\n            var allToggles = _selectionTogglesBox.Children().Cast<Toggle>().ToArray();\n            var selectedIndex = _selectionFilters.FindIndex(x => x == filter);\n\n            switch (selectedIndex)\n            {\n                case 0:\n                    foreach (var toggle in allToggles)\n                        toggle.style.display = DisplayStyle.Flex;\n                    break;\n                case 1:\n                    foreach (var toggle in allToggles)\n                        toggle.style.display = toggle.value ? DisplayStyle.Flex : DisplayStyle.None;\n                    break;\n                case 2:\n                    foreach (var toggle in allToggles)\n                        toggle.style.display = toggle.value ? DisplayStyle.None : DisplayStyle.Flex;\n                    break;\n            }\n\n            // Check if any toggles are displayed\n            var count = allToggles.Count(toggle => toggle.style.display == DisplayStyle.Flex);\n            _noSelectionsLabel.style.display = count > 0 ? DisplayStyle.None : DisplayStyle.Flex;\n\n            _filteringDropdown.text = filter;\n        }\n\n        private void OnToggle(ChangeEvent<bool> evt, string text)\n        {\n            FilterDependencies(_activeFilter);\n            _selections[text] = evt.newValue;\n            OnValuesChanged?.Invoke(_selections);\n        }\n\n        private void OnAllToggles(bool value)\n        {\n            var allToggles = _selectionTogglesBox.Children().Cast<Toggle>();\n            foreach (var toggle in allToggles)\n                toggle.SetValueWithoutNotify(value);\n\n            foreach (var key in _selections.Keys.ToArray())\n                _selections[key] = value;\n\n            FilterDependencies(_activeFilter);\n            OnValuesChanged?.Invoke(_selections);\n        }\n\n        private void SelectAllToggles()\n        {\n            OnAllToggles(true);\n        }\n\n        private void UnselectAllToggles()\n        {\n            OnAllToggles(false);\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/MultiToggleSelectionElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageContentElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System.Collections.Generic;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageContentElement : VisualElement\n    {\n        // Data\n        private IPackageContent _content;\n        private List<WorkflowElementBase> _workflowElements;\n\n        // UI\n        private VisualElement _workflowSelectionBox;\n        private ToolbarMenu _toolbarMenu;\n\n        public PackageContentElement(IPackageContent content)\n        {\n            _content = content;\n            content.OnActiveWorkflowChanged += ActiveWorkflowChanged;\n\n            _workflowElements = new List<WorkflowElementBase>();\n\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"package-content-element\");\n\n            CreateWorkflowSelection();\n            CreateWorkflows();\n            Deserialize();\n        }\n\n        private void CreateWorkflowSelection()\n        {\n            _workflowSelectionBox = new VisualElement();\n            _workflowSelectionBox.AddToClassList(\"package-content-option-box\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label workflowLabel = new Label { text = \"Upload type\" };\n            Image workflowLabelTooltip = new Image\n            {\n                tooltip = \"Select what content you are uploading to the Asset Store\"\n                + \"\\n\\n- From Assets Folder - content located within the project's 'Assets' folder or one of its subfolders\"\n                + \"\\n\\n- Pre-exported .unitypackage - content that has already been compressed into a .unitypackage file\"\n#if UNITY_ASTOOLS_EXPERIMENTAL\n                + \"\\n\\n- Local UPM Package - content that is located within the project's 'Packages' folder. Only embedded and local packages are supported\"\n#endif\n            };\n\n            labelHelpRow.Add(workflowLabel);\n            labelHelpRow.Add(workflowLabelTooltip);\n\n            _toolbarMenu = new ToolbarMenu();\n            _toolbarMenu.AddToClassList(\"package-content-option-dropdown\");\n\n            foreach (var workflow in _content.GetAvailableWorkflows())\n            {\n                AppendToolbarActionForWorkflow(workflow);\n            }\n\n            _workflowSelectionBox.Add(labelHelpRow);\n            _workflowSelectionBox.Add(_toolbarMenu);\n\n            Add(_workflowSelectionBox);\n        }\n\n        private void AppendToolbarActionForWorkflow(IWorkflow workflow)\n        {\n            _toolbarMenu.menu.AppendAction(workflow.DisplayName, _ =>\n            {\n                _content.SetActiveWorkflow(workflow);\n            });\n        }\n\n        private void CreateWorkflows()\n        {\n            foreach (var workflow in _content.GetAvailableWorkflows())\n            {\n                WorkflowElementBase element;\n                switch (workflow)\n                {\n                    case AssetsWorkflow assetsWorkflow:\n                        element = new AssetsWorkflowElement(assetsWorkflow);\n                        break;\n                    case UnityPackageWorkflow unityPackageWorkflow:\n                        element = new UnityPackageWorkflowElement(unityPackageWorkflow);\n                        break;\n#if UNITY_ASTOOLS_EXPERIMENTAL\n                    case HybridPackageWorkflow hybridPackageWorkflow:\n                        element = new HybridPackageWorkflowElement(hybridPackageWorkflow);\n                        break;\n#endif\n                    default:\n                        ASDebug.LogWarning(\"Package Content Element received an undefined workflow\");\n                        continue;\n                }\n\n                element.OnInteractionAvailable += EnableInteraction;\n                element.OnInteractionUnavailable += DisableInteraction;\n                _workflowElements.Add(element);\n                Add(element);\n            }\n        }\n\n        private void ActiveWorkflowChanged(IWorkflow workflow)\n        {\n            _toolbarMenu.text = workflow.DisplayName;\n            foreach (var workflowElement in _workflowElements)\n            {\n                bool show = workflowElement.Is(workflow);\n                workflowElement.style.display = show ? DisplayStyle.Flex : DisplayStyle.None;\n            }\n        }\n\n        private void EnableInteraction()\n        {\n            _workflowSelectionBox.SetEnabled(true);\n        }\n\n        private void DisableInteraction()\n        {\n            _workflowSelectionBox.SetEnabled(false);\n        }\n\n        private void Deserialize()\n        {\n            ActiveWorkflowChanged(_content.GetActiveWorkflow());\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageContentElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageElement.cs",
    "content": "﻿using AssetStoreTools.Api;\nusing AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Services;\nusing System;\n#if !UNITY_2021_1_OR_NEWER\nusing UnityEditor.UIElements;\n#endif\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageElement : VisualElement\n    {\n        // Data\n        private IPackage _package;\n        private bool _isSelected;\n\n        private IPackageFactoryService _packageFactory;\n\n        // UI\n        private Button _foldoutBox;\n        private Label _expanderLabel;\n        private Label _assetLabel;\n        private Label _lastDateSizeLabel;\n        private Image _assetImage;\n\n        private ProgressBar _uploadProgressBar;\n        private VisualElement _uploadProgressBarBackground;\n\n        private PackageContentElement _contentElement;\n\n        public event Action OnSelected;\n\n        public PackageElement(IPackage package, IPackageFactoryService packageFactory)\n        {\n            _package = package;\n            _package.OnUpdate += Refresh;\n            _package.OnIconUpdate += SetPackageThumbnail;\n\n            _packageFactory = packageFactory;\n\n            _isSelected = false;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"package-full-box\");\n\n            _foldoutBox = new Button { name = \"Package\" };\n            _foldoutBox.AddToClassList(\"package-foldout-box\");\n            if (_package.IsDraft)\n                _foldoutBox.AddToClassList(\"package-foldout-box-draft\");\n            _foldoutBox.clickable.clicked += Toggle;\n\n            // Expander, Icon and Asset Label\n            VisualElement foldoutBoxInfo = new VisualElement { name = \"foldoutBoxInfo\" };\n            foldoutBoxInfo.AddToClassList(\"package-foldout-box-info\");\n\n            VisualElement labelExpanderRow = new VisualElement { name = \"labelExpanderRow\" };\n            labelExpanderRow.AddToClassList(\"package-expander-label-row\");\n\n            _expanderLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _expanderLabel.AddToClassList(\"package-expander\");\n            _expanderLabel.style.display = _package.IsDraft ? DisplayStyle.Flex : DisplayStyle.None;\n\n            _assetImage = new Image { name = \"AssetImage\" };\n            _assetImage.AddToClassList(\"package-image\");\n\n            VisualElement assetLabelInfoBox = new VisualElement { name = \"assetLabelInfoBox\" };\n            assetLabelInfoBox.AddToClassList(\"package-label-info-box\");\n\n            _assetLabel = new Label { name = \"AssetLabel\", text = _package.Name };\n            _assetLabel.AddToClassList(\"package-label\");\n\n            _lastDateSizeLabel = new Label { name = \"AssetInfoLabel\", text = FormatDateSize() };\n            _lastDateSizeLabel.AddToClassList(\"package-info\");\n\n            assetLabelInfoBox.Add(_assetLabel);\n            assetLabelInfoBox.Add(_lastDateSizeLabel);\n\n            labelExpanderRow.Add(_expanderLabel);\n            labelExpanderRow.Add(_assetImage);\n            labelExpanderRow.Add(assetLabelInfoBox);\n\n            var openInBrowserButton = new Button(OpenPackageInBrowser)\n            {\n                name = \"OpenInBrowserButton\",\n                tooltip = \"View your package in the Publishing Portal.\"\n            };\n            openInBrowserButton.AddToClassList(\"package-open-in-browser-button\");\n\n            // Header Progress bar\n            _uploadProgressBar = new ProgressBar { name = \"HeaderProgressBar\" };\n            _uploadProgressBar.AddToClassList(\"package-header-progress-bar\");\n            _uploadProgressBar.style.display = DisplayStyle.None;\n            _uploadProgressBarBackground = _uploadProgressBar.Q<VisualElement>(className: \"unity-progress-bar__progress\");\n\n            // Connect it all\n            foldoutBoxInfo.Add(labelExpanderRow);\n            foldoutBoxInfo.Add(openInBrowserButton);\n\n            _foldoutBox.Add(foldoutBoxInfo);\n            _foldoutBox.Add(_uploadProgressBar);\n\n            Add(_foldoutBox);\n        }\n\n        private void CreateFoldoutContent()\n        {\n            var content = _packageFactory.CreatePackageContent(_package);\n            if (content == null)\n                return;\n\n            _contentElement = new PackageContentElement(content);\n            _contentElement.style.display = DisplayStyle.None;\n            Add(_contentElement);\n\n            SubscribeToContentWorkflowUpdates(content);\n        }\n\n        private void SubscribeToContentWorkflowUpdates(IPackageContent content)\n        {\n            foreach (var workflow in content.GetAvailableWorkflows())\n            {\n                workflow.OnUploadStateChanged += UpdateProgressBar;\n            }\n        }\n\n        private void UpdateProgressBar(UploadStatus? status, float? progress)\n        {\n            if (status != null)\n            {\n                _uploadProgressBarBackground.style.backgroundColor = PackageUploadElement.GetColorByStatus(status.Value);\n            }\n\n            if (progress != null)\n            {\n                _uploadProgressBar.value = progress.Value;\n            }\n        }\n\n        private void Toggle()\n        {\n            if (!_package.IsDraft)\n                return;\n\n            if (!Contains(_contentElement))\n                CreateFoldoutContent();\n\n            var shouldExpand = !_isSelected;\n            _expanderLabel.text = shouldExpand ? \"▼\" : \"►\";\n\n            if (shouldExpand)\n                _foldoutBox.AddToClassList(\"package-foldout-box-expanded\");\n            else\n                _foldoutBox.RemoveFromClassList(\"package-foldout-box-expanded\");\n            _contentElement.style.display = shouldExpand ? DisplayStyle.Flex : DisplayStyle.None;\n\n            _isSelected = !_isSelected;\n            ToggleProgressBar();\n\n            if (_isSelected)\n                OnSelected?.Invoke();\n        }\n\n        private void ToggleProgressBar()\n        {\n            if (!_isSelected && _uploadProgressBar.value != 0)\n                _uploadProgressBar.style.display = DisplayStyle.Flex;\n            else\n                _uploadProgressBar.style.display = DisplayStyle.None;\n        }\n\n        public bool Is(IPackage package)\n        {\n            return package == _package;\n        }\n\n        public void Select()\n        {\n            if (!_isSelected)\n                Toggle();\n        }\n\n        public void Unselect()\n        {\n            if (_isSelected)\n                Toggle();\n        }\n\n        private void SetPackageThumbnail()\n        {\n            _assetImage.image = _package.Icon;\n        }\n\n        private void Refresh()\n        {\n            _assetLabel.text = _package.Name;\n            _lastDateSizeLabel.text = FormatDateSize();\n        }\n\n        private string FormatDateSize()\n        {\n            return $\"{_package.Category} | {_package.FormattedSize()} | {_package.FormattedModified()}\";\n        }\n\n        private void OpenPackageInBrowser()\n        {\n            Application.OpenURL($\"https://publisher.unity.com/packages/{_package.VersionId}/edit/upload\");\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageElement.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageGroupElement.cs",
    "content": "﻿using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Services;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageGroupElement : VisualElement\n    {\n        // Data\n        public string Name => _packageGroup.Name;\n        private IPackageGroup _packageGroup;\n        private List<PackageElement> _packageElements;\n        private bool _isExpanded;\n\n        private IPackageFactoryService _packageFactory;\n\n        // UI\n        private Button _groupExpanderBox;\n        private VisualElement _groupContent;\n\n        private Label _expanderLabel;\n        private Label _groupLabel;\n\n        public PackageGroupElement(IPackageGroup packageGroup, IPackageFactoryService packageFactory)\n        {\n            _packageGroup = packageGroup;\n            _packageElements = new List<PackageElement>();\n            _packageGroup.OnPackagesSorted += RefreshPackages;\n            _packageGroup.OnPackagesFiltered += RefreshPackages;\n\n            _packageFactory = packageFactory;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreatePackageGroup();\n            CreatePackageGroupContent();\n            AddPackagesToGroupContent();\n        }\n\n        protected void CreatePackageGroup()\n        {\n            _groupExpanderBox = new Button(OnPackageGroupClicked);\n            _groupExpanderBox.AddToClassList(\"package-group-expander-box\");\n\n            _expanderLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _expanderLabel.AddToClassList(\"package-group-expander\");\n\n            _groupLabel = new Label { text = $\"{_packageGroup.Name} ({_packageGroup.Packages.Count})\" };\n            _groupLabel.AddToClassList(\"package-group-label\");\n            FormatGroupLabel(_packageGroup.Packages.Count);\n\n            _groupExpanderBox.Add(_expanderLabel);\n            _groupExpanderBox.Add(_groupLabel);\n\n            Add(_groupExpanderBox);\n        }\n\n        private void CreatePackageGroupContent()\n        {\n            _groupContent = new VisualElement { name = \"GroupContentBox\" };\n            _groupContent.AddToClassList(\"package-group-content-box\");\n            Toggle(false);\n\n            var groupSeparator = new VisualElement { name = \"GroupSeparator\" };\n            groupSeparator.AddToClassList(\"package-group-separator\");\n\n            if (_packageGroup.Name.ToLower() != \"draft\")\n            {\n                _groupLabel.SetEnabled(false);\n                _groupContent.AddToClassList(\"unity-disabled\");\n                groupSeparator.style.display = DisplayStyle.Flex;\n            }\n\n            Add(_groupContent);\n            Add(groupSeparator);\n        }\n\n        private void AddPackagesToGroupContent()\n        {\n            foreach (var package in _packageGroup.Packages)\n            {\n                var packageElement = new PackageElement(package, _packageFactory);\n                packageElement.OnSelected += () => OnPackageSelected(packageElement);\n                _packageElements.Add(packageElement);\n            }\n        }\n\n        private void FormatGroupLabel(int displayedPackageCount)\n        {\n            if (_packageGroup.Packages.Count == displayedPackageCount)\n                _groupLabel.text = $\"{Name} ({displayedPackageCount})\";\n            else\n                _groupLabel.text = $\"{Name} ({displayedPackageCount}/{_packageGroup.Packages.Count})\";\n        }\n\n        private void RefreshPackages(List<IPackage> packages)\n        {\n            _groupContent.Clear();\n\n            foreach (var package in packages)\n            {\n                var correspondingElement = _packageElements.FirstOrDefault(x => x.Is(package));\n                if (correspondingElement == null)\n                    continue;\n\n                _groupContent.Add(correspondingElement);\n            }\n\n            FormatGroupLabel(packages.Count());\n        }\n\n        private void OnPackageGroupClicked()\n        {\n            Toggle(!_isExpanded);\n        }\n\n        public void Toggle(bool expand)\n        {\n            if (expand)\n            {\n                _expanderLabel.text = \"▼\";\n                _groupContent.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _expanderLabel.text = \"►\";\n                _groupContent.style.display = DisplayStyle.None;\n            }\n\n            _isExpanded = expand;\n        }\n\n        private void OnPackageSelected(PackageElement packageElement)\n        {\n            foreach (var element in _packageElements)\n            {\n                if (element == packageElement)\n                    continue;\n\n                element.Unselect();\n            }\n        }\n    }\n}\n"
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageListToolbar.cs",
    "content": "﻿using AssetStoreTools.Uploader.Data;\nusing System.Collections.Generic;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageListToolbar : VisualElement\n    {\n        private List<IPackageGroup> _packageGroups;\n\n        public PackageListToolbar()\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"package-list-toolbar\");\n\n            // Search\n            var searchField = new ToolbarSearchField { name = \"SearchField\" };\n            searchField.AddToClassList(\"package-search-field\");\n\n            // Sorting menu button\n            var sortMenu = new ToolbarMenu() { text = \"Sort: Name ↓\" };\n            sortMenu.menu.AppendAction(\"Sort: Name ↓\", (_) => { sortMenu.text = \"Sort: Name ↓\"; Sort(PackageSorting.Name); });\n            sortMenu.menu.AppendAction(\"Sort: Updated ↓\", (_) => { sortMenu.text = \"Sort: Updated ↓\"; Sort(PackageSorting.Date); });\n            sortMenu.menu.AppendAction(\"Sort: Category ↓\", (_) => { sortMenu.text = \"Sort: Category ↓\"; Sort(PackageSorting.Category); });\n            sortMenu.AddToClassList(\"package-sort-menu\");\n\n            // Finalize the bar\n            Add(searchField);\n            Add(sortMenu);\n\n            // Add Callbacks and click events\n            searchField.RegisterCallback<ChangeEvent<string>>(SearchFilter);\n        }\n\n        public void SetPackageGroups(List<IPackageGroup> packageGroups)\n        {\n            _packageGroups = packageGroups;\n        }\n\n        private void SearchFilter(ChangeEvent<string> evt)\n        {\n            var searchString = evt.newValue.ToLower();\n            foreach (var packageGroup in _packageGroups)\n                packageGroup.Filter(searchString);\n        }\n\n        public void Sort(PackageSorting sortingType)\n        {\n            foreach (var packageGroup in _packageGroups)\n                packageGroup.Sort(sortingType);\n        }\n    }\n}\n"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageListToolbar.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageUploadElement.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.IO;\nusing System.Text.RegularExpressions;\nusing System.Threading.Tasks;\nusing UnityEditor;\n#if !UNITY_2021_1_OR_NEWER\nusing UnityEditor.UIElements;\n#endif\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageUploadElement : VisualElement\n    {\n        // Data\n        private IWorkflow _workflow;\n        private bool _enableExporting;\n\n        // UI\n        private VisualElement _exportAndUploadContainer;\n\n        private Button _cancelUploadButton;\n        private VisualElement _uploadProgressContainer;\n        private ProgressBar _uploadProgressBar;\n        private VisualElement _uploadProgressBarBackground;\n\n        public event Action OnInteractionAvailable;\n        public event Action OnInteractionUnavailable;\n\n        public PackageUploadElement(IWorkflow workflow, bool exposeExportButton)\n        {\n            _workflow = workflow;\n            _enableExporting = exposeExportButton;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"uploading-box\");\n\n            CreateButtonContainer();\n            CreateProgressContainer();\n        }\n\n        private void CreateButtonContainer()\n        {\n            _exportAndUploadContainer = new VisualElement();\n            _exportAndUploadContainer.AddToClassList(\"uploading-export-and-upload-container\");\n\n            CreateExportButton();\n            CreateUploadButton();\n            Add(_exportAndUploadContainer);\n        }\n\n        private void CreateExportButton()\n        {\n            if (!_enableExporting)\n                return;\n\n            var _exportAndUploadButton = new Button(async () => await Export(true)) { name = \"ExportButton\", text = \"Export\" };\n            _exportAndUploadButton.AddToClassList(\"uploading-export-button\");\n\n            _exportAndUploadContainer.Add(_exportAndUploadButton);\n        }\n\n        private void CreateUploadButton()\n        {\n            var _uploadButton = new Button(Upload) { name = \"UploadButton\" };\n            _uploadButton.text = _enableExporting ? \"Export and Upload\" : \"Upload\";\n            _uploadButton.AddToClassList(\"uploading-upload-button\");\n\n            _exportAndUploadContainer.Add(_uploadButton);\n        }\n\n        private void CreateProgressContainer()\n        {\n            _uploadProgressContainer = new VisualElement();\n            _uploadProgressContainer.AddToClassList(\"uploading-progress-container\");\n            _uploadProgressContainer.style.display = DisplayStyle.None;\n\n            _uploadProgressBar = new ProgressBar { name = \"UploadProgressBar\" };\n            _uploadProgressBar.AddToClassList(\"uploading-progress-bar\");\n            _uploadProgressBarBackground = _uploadProgressBar.Q<VisualElement>(className: \"unity-progress-bar__progress\");\n\n            _cancelUploadButton = new Button() { name = \"CancelButton\", text = \"Cancel\" };\n            _cancelUploadButton.AddToClassList(\"uploading-cancel-button\");\n\n            _uploadProgressContainer.Add(_uploadProgressBar);\n            _uploadProgressContainer.Add(_cancelUploadButton);\n\n            Add(_uploadProgressContainer);\n        }\n\n        private async Task<PackageExporterResult> Export(bool interactive)\n        {\n            try\n            {\n                DisableInteraction();\n\n                if (!_workflow.IsPathSet)\n                {\n                    EditorUtility.DisplayDialog(\"Exporting failed\", \"No path was selected. Please \" +\n                        \"select a path and try again.\", \"OK\");\n                    return new PackageExporterResult() { Success = false, Exception = new Exception(\"No path was selected.\") };\n                }\n\n                var rootProjectPath = Constants.RootProjectPath;\n                var packageNameStripped = Regex.Replace(_workflow.PackageName, \"[^a-zA-Z0-9]\", \"\");\n                var outputName = $\"{packageNameStripped}-{DateTime.Now:yyyy-dd-M--HH-mm-ss}\";\n\n                string outputPath;\n                if (interactive)\n                {\n                    outputPath = EditorUtility.SaveFilePanel(\"Export Package\", rootProjectPath,\n                        outputName, _workflow.PackageExtension.Remove(0, 1)); // Ignoring the '.' character since SaveFilePanel already appends it\n\n                    if (string.IsNullOrEmpty(outputPath))\n                        return new PackageExporterResult() { Success = false, Exception = null };\n                }\n                else\n                {\n                    outputPath = $\"Temp/{outputName}{_workflow.PackageExtension}\";\n                }\n\n                var exportResult = await _workflow.ExportPackage(outputPath);\n                if (!exportResult.Success)\n                {\n                    Debug.LogError($\"Package exporting failed: {exportResult.Exception}\");\n                    EditorUtility.DisplayDialog(\"Exporting failed\", exportResult.Exception.Message, \"OK\");\n                }\n                else if (interactive)\n                    Debug.Log($\"Package exported to '{Path.GetFullPath(exportResult.ExportedPath).Replace(\"\\\\\", \"/\")}'\");\n\n                return exportResult;\n            }\n            finally\n            {\n                if (interactive)\n                    EnableInteraction();\n            }\n        }\n\n        private async void Upload()\n        {\n            DisableInteraction();\n\n            if (await ValidateUnityVersionsBeforeUpload() == false)\n            {\n                EnableInteraction();\n                return;\n            }\n\n            var exportResult = await Export(false);\n            if (!exportResult.Success)\n            {\n                EnableInteraction();\n                return;\n            }\n\n            if (!_workflow.IsPathSet)\n            {\n                EditorUtility.DisplayDialog(\"Uploading failed\", \"No path was selected. Please \" +\n                    \"select a path and try again.\", \"OK\");\n                EnableInteraction();\n                return;\n            }\n\n            _exportAndUploadContainer.style.display = DisplayStyle.None;\n            _uploadProgressContainer.style.display = DisplayStyle.Flex;\n\n            _cancelUploadButton.clicked += Cancel;\n            _workflow.OnUploadStateChanged += UpdateProgressBar;\n            var response = await _workflow.UploadPackage(exportResult.ExportedPath);\n            _workflow.OnUploadStateChanged -= UpdateProgressBar;\n\n            await OnUploadingStopped(response);\n        }\n\n        private async Task<bool> ValidateUnityVersionsBeforeUpload()\n        {\n            var validationEnabled = ASToolsPreferences.Instance.UploadVersionCheck;\n            if (!validationEnabled)\n                return true;\n\n            var requiredVersionUploaded = await _workflow.ValidatePackageUploadedVersions();\n            if (requiredVersionUploaded)\n                return true;\n\n            var result = EditorUtility.DisplayDialogComplex(\"Asset Store Tools\", $\"You may upload this package, but you will need to add a package using Unity version {Constants.Uploader.MinRequiredUnitySupportVersion} \" +\n                \"or higher to be able to submit a new asset\", \"Upload\", \"Cancel\", \"Upload and do not display this again\");\n\n            switch (result)\n            {\n                case 1:\n                    return false;\n                case 2:\n                    ASToolsPreferences.Instance.UploadVersionCheck = false;\n                    ASToolsPreferences.Instance.Save();\n                    break;\n            }\n\n            return true;\n        }\n\n        private void UpdateProgressBar(UploadStatus? status, float? progress)\n        {\n            if (status != null)\n            {\n                _uploadProgressBarBackground.style.backgroundColor = GetColorByStatus(status.Value);\n            }\n\n            if (progress != null)\n            {\n                _uploadProgressBar.value = progress.Value;\n                _uploadProgressBar.title = $\"{progress.Value:0.#}%\";\n\n                if (progress == 100f && _cancelUploadButton.enabledInHierarchy)\n                    _cancelUploadButton.SetEnabled(false);\n            }\n        }\n\n        private void Cancel()\n        {\n            _cancelUploadButton.SetEnabled(false);\n            _workflow.AbortUpload();\n        }\n\n        private async Task OnUploadingStopped(PackageUploadResponse response)\n        {\n            if (!response.Success && !response.Cancelled)\n            {\n                Debug.LogException(response.Exception);\n            }\n\n            if (response.Success)\n            {\n                await _workflow.RefreshPackage();\n            }\n\n            if (response.Status == UploadStatus.ResponseTimeout)\n            {\n                Debug.LogWarning($\"All bytes for the package '{_workflow.PackageName}' have been uploaded, but a response \" +\n                        $\"from the server was not received. This can happen because of Firewall restrictions. \" +\n                        $\"Please make sure that a new version of your package has reached the Publishing Portal.\");\n            }\n\n            _uploadProgressBar.title = GetProgressBarTitleByStatus(response.Status);\n\n            _cancelUploadButton.clickable = null;\n            _cancelUploadButton.clicked += Reset;\n            _cancelUploadButton.text = \"Done\";\n            _cancelUploadButton.SetEnabled(true);\n        }\n\n        private void Reset()\n        {\n            _cancelUploadButton.clickable = null;\n            _cancelUploadButton.text = \"Cancel\";\n\n            _workflow.ResetUploadStatus();\n            UpdateProgressBar(UploadStatus.Default, 0f);\n\n            _uploadProgressContainer.style.display = DisplayStyle.None;\n            _exportAndUploadContainer.style.display = DisplayStyle.Flex;\n            EnableInteraction();\n        }\n\n        public static Color GetColorByStatus(UploadStatus status)\n        {\n            switch (status)\n            {\n                default:\n                case UploadStatus.Default:\n                    return new Color(0.13f, 0.59f, 0.95f);\n                case UploadStatus.Success:\n                case UploadStatus.ResponseTimeout:\n                    return new Color(0f, 0.50f, 0.14f);\n                case UploadStatus.Cancelled:\n                    return new Color(0.78f, 0.59f, 0f);\n                case UploadStatus.Fail:\n                    return new Color(0.69f, 0.04f, 0.04f);\n            }\n        }\n\n        private string GetProgressBarTitleByStatus(UploadStatus status)\n        {\n            var progressBarTitle = \"Upload: \";\n            switch (status)\n            {\n                case UploadStatus.ResponseTimeout:\n                    progressBarTitle += UploadStatus.Success;\n                    break;\n                default:\n                    progressBarTitle += status;\n                    break;\n            }\n\n            return progressBarTitle;\n        }\n\n        private void EnableInteraction()\n        {\n            _exportAndUploadContainer.SetEnabled(true);\n            OnInteractionAvailable?.Invoke();\n        }\n\n        private void DisableInteraction()\n        {\n            _exportAndUploadContainer.SetEnabled(false);\n            OnInteractionUnavailable?.Invoke();\n            SetEnabled(true);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageUploadElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 242524e968bd4484eaeb154d8013f427\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PathSelectionElement.cs",
    "content": "using System;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PathSelectionElement : VisualElement\n    {\n        // Data\n        private string _labelText;\n        private string _labelTooltip;\n\n        public event Action OnBrowse;\n\n        // UI\n        private TextField _pathSelectionTextField;\n\n        public PathSelectionElement(string labelText, string labelTooltip)\n        {\n            AddToClassList(\"package-content-option-box\");\n\n            _labelText = labelText;\n            _labelTooltip = labelTooltip;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label folderPathLabel = new Label { text = _labelText };\n            Image folderPathLabelTooltip = new Image\n            {\n                tooltip = _labelTooltip\n            };\n\n            labelHelpRow.Add(folderPathLabel);\n            labelHelpRow.Add(folderPathLabelTooltip);\n\n            _pathSelectionTextField = new TextField();\n            _pathSelectionTextField.AddToClassList(\"package-content-option-textfield\");\n            _pathSelectionTextField.isReadOnly = true;\n\n            Button browsePathButton = new Button(Browse) { name = \"BrowsePathButton\", text = \"Browse\" };\n            browsePathButton.AddToClassList(\"package-content-option-button\");\n\n            Add(labelHelpRow);\n            Add(_pathSelectionTextField);\n            Add(browsePathButton);\n        }\n\n        private void Browse()\n        {\n            OnBrowse?.Invoke();\n        }\n\n        public void SetPath(string path)\n        {\n            _pathSelectionTextField.value = path;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PathSelectionElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PreviewGenerationElement.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Uploader.Data;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PreviewGenerationElement : VisualElement\n    {\n        // Data\n        private IWorkflow _workflow;\n\n        // UI\n        private VisualElement _toggleRow;\n        private Toggle _previewToggle;\n\n        private VisualElement _buttonRow;\n        private VisualElement _viewButton;\n\n        public PreviewGenerationElement(IWorkflow workflow)\n        {\n            _workflow = workflow;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateInfoRow();\n            CreateViewButton();\n        }\n\n        private void CreateInfoRow()\n        {\n            _toggleRow = new VisualElement();\n            _toggleRow.AddToClassList(\"package-content-option-box\");\n\n            VisualElement toggleLabelHelpRow = new VisualElement();\n            toggleLabelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label toggleLabel = new Label { text = \"Asset Previews\" };\n            Image toggleLabelTooltip = new Image\n            {\n                tooltip = \"Select how the previews for your assets will be generated.\\n\\n\" +\n                \"Unity generates asset preview images natively up to a size of 128x128. \" +\n                \"You can try generating previews which are of higher resolution, up to 300x300.\\n\\n\" +\n                \"Note: these asset preview images will only be displayed in the 'Package Content' section of the \" +\n                \"Asset Store listing page once the package is published, and in the package importer window that appears during the package import process.\\n\" +\n                \"They will not replace the images used for the assets in the Project window after the package gets imported.\"\n            };\n\n            _previewToggle = new Toggle { name = \"PreviewToggle\", text = \"Generate Hi-Res (experimental)\" };\n            _previewToggle.AddToClassList(\"package-content-option-toggle\");\n            _previewToggle.RegisterValueChangedCallback((_) => DependencyToggleValueChange());\n\n            toggleLabelHelpRow.Add(toggleLabel);\n            toggleLabelHelpRow.Add(toggleLabelTooltip);\n\n            _toggleRow.Add(toggleLabelHelpRow);\n            _toggleRow.Add(_previewToggle);\n\n            Add(_toggleRow);\n        }\n\n        private void CreateViewButton()\n        {\n            _buttonRow = new VisualElement();\n            _buttonRow.AddToClassList(\"package-content-option-box\");\n            _buttonRow.style.display = DisplayStyle.None;\n\n            var spaceFiller = new VisualElement();\n            spaceFiller.AddToClassList(\"package-content-option-label-help-row\");\n\n            _viewButton = new Button(ViewClicked) { text = \"Inspect Previews\" };\n\n            _buttonRow.Add(spaceFiller);\n            _buttonRow.Add(_viewButton);\n\n            Add(_buttonRow);\n        }\n\n        private void DependencyToggleValueChange()\n        {\n            _workflow.GenerateHighQualityPreviews = _previewToggle.value;\n            _buttonRow.style.display = _previewToggle.value ? DisplayStyle.Flex : DisplayStyle.None;\n        }\n\n        private void ViewClicked()\n        {\n            PreviewGenerationSettings settings;\n            if (_workflow.GenerateHighQualityPreviews)\n            {\n                settings = new CustomPreviewGenerationSettings() { InputPaths = _workflow.GetAllPaths().ToArray() };\n            }\n            else\n            {\n                settings = new NativePreviewGenerationSettings() { InputPaths = _workflow.GetAllPaths().ToArray() };\n            }\n\n            AssetStoreTools.ShowAssetStoreToolsPreviewGenerator(settings);\n        }\n\n        private void DisplayProgress(float value)\n        {\n            EditorUtility.DisplayProgressBar(\"Generating\", \"Generating previews...\", value);\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PreviewGenerationElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/UnityPackageWorkflowElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class UnityPackageWorkflowElement : WorkflowElementBase\n    {\n        // Data\n        private UnityPackageWorkflow _workflow;\n\n        public UnityPackageWorkflowElement(UnityPackageWorkflow workflow) : base(workflow)\n        {\n            _workflow = workflow;\n            Create();\n        }\n\n        private void Create()\n        {\n            CreatePathElement(\"Package path\", \"Select the .unitypackage file you would like to upload.\");\n            CreateValidationElement(new ExternalProjectValidationElement(_workflow));\n            CreateUploadElement(_workflow, false);\n            Deserialize();\n        }\n\n        protected override void BrowsePath()\n        {\n            // Path retrieval\n            var absolutePackagePath = EditorUtility.OpenFilePanel(\"Select a .unitypackage file\", Constants.RootProjectPath, \"unitypackage\");\n\n            if (string.IsNullOrEmpty(absolutePackagePath))\n                return;\n\n            var relativeExportPath = FileUtility.AbsolutePathToRelativePath(absolutePackagePath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n            if (!_workflow.IsPathValid(relativeExportPath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid selection\", error, \"OK\");\n                return;\n            }\n\n            HandleUnityPackageUploadPathSelection(relativeExportPath, true);\n        }\n\n        private void HandleUnityPackageUploadPathSelection(string selectedPackagePath, bool serialize)\n        {\n            if (string.IsNullOrEmpty(selectedPackagePath))\n                return;\n\n            _workflow.SetPackagePath(selectedPackagePath, serialize);\n            SetPathSelectionTextField(selectedPackagePath);\n        }\n\n        protected override void Deserialize()\n        {\n            HandleUnityPackageUploadPathSelection(_workflow.GetPackagePath(), false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/UnityPackageWorkflowElement.cs.meta",
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Views/LoginView.cs",
    "content": "﻿using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Utility;\nusing System;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Views\n{\n    internal class LoginView : VisualElement\n    {\n        // Data\n        private IAuthenticationService _authenticationService;\n        private double _cloudLoginRefreshTime = 1d;\n        private double _lastRefreshTime;\n\n        // UI\n        private Button _cloudLoginButton;\n        private Label _cloudLoginLabel;\n\n        private Box _errorBox;\n        private Label _errorLabel;\n\n        private TextField _emailField;\n        private TextField _passwordField;\n        private Button _credentialsLoginButton;\n\n        public event Action<User> OnAuthenticated;\n\n        public LoginView(IAuthenticationService authenticationService)\n        {\n            _authenticationService = authenticationService;\n            Create();\n        }\n\n        public void Create()\n        {\n            styleSheets.Add(StyleSelector.UploaderWindow.LoginViewStyle);\n            styleSheets.Add(StyleSelector.UploaderWindow.LoginViewTheme);\n\n            CreateAssetStoreLogo();\n            CreateCloudLogin();\n            CreateErrorBox();\n            CreateCredentialsLogin();\n        }\n\n        private void CreateAssetStoreLogo()\n        {\n            // Asset Store logo\n            Image assetStoreLogo = new Image { name = \"AssetStoreLogo\" };\n            assetStoreLogo.AddToClassList(\"asset-store-logo\");\n\n            Add(assetStoreLogo);\n        }\n\n        private void CreateCloudLogin()\n        {\n            VisualElement cloudLogin = new VisualElement { name = \"CloudLogin\" };\n\n            _cloudLoginButton = new Button(LoginWithCloudToken) { name = \"LoginButtonCloud\" };\n            _cloudLoginButton.AddToClassList(\"cloud-button-login\");\n            _cloudLoginButton.SetEnabled(false);\n\n            _cloudLoginLabel = new Label { text = \"Cloud login unavailable\" };\n            _cloudLoginLabel.AddToClassList(\"cloud-button-login-label\");\n\n            Label orLabel = new Label { text = \"or\" };\n            orLabel.AddToClassList(\"cloud-label-or\");\n\n            _cloudLoginButton.Add(_cloudLoginLabel);\n\n            cloudLogin.Add(_cloudLoginButton);\n            cloudLogin.Add(orLabel);\n\n            UpdateCloudLoginButton();\n            EditorApplication.update += UpdateCloudLoginButton;\n            Add(cloudLogin);\n        }\n\n        private void CreateErrorBox()\n        {\n            _errorBox = new Box() { name = \"LoginErrorBox\" };\n            _errorBox.AddToClassList(\"error-container\");\n            _errorBox.style.display = DisplayStyle.None;\n\n            var errorImage = new Image();\n            _errorBox.Add(errorImage);\n\n            _errorLabel = new Label();\n            _errorBox.Add(_errorLabel);\n\n            Add(_errorBox);\n        }\n\n        public void DisplayError(string message)\n        {\n            if (string.IsNullOrEmpty(message))\n                return;\n\n            _errorLabel.text = message;\n            Debug.LogError(message);\n\n            _errorBox.style.display = DisplayStyle.Flex;\n        }\n\n        private void ClearError()\n        {\n            _errorLabel.text = string.Empty;\n            _errorBox.style.display = DisplayStyle.None;\n        }\n\n        private void CreateCredentialsLogin()\n        {\n            // Manual login\n            VisualElement manualLoginBox = new VisualElement { name = \"ManualLoginBox\" };\n            manualLoginBox.AddToClassList(\"credentials-container\");\n\n            // Email input box\n            VisualElement inputBoxEmail = new VisualElement();\n            inputBoxEmail.AddToClassList(\"credentials-input-container\");\n\n            Label emailTitle = new Label { text = \"Email\" };\n            _emailField = new TextField();\n\n            inputBoxEmail.Add(emailTitle);\n            inputBoxEmail.Add(_emailField);\n\n            manualLoginBox.Add(inputBoxEmail);\n\n            // Password input box\n            VisualElement inputBoxPassword = new VisualElement();\n            inputBoxPassword.AddToClassList(\"credentials-input-container\");\n\n            Label passwordTitle = new Label { text = \"Password\" };\n            _passwordField = new TextField { isPasswordField = true };\n\n            inputBoxPassword.Add(passwordTitle);\n            inputBoxPassword.Add(_passwordField);\n\n            manualLoginBox.Add(inputBoxPassword);\n\n            // Login button\n            _credentialsLoginButton = new Button(LoginWithCredentials) { name = \"LoginButtonCredentials\" };\n            _credentialsLoginButton.AddToClassList(\"credentials-button-login\");\n\n            Label loginDescriptionCredentials = new Label { text = \"Login\" };\n            loginDescriptionCredentials.AddToClassList(\"credentials-button-login-label\");\n\n            _credentialsLoginButton.Add(loginDescriptionCredentials);\n\n            manualLoginBox.Add(_credentialsLoginButton);\n\n            Add(manualLoginBox);\n\n            // Credentials login helpers\n            VisualElement helperBox = new VisualElement { name = \"HelperBox\" };\n            helperBox.AddToClassList(\"help-section-container\");\n\n            Button createAccountButton = new Button { name = \"CreateAccountButton\", text = \"Create Publisher ID\" };\n            Button forgotPasswordButton = new Button { name = \"ForgotPasswordButton\", text = \"Reset Password\" };\n\n            createAccountButton.AddToClassList(\"help-section-hyperlink-button\");\n            forgotPasswordButton.AddToClassList(\"help-section-hyperlink-button\");\n\n            createAccountButton.clicked += () => Application.OpenURL(Constants.Uploader.AccountRegistrationUrl);\n            forgotPasswordButton.clicked += () => Application.OpenURL(Constants.Uploader.AccountForgottenPasswordUrl);\n\n            helperBox.Add(createAccountButton);\n            helperBox.Add(forgotPasswordButton);\n\n            Add(helperBox);\n        }\n\n        public async void LoginWithSessionToken()\n        {\n            ASDebug.Log(\"Authenticating with session token...\");\n            ClearError();\n            SetEnabled(false);\n\n            var result = await _authenticationService.AuthenticateWithSessionToken();\n            if (!result.Success)\n            {\n                // Session authentication fail does not display errors in the UI\n                ASDebug.Log(\"No existing session was found\");\n                SetEnabled(true);\n                return;\n            }\n\n            OnLoginSuccess(result.User);\n        }\n\n        private async void LoginWithCloudToken()\n        {\n            ASDebug.Log(\"Authenticating with cloud token...\");\n            ClearError();\n            SetEnabled(false);\n\n            var result = await _authenticationService.AuthenticateWithCloudToken();\n            if (!result.Success)\n            {\n                OnLoginFail(result.Exception.Message);\n                return;\n            }\n\n            OnLoginSuccess(result.User);\n        }\n\n        private async void LoginWithCredentials()\n        {\n            ASDebug.Log(\"Authenticating with credentials...\");\n            ClearError();\n            var isValid = IsLoginDataValid(_emailField.text, _passwordField.value);\n            SetEnabled(!isValid);\n\n            if (!isValid)\n                return;\n\n            var result = await _authenticationService.AuthenticateWithCredentials(_emailField.text, _passwordField.text);\n            if (result.Success)\n                OnLoginSuccess(result.User);\n            else\n                OnLoginFail(result.Exception.Message);\n        }\n\n        private bool IsLoginDataValid(string email, string password)\n        {\n            if (string.IsNullOrEmpty(email))\n            {\n                DisplayError(\"Email field cannot be empty.\");\n                return false;\n            }\n\n            if (string.IsNullOrEmpty(password))\n            {\n                DisplayError(\"Password field cannot be empty.\");\n                return false;\n            }\n\n            return true;\n        }\n\n        private void UpdateCloudLoginButton()\n        {\n            if (_cloudLoginLabel == null)\n                return;\n\n            if (_lastRefreshTime + _cloudLoginRefreshTime > EditorApplication.timeSinceStartup)\n                return;\n\n            _lastRefreshTime = EditorApplication.timeSinceStartup;\n\n            // Cloud login\n            if (_authenticationService.CloudAuthenticationAvailable(out var username, out var _))\n            {\n                _cloudLoginLabel.text = $\"Login as {username}\";\n                _cloudLoginButton.SetEnabled(true);\n            }\n            else\n            {\n                _cloudLoginLabel.text = \"Cloud login unavailable\";\n                _cloudLoginButton.SetEnabled(false);\n            }\n        }\n\n        private void OnLoginSuccess(User user)\n        {\n            ASDebug.Log($\"Successfully authenticated as {user.Username}\\n{user}\");\n\n            _emailField.value = string.Empty;\n            _passwordField.value = string.Empty;\n\n            OnAuthenticated?.Invoke(user);\n            SetEnabled(true);\n        }\n\n        private void OnLoginFail(string message)\n        {\n            ASDebug.LogError($\"Authentication failed: {message}\");\n            DisplayError(message);\n            SetEnabled(true);\n        }\n    }\n}"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Views/PackageListView.cs",
    "content": "﻿using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Services;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Uploader.UI.Elements;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UIElements;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.UI.Views\n{\n    internal class PackageListView : VisualElement\n    {\n        // Data\n        private List<IPackage> _packages;\n        private readonly string[] _priorityGroupNames = { \"draft\", \"published\" };\n\n        private IPackageDownloadingService _packageDownloadingService;\n        private IPackageFactoryService _packageFactory;\n\n        // UI\n        private LoadingSpinner _loadingSpinner;\n        private ScrollView _packageScrollView;\n        private PackageListToolbar _packageListToolbar;\n\n        public event Action<Exception> OnInitializeError;\n\n        public PackageListView(IPackageDownloadingService packageDownloadingService, IPackageFactoryService elementFactory)\n        {\n            _packages = new List<IPackage>();\n            _packageDownloadingService = packageDownloadingService;\n            _packageFactory = elementFactory;\n\n            Create();\n            EditorSceneManager.activeSceneChangedInEditMode += OnSceneChange;\n        }\n\n        private void Create()\n        {\n            styleSheets.Add(StyleSelector.UploaderWindow.PackageListViewStyle);\n            styleSheets.Add(StyleSelector.UploaderWindow.PackageListViewTheme);\n\n            AddToClassList(\"package-list-view\");\n\n            CreateFilteringTools();\n            CreateLoadingSpinner();\n            CreateScrollView();\n\n            ShowPackagesView();\n        }\n\n        private void CreateScrollView()\n        {\n            _packageScrollView = new ScrollView();\n            Add(_packageScrollView);\n        }\n\n        private void CreateFilteringTools()\n        {\n            _packageListToolbar = new PackageListToolbar();\n            Add(_packageListToolbar);\n        }\n\n        private void CreateLoadingSpinner()\n        {\n            _loadingSpinner = new LoadingSpinner();\n            Add(_loadingSpinner);\n        }\n\n        private void InsertReadOnlyInfoBox(string infoText)\n        {\n            var groupHeader = new Box { name = \"GroupReadOnlyInfoBox\" };\n            groupHeader.AddToClassList(\"package-group-info-box\");\n\n            var infoImage = new Image();\n            groupHeader.Add(infoImage);\n\n            var infoLabel = new Label { text = infoText };\n            groupHeader.Add(infoLabel);\n\n            _packageScrollView.Add(groupHeader);\n        }\n\n        public async Task LoadPackages(bool useCachedData)\n        {\n            _packages.Clear();\n            _packageScrollView.Clear();\n            _packageListToolbar.SetEnabled(false);\n\n            if (!useCachedData)\n            {\n                _packageDownloadingService.ClearPackageData();\n            }\n\n            _loadingSpinner.Show();\n            await Task.Delay(100);\n\n            try\n            {\n                var response = await _packageDownloadingService.GetPackageData();\n\n                if (response.Cancelled)\n                {\n                    ASDebug.Log(\"Package retrieval was cancelled\");\n                    return;\n                }\n\n                if (!response.Success)\n                {\n                    ASDebug.LogError(response.Exception);\n                    OnInitializeError?.Invoke(response.Exception);\n                    return;\n                }\n\n                var packageModels = response.Packages;\n                ASDebug.Log($\"Found {packageModels.Count} packages\");\n\n                if (packageModels.Count == 0)\n                {\n                    InsertReadOnlyInfoBox(\"You do not have any packages yet. Please visit the Publishing Portal if you \" +\n                        \"would like to create one.\");\n                    return;\n                }\n\n                // Create package groups\n                _packages = CreatePackages(packageModels);\n                var packageGroups = CreatePackageGroups(_packages);\n                var packageGroupElements = CreatePackageGroupElements(packageGroups);\n                PopulatePackageList(packageGroupElements);\n\n                // Setup filtering and thumbnails\n                SetupFilteringToolbar(packageGroups);\n                DownloadAndSetThumbnails();\n            }\n            finally\n            {\n                _loadingSpinner.Hide();\n            }\n        }\n\n        private List<IPackage> CreatePackages(List<PackageModel> packageModels)\n        {\n            return _packages = packageModels.Select(x => _packageFactory.CreatePackage(x)).ToList();\n        }\n\n        private List<IPackageGroup> CreatePackageGroups(List<IPackage> packages)\n        {\n            var packageGroups = new List<IPackageGroup>();\n            var packagesByStatus = packages.GroupBy(x => x.Status).ToDictionary(x => x.Key, x => x.ToList());\n\n            foreach (var kvp in packagesByStatus)\n            {\n                var groupName = char.ToUpper(kvp.Key[0]) + kvp.Key.Substring(1);\n                var groupPackages = kvp.Value;\n                var packageGroup = _packageFactory.CreatePackageGroup(groupName, groupPackages);\n                packageGroups.Add(packageGroup);\n            }\n\n            return packageGroups;\n        }\n\n        private List<PackageGroupElement> CreatePackageGroupElements(List<IPackageGroup> packageGroups)\n        {\n            var elements = new List<PackageGroupElement>();\n            foreach (var packageGroup in packageGroups)\n                elements.Add(new PackageGroupElement(packageGroup, _packageFactory));\n\n            return elements;\n        }\n\n        private void PopulatePackageList(List<PackageGroupElement> packageGroups)\n        {\n            // Draft group\n            var draftGroup = packageGroups.FirstOrDefault(x => x.Name.Equals(\"draft\", StringComparison.OrdinalIgnoreCase));\n            if (draftGroup != null)\n            {\n                draftGroup.Toggle(true);\n                _packageScrollView.Add(draftGroup);\n            }\n\n            // Infobox will only be shown if:\n            // 1) There is more than 1 group OR\n            // 2) There is only 1 group, but it is not draft\n            var showInfoBox = packageGroups.Count > 1\n                || packageGroups.Count == 1 && !packageGroups[0].Name.Equals(\"draft\", StringComparison.OrdinalIgnoreCase);\n\n            if (showInfoBox)\n                InsertReadOnlyInfoBox(\"Only packages with a 'Draft' status can be selected for uploading Assets\");\n\n            // Priority groups\n            foreach (var priorityName in _priorityGroupNames)\n            {\n                var priorityGroup = packageGroups.FirstOrDefault(x => x.Name.Equals(priorityName, StringComparison.OrdinalIgnoreCase));\n                if (priorityGroup == null || _packageScrollView.Contains(priorityGroup))\n                    continue;\n\n                _packageScrollView.Add(priorityGroup);\n            }\n\n            // The rest\n            foreach (var group in packageGroups)\n            {\n                if (!_packageScrollView.Contains(group))\n                    _packageScrollView.Add(group);\n            }\n        }\n\n        private void SetupFilteringToolbar(List<IPackageGroup> packageGroups)\n        {\n            _packageListToolbar.SetPackageGroups(packageGroups);\n            _packageListToolbar.Sort(PackageSorting.Name);\n            _packageListToolbar.SetEnabled(true);\n        }\n\n        private void DownloadAndSetThumbnails()\n        {\n            foreach (var package in _packages)\n            {\n                DownloadAndSetThumbnail(package);\n            }\n        }\n\n        private async void DownloadAndSetThumbnail(IPackage package)\n        {\n            var response = await _packageDownloadingService.GetPackageThumbnail(package);\n            if (!response.Success)\n                return;\n\n            package.UpdateIcon(response.Thumbnail);\n        }\n\n        private void ShowPackagesView()\n        {\n            _packageScrollView.style.display = DisplayStyle.Flex;\n            _packageListToolbar.style.display = DisplayStyle.Flex;\n        }\n\n        private void OnSceneChange(Scene _, Scene __)\n        {\n            DownloadAndSetThumbnails();\n        }\n    }\n}\n"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/LoginView/Style.uss",
    "content": "/* Logo */\n\n.asset-store-logo {\n    width: 90%;\n    height: 32px;\n\n    align-self: center;\n    \n    margin: 40px 0;\n\n    -unity-background-scale-mode: scale-to-fit;\n}\n\n/* Cloud Login */\n\n.cloud-button-login {\n    align-self: center;\n\n    width: 75%;\n}\n\n.cloud-button-login-label {\n    -unity-text-align: middle-center;\n    white-space: normal;\n\n    min-height: 24px;\n    padding-right: 4px;\n}\n\n.cloud-label-or {\n    align-self: center;\n\n    -unity-text-align: middle-center;\n\n    margin: 10px 0;\n}\n\n/* Error Section */\n\n.error-container {\n    flex-direction: row;\n    flex-shrink: 0;\n    \n    align-self: center;\n \n    min-width: 300px;\n    max-width: 300px;\n\n    margin: 5px 0 5px 1px;\n}\n\n.error-container > Image {\n    flex-direction: row;\n\n    width: 32px;\n    height: 32px;\n    \n    margin: 5px 10px;\n}\n\n.error-container > Label {\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    -unity-text-align: middle-left;\n    white-space: normal;\n    \n    margin-right: 5px;\n    padding: 2px 0;\n}\n\n/* Credentials Login */\n\n.credentials-container {\n    align-self: center;\n    \n    width: 75%;\n    \n    padding: 15px;\n}\n\n.credentials-input-container {\n    align-self: center;\n\n    width: 100%;\n\n    margin: 5px 0;\n}\n\n.credentials-input-container > Label {\n    -unity-text-align: upper-left;\n    \n    margin: 2px 0;\n}\n\n.credentials-input-container > TextField {\n    height: 20px;\n    margin: 0 1px;\n}\n\n.credentials-button-login {\n    align-self: center;\n\n    width: 100%;\n    margin: 10px 0 15px 0;\n}\n\n.credentials-button-login-label {\n    -unity-text-align: middle-center;\n    white-space: normal;\n\n    min-height: 24px;\n    padding-right: 4px;\n}\n\n/* Help Section */\n\n.help-section-container {\n    flex-direction: row;\n\n    justify-content: space-between;\n    align-self: center;\n    \n    width: 75%;\n    margin: 5px 0;\n}\n\n.help-section-hyperlink-button {\n    margin: 0 10px;\n    padding: 0;\n\n    flex-shrink: 1;\n    white-space: normal;\n}"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/LoginView/ThemeDark.uss",
    "content": "/* Logo */\n\n.asset-store-logo {\n    background-image: url(\"../../Icons/publisher-portal-dark.png\");\n}\n\n/* Cloud Login */\n\n.cloud-label-or {\n    color: rgb(200, 200, 200);\n}\n\n/* Error Section */\n\n.error-container {\n    background-color: rgb(63, 63, 63);\n}\n\n.error-container > Image {\n    --unity-image: resource(\"console.erroricon@2x\");\n}\n\n/* Credentials Login */\n\n.credentials-container {\n    background-color: rgb(63, 63, 63);\n}\n\n/* Help Section */\n\n.help-section-hyperlink-button {\n    color: rgb(68, 113, 229);\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.help-section-hyperlink-button:hover {\n    color: rgb(68, 133, 229);\n    cursor: link;\n}\n\n.help-section-hyperlink-button:active {\n    color: rgb(68, 93, 229);\n}"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/LoginView/ThemeLight.uss",
    "content": "/* Logo */\n\n.asset-store-logo {\n    background-image: url(\"../../Icons/publisher-portal-light.png\");\n}\n\n/* Cloud Login */\n\n.cloud-label-or {\n    color: rgb(28, 28, 28);\n}\n\n/* Error Section */\n\n.error-container {\n    background-color: rgb(212, 212, 212);\n}\n\n.error-container > Image {\n    --unity-image: resource(\"console.erroricon@2x\");\n}\n\n/* Credentials Login */\n\n.credentials-container {\n    background-color: rgb(212, 212, 212);\n}\n\n/* Help Section */\n\n.help-section-hyperlink-button {\n    color: rgb(68, 113, 229);\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.help-section-hyperlink-button:hover {\n    color: rgb(68, 133, 229);\n    cursor: link;\n}\n\n.help-section-hyperlink-button:active {\n    color: rgb(68, 93, 229);\n}"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/PackageListView/Style.uss",
    "content": ".package-list-view {\n    flex-grow: 1;\n}\n\n/* Package List Toolbar */\n\n.package-list-toolbar {\n    flex-direction: row;\n    flex-shrink: 0;\n    \n    justify-content: space-between;\n    \n    height: 24px;\n}\n\n.package-search-field {\n    flex-grow: 1;\n    flex-shrink: 1;\n    align-items: center;\n    \n    margin: 1px;\n}\n\n.package-search-field > #unity-search {\n    margin-top: 0;\n}\n\n.package-search-field > * > .unity-base-field__input {\n    font-size: 12px;\n    \n    padding-left: 5px;\n}\n\n.package-sort-menu {\n    flex-shrink: 0.001;\n    align-self: center;\n\n    height: 21px;\n    \n    margin: 1px;\n    padding: 1px 6px;\n}\n\n/* Loading Spinner  */\n\n.loading-spinner-box\n{\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    justify-content: center;\n}\n\n.loading-spinner-image {\n    align-self: center;\n    \n    width: 16px;\n    height: 16px;\n}\n\n/* Package Group */\n\n.package-group-expander-box {\n    flex-direction: row;\n    flex-grow: 0;\n    flex-shrink: 0;\n\n    align-items: center;\n\n    min-height: 30px;\n\n    margin: 10px 0 2px 0;\n    padding: 1px 5px;\n}\n\n.package-group-expander\n{\n    align-self: center;\n    \n    width: 30px;\n    height: 30px;\n}\n\n.package-group-label {\n    font-size: 14px;\n    -unity-font-style: bold;\n}\n\n.package-group-content-box {\n    margin: 0;\n}\n\n.package-group-separator {\n    height: 2px;\n    \n    margin: 5px 15px;\n\n    display: none;\n}\n\n.package-group-info-box {\n    flex-direction: row;\n    align-items: center;\n    font-size: 12px;\n    margin: 5px;\n    margin-top: 5px;\n}\n\n.package-group-info-box > Image\n{\n    flex-direction: row;\n    flex-shrink: 0;\n\n    width: 32px;\n    height: 32px;\n\n    margin: 5px 10px;\n}\n\n.package-group-info-box > Label\n{\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    -unity-text-align: middle-left;\n    white-space: normal;\n\n    margin-right: 5px;\n}\n\n/* Package Element */\n\n.package-full-box {\n    flex-direction: column;\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    min-width: 280px;\n}\n\n.package-foldout-box {\n    flex-direction: column;\n    margin: 0;\n}\n\n.package-foldout-box-expanded {\n    padding-top: 3px;\n    top: -2px;\n}\n\n.package-foldout-box-info {\n    flex-direction: row;\n    flex-grow: 0;\n    flex-shrink: 0;\n    \n    align-items: center;\n    justify-content: space-between;\n    \n    min-width: 200px;\n    min-height: 50px;\n\n    margin: 2px;\n}\n\n.package-expander-label-row {\n    flex-basis: 200px;\n    flex-direction: row;\n    flex-grow: 1;\n}\n\n.package-expander {\n    align-self: center;\n    \n    width: 30px;\n    height: 30px;\n}\n\n.package-image {\n    flex-shrink: 0;\n    \n    width: 48px;\n    height: 48px;\n    \n    margin: 0 5px;\n}\n\n.package-label-info-box {\n    flex-direction: column;\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    align-self: center;\n}\n\n.package-label {\n    flex-shrink: 1;\n    \n    align-self: stretch;\n    \n    -unity-text-align: middle-left;\n    -unity-font-style: bold;\n    white-space: normal;\n}\n\n.package-info {\n    font-size: 11px;\n    -unity-text-align: middle-left;\n    white-space: normal;\n}\n\n.package-open-in-browser-button {\n    flex-shrink: 0;\n\n    width: 16px;\n    height: 16px;\n    \n    -unity-background-scale-mode: scale-to-fit;\n}\n\n.package-header-progress-bar {\n    margin: 0 -6px -1px -6px;\n    padding: 0 0 2px 0;\n}\n\n.package-header-progress-bar > * > .unity-progress-bar__background {\n    height: 5px;\n}\n\n/* Package Content Element & its nested elements */\n\n.package-content-element {\n    flex-grow: 1;\n    flex-shrink: 0;\n\n    overflow: hidden;\n\n    margin: -5px 0px 2px 0px;\n    padding: 5px 10px 5px 40px;\n}\n\n.package-content-option-box {\n    flex-direction: row;\n    \n    margin-top: 10px;\n}\n\n.package-content-option-label-help-row {\n    flex-direction: row;\n    flex-shrink: 0;\n    \n    align-self: flex-start;\n    align-items: center;\n    justify-content: flex-start;\n    \n    width: 115px;\n}\n\n.package-content-option-label-help-row > Label {\n    -unity-text-align: middle-left;\n}\n\n.package-content-option-label-help-row > Image {\n    height: 16px;\n    width: 16px;\n}\n\n.package-content-option-dropdown {\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    align-self: stretch;\n    \n    margin-right: 0;\n    margin-left: 3px;\n}\n\n.package-content-option-textfield {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-self: stretch;\n}\n\n.package-content-option-button {\n    margin-right: 0;\n}\n\n.package-content-option-toggle {\n    flex-shrink: 1;\n}\n\n.package-content-option-toggle > * {\n    flex-shrink: 1;\n}\n\n.package-content-option-toggle * > .unity-label {\n    flex-shrink: 1;\n    overflow: hidden;\n    text-overflow: ellipsis;\n    margin-left: 5px;\n}\n\n/* MutliToggleSelection Element */\n\n.multi-toggle-box {\n    flex-grow: 1;\n    flex-direction: column;\n}\n\n.multi-toggle-box-scrollview {\n    flex-grow: 1;\n\n    height: 100px;\n    margin-left: 3px;\n}\n\n.multi-toggle-box-scrollview > .unity-scroll-view__content-viewport\n{\n    margin-left: 1px;\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__content-container\n{\n    padding: 3px 0 5px 0;\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__vertical-scroller\n{\n    margin: -1px 0;\n}\n\n.multi-toggle-box-empty-label {\n    flex-grow: 1;\n\n    font-size: 11px;\n    -unity-text-align: middle-center;\n    white-space: normal;\n    \n    display: none;\n}\n\n.multi-toggle-box-toolbar {\n    flex-direction: row;\n    margin: -1px 0 0 3px;\n}\n\n.multi-toggle-box-toolbar-selecting-box {\n    flex-grow: 1;\n    flex-shrink: 1;\n    flex-direction: row;\n\n    align-items: center;\n    justify-content: flex-end;\n\n    margin-top: 1px;\n}\n\n.multi-toggle-box-toolbar-selecting-box > Button {\n    flex-shrink: 1;\n    width: 75px;\n    margin-right: 0;\n}\n\n.multi-toggle-box-toolbar-filtering-box {\n    flex-grow: 1;\n    flex-direction: row;\n\n    align-items: center;\n    justify-content: flex-start;\n\n    margin-top: 1px;\n    margin-left: 1px;\n}\n\n.multi-toggle-box-toolbar-filtering-box > ToolbarMenu {\n    width: 100px;\n    margin: 0;\n}\n\n.multi-toggle-box-toggle {\n    padding: 2px 0 0 5px;\n}\n\n.multi-toggle-box-toggle > * > .unity-label {\n    margin-left: 5px;\n}\n\n/* Validation Element */\n\n.validation-result-box {\n    flex-direction: row;\n\n    align-items: center;\n\n    font-size: 12px;\n    \n    margin-top: 5px;\n}\n\n.validation-result-box > Image {\n    flex-direction: row;\n    flex-shrink: 0;\n\n    width: 32px;\n    height: 32px;\n\n    margin: 5px 10px;\n}\n\n.validation-result-box > Label {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    -unity-text-align: middle-left;\n    white-space: normal;\n\n    margin-right: 5px;\n}\n\n.validation-result-box > Button {\n    margin-right: 10px;\n}\n\n.validation-result-view-report-button-container {\n    flex-shrink: 0;\n    padding: 0 10px 0 10px;\n}\n\n.validation-result-view-report-button {\n    margin: 0;\n    padding: 4px 0 4px 0;\n}\n\n.validation-result-view-report-button:hover {\n    cursor: link;\n}\n\n/* Uploading Element */\n\n.uploading-box {\n    margin-top: 10px;\n}\n\n.uploading-export-and-upload-container {\n    flex-direction: row;\n    flex-wrap: wrap;\n}\n\n.uploading-export-button {\n    flex-basis: 110px;\n    flex-grow: 1;\n    height: 24px;\n    margin: 1px 2px 0 2px;\n}\n\n.uploading-upload-button {\n    flex-basis: 110px;\n    flex-grow: 1;\n    height: 24px;\n    margin: 1px 2px 0 2px;\n}\n\n.uploading-progress-container {\n    flex-direction: row;\n}\n\n.uploading-progress-bar {\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    justify-content: center;\n\n    padding: 0;\n    margin: 0 10px 0 0;\n}\n\n.uploading-progress-bar > * > .unity-progress-bar__background {\n    height: 22px;\n}\n\n.uploading-cancel-button {\n    width: 95px;\n    height: 24px;\n    margin: 0;\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/PackageListView/ThemeDark.uss",
    "content": "/* Package List Toolbar */\n\n.package-list-toolbar {\n    border-bottom-width: 1px;\n    border-color: rgb(33, 33, 33);\n    \n    background-color: rgb(68, 68, 68);\n}\n\n.package-sort-menu {\n    color: rgb(238, 238, 238);\n    \n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n    \n    background-color: rgb(88, 88, 88);\n}\n\n.package-sort-menu:hover {\n    background-color: rgb(103, 103, 103);\n}\n\n.package-sort-menu:active {\n    background-color: rgb(73, 73, 73);\n}\n\n/* Loading Spinner  */\n\n.loading-spinner-image {\n    --unity-image: resource(\"WaitSpin00\");\n}\n\n/* Package Group */\n\n.package-group-expander-box {\n    border-width: 0;\n    border-color: rgba(33, 33, 33, 0);\n    \n    background-color: rgba(68, 68, 68, 0);\n}\n\n.package-group-expander {\n    color: rgb(104, 104, 104);\n}\n\n.package-group-label {\n    color: rgb(255, 255, 255);\n}\n\n.package-group-separator {\n    background-color: rgb(48, 48, 48);\n}\n\n.package-group-info-box {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.package-group-info-box > Image {\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n/* Package Element */\n\n.package-foldout-box {\n    border-width: 0;\n    border-radius: 0;\n    background-color: rgb(56, 56, 56);\n}\n\n.package-foldout-box:hover {\n    background-color: rgb(68, 68, 68);\n}\n\n.package-foldout-box-draft:active {\n    background-color: rgb(48, 48, 48);\n}\n\n.package-foldout-box-expanded {\n    background-color: rgb(68, 68, 68);\n}\n\n.package-expander {\n    color: rgb(104, 104, 104);\n}\n\n.package-image {\n    border-radius: 5px;\n    background-image: resource(\"Sprite Icon\");\n}\n\n.package-label {\n    color: rgb(255, 255, 255);\n}\n\n.package-info {\n    color: rgb(200, 200, 200);\n}\n\n.package-open-in-browser-button {\n    border-width: 0;\n    border-radius: 0;\n\n    background-color: rgba(0, 0, 0, 0);\n    background-image: url(\"../../Icons/open-in-browser.png\");\n\n    -unity-background-image-tint-color: rgb(200, 200, 200);\n}\n\n.package-open-in-browser-button:hover {\n    -unity-background-image-tint-color: rgb(255, 255, 255);\n}\n\n.package-open-in-browser-button:active {\n    -unity-background-image-tint-color: rgb(155, 155, 155);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(33, 150, 243);\n}\n\n/* Package Content Element */\n\n.package-content-element {\n    background-color: rgb(68, 68, 68);\n}\n\n.package-content-option-label-help-row > Image {\n    --unity-image: resource(\"d__Help@2x\");\n}\n\n.package-content-option-dropdown {\n    color: rgb(238, 238, 238);\n    \n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n\n    background-color: rgb(88, 88, 88);\n}\n\n.package-content-option-dropdown:hover {\n    background-color: rgb(103, 103, 103);\n}\n\n/* MultiToggleSelection Element */\n\n.multi-toggle-box-scrollview {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.multi-toggle-box-empty-label {\n    color: rgb(200, 200, 200);\n}\n\n.multi-toggle-box-toolbar {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.multi-toggle-box-toolbar-filtering-box > ToolbarMenu {\n    color: rgb(188, 188, 188);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n\n    background-color: rgb(88, 88, 88);\n}\n\n/* Validation Element */\n\n.validation-result-box {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.validation-result-box > Image {\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n.validation-result-view-report-button {\n    color: rgb(68, 113, 229);\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validation-result-view-report-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.validation-result-view-report-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Uploading Element */\n\n.uploading-export-button {\n    color: rgb(220, 220, 220);\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-upload-button {\n    color: rgb(220, 220, 220);\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    border-radius: 2px;\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(33, 150, 243);\n}\n\n.uploading-cancel-button {\n    color: rgb(220, 220, 220);\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/PackageListView/ThemeLight.uss",
    "content": "/* Package List Toolbar */\n\n.package-list-toolbar {\n    border-bottom-width: 1px;\n    border-color: rgb(127, 127, 127);\n    \n    background-color: rgb(203, 203, 203);\n}\n\n.package-sort-menu {\n    color: rgb(9, 9, 9);\n    \n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(178, 178, 178);\n    \n    background-color: rgb(228, 228, 228);\n}\n\n.package-sort-menu:hover {\n    background-color: rgb(236, 236, 236);\n}\n\n.package-sort-menu:active {\n    background-color: rgb(220, 220, 220);\n}\n\n/* Loading Spinner  */\n\n.loading-spinner-image {\n    --unity-image: resource(\"WaitSpin00\");\n}\n\n/* Package Group */\n\n.package-group-expander-box {\n    border-width: 0;\n    border-color: rgba(0, 0, 0, 0);\n    \n    background-color: rgba(0, 0, 0, 0);\n}\n\n.package-group-expander {\n    color: rgb(77, 77, 77);\n}\n\n.package-group-label {\n    color: rgb(0, 0, 0);\n}\n\n.package-group-separator\n{\n    background-color: rgb(48, 48, 48);\n}\n\n.package-group-info-box\n{\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.package-group-info-box > Image\n{\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n/* Package Element */\n\n.package-foldout-box {\n    border-width: 0;\n    border-radius: 0;\n    background-color: rgb(198, 198, 198);\n}\n\n.package-foldout-box:hover {\n    background-color: rgb(212, 212, 212);\n}\n\n.package-foldout-box-draft:active {\n    background-color: rgb(180, 180, 180);\n}\n\n.package-foldout-box-expanded {\n    background-color: rgb(212, 212, 212);\n}\n\n.package-expander {\n    color: rgb(77, 77, 77);\n}\n\n.package-image {\n    border-radius: 5px;\n    background-image: resource(\"Sprite Icon\");\n}\n\n.package-label {\n    color: rgb(0, 0, 0);\n}\n\n.package-info {\n    color: rgb(48, 48, 48);\n}\n\n.package-open-in-browser-button {\n    border-width: 0;\n    border-radius: 0;\n\n    background-color: rgba(0, 0, 0, 0);\n    background-image: url(\"../../Icons/open-in-browser.png\");\n\n    -unity-background-image-tint-color: rgb(150, 150, 150);\n}\n\n.package-open-in-browser-button:hover {\n    -unity-background-image-tint-color: rgb(100, 100, 100);\n}\n\n.package-open-in-browser-button:active {\n    -unity-background-image-tint-color: rgb(50, 50, 50);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(108, 157, 243);\n}\n\n/* Package Content Element */\n\n.package-content-element {\n    background-color: rgb(212, 212, 212);\n}\n\n.package-content-option-label-help-row  > Image {\n    --unity-image: resource(\"_Help@2x\");\n}\n\n.package-content-option-dropdown {\n    color: rgb(9, 9, 9);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(178, 178, 178);\n\n    background-color: rgb(228, 228, 228);\n}\n\n.package-content-option-dropdown:hover {\n    background-color: rgb(236, 236, 236);\n}\n\n/* MultiToggleSelection Element */\n\n.multi-toggle-box-scrollview {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(200, 200, 200);\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.multi-toggle-box-empty-label {\n    color: rgb(0, 0, 0);\n}\n\n.multi-toggle-box-toolbar {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(200, 200, 200);\n}\n\n.multi-toggle-box-toolbar-filtering-box > ToolbarMenu {\n    color: rgb(9, 9, 9);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(178, 178, 178);\n\n    background-color: rgb(228, 228, 228);\n}\n\n/* Validation Element */\n\n.validation-result-box {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.validation-result-box > Image {\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n.validation-result-view-report-button {\n    color: rgb(68, 113, 229);\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validation-result-view-report-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.validation-result-view-report-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Uploading Element */\n\n.uploading-export-button {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-upload-button {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    border-radius: 2px;\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(108, 157, 243);\n}\n\n.uploading-cancel-button {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/PackageListView.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/Style.uss",
    "content": ".uploader-window-root {\n    flex-grow: 1;\n}\n\n.uploader-window-root-scrollview {\n    flex-grow: 1;\n}\n\n.uploader-window-root-scrollview > * > .unity-scroll-view__content-container {\n    flex-grow: 1;\n}\n\n.uploader-window-root-scrollview > * > .unity-scroll-view__content-viewport {\n    flex-shrink: 1;\n}\n\n.uploader-window-root-scrollview > * > * > .unity-scroll-view__content-container {\n    flex-grow: 1;\n    flex-shrink: 1;\n}\n\n.account-toolbar {\n    flex-direction: row;\n    flex-shrink: 0;\n\n    justify-content: space-between;\n    margin: 0;\n}\n\n.account-toolbar-left-side-container {\n    flex-grow: 1;\n    flex-shrink: 0;\n    flex-basis: 0px;\n    overflow: hidden;\n    min-width: 16px;\n    align-self: center;\n    flex-direction: row;\n    margin: 3px 0px 3px 1px;\n}\n\n.account-toolbar-right-side-container {\n    flex-shrink: 1;\n    flex-grow: 0;\n    flex-wrap: wrap;\n    align-self: center;\n    flex-direction: row;\n    margin: 0;\n}\n\n.account-toolbar-user-image {\n    width: 16px;\n    height: 16px;\n    flex-shrink: 0;\n    margin-right: 1px;\n}\n\n.account-toolbar-email-label {\n    flex-shrink: 1;\n    overflow: hidden;\n    text-overflow: ellipsis;\n    -unity-font-style: bold;\n}\n\n.account-toolbar-button-refresh {\n    flex-grow: 1;\n    min-width: 50px;\n    margin-right: 1px;\n}\n\n.account-toolbar-button-logout {\n    flex-grow: 1;\n    min-width: 50px;\n    margin-right: 1px;\n}"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/Style.uss.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeDark.uss",
    "content": ".account-toolbar {\n\tbackground-color: rgb(68, 68, 68);\n\tborder-color: rgb(33, 33, 33);\n\tborder-top-width: 1px;\n}\n\n.account-toolbar-user-image {\n\tbackground-image: url(\"../Icons/account-dark.png\");\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeDark.uss.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeLight.uss",
    "content": ".account-toolbar {\n\tbackground-color: rgb(203, 203, 203);\n\tborder-color: rgb(127, 127, 127);\n\tborder-top-width: 1px;\n}\n\n.account-toolbar-user-image {\n\tbackground-image: url(\"../Icons/account-light.png\");\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeLight.uss.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles.meta",
    "content": "fileFormatVersion: 2\nguid: f9398c14296d30f479b9de5f3ec3b827\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Uploader/UploaderWindow.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Services;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Uploader.UI.Elements;\nusing AssetStoreTools.Uploader.UI.Views;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader\n{\n    internal class UploaderWindow : AssetStoreToolsWindow\n    {\n        private const string DebugPhrase = \"debug\";\n\n        // Services\n        private ICachingService _cachingService;\n        private IAuthenticationService _authenticationService;\n        private IPackageDownloadingService _packageDownloadingService;\n        private IPackageUploadingService _packageUploadingService;\n        private IAnalyticsService _analyticsService;\n        private IPackageFactoryService _packageFactoryService;\n\n        // Data\n        private bool _isQuitting = false;\n\n        // UI\n        private VisualElement _uploaderWindowRoot;\n        private ScrollView _rootScrollView;\n\n        private LoginView _loginView;\n        private PackageListView _packageListView;\n        private AccountToolbar _accountToolbar;\n\n        protected override string WindowTitle => \"Asset Store Uploader\";\n\n        protected override void Init()\n        {\n            RegisterServices();\n            SetupWindow();\n        }\n\n        private void RegisterServices()\n        {\n            var uploaderServiceProvider = UploaderServiceProvider.Instance;\n            _analyticsService = uploaderServiceProvider.GetService<IAnalyticsService>();\n            _cachingService = uploaderServiceProvider.GetService<ICachingService>();\n            _authenticationService = uploaderServiceProvider.GetService<IAuthenticationService>();\n            _packageDownloadingService = uploaderServiceProvider.GetService<IPackageDownloadingService>();\n            _packageUploadingService = uploaderServiceProvider.GetService<IPackageUploadingService>();\n            _packageFactoryService = uploaderServiceProvider.GetService<IPackageFactoryService>();\n        }\n\n        private void SetupWindow()\n        {\n            minSize = new Vector2(400, 430);\n            this.SetAntiAliasing(4);\n            rootVisualElement.styleSheets.Add(StyleSelector.UploaderWindow.UploaderWindowStyle);\n            rootVisualElement.styleSheets.Add(StyleSelector.UploaderWindow.UploaderWindowTheme);\n\n            if (_cachingService.GetCachedUploaderWindow(out _uploaderWindowRoot))\n            {\n                rootVisualElement.Add(_uploaderWindowRoot);\n                return;\n            }\n\n            _uploaderWindowRoot = new VisualElement();\n            _uploaderWindowRoot.AddToClassList(\"uploader-window-root\");\n            rootVisualElement.Add(_uploaderWindowRoot);\n\n            _rootScrollView = new ScrollView();\n            _rootScrollView.AddToClassList(\"uploader-window-root-scrollview\");\n            _uploaderWindowRoot.Add(_rootScrollView);\n\n            CreateLoginView();\n            CreatePackageListView();\n            CreateAccountToolbar();\n            EditorApplication.wantsToQuit += OnWantsToQuit;\n\n            _cachingService.CacheUploaderWindow(_uploaderWindowRoot);\n\n            PerformAuthentication();\n        }\n\n        private void CreateLoginView()\n        {\n            _loginView = new LoginView(_authenticationService);\n            _loginView.OnAuthenticated += OnAuthenticationSuccess;\n            _rootScrollView.Add(_loginView);\n        }\n\n        private void CreatePackageListView()\n        {\n            _packageListView = new PackageListView(_packageDownloadingService, _packageFactoryService);\n            _packageListView.OnInitializeError += PackageViewInitializationError;\n            _rootScrollView.Add(_packageListView);\n        }\n\n        private void CreateAccountToolbar()\n        {\n            _accountToolbar = new AccountToolbar();\n            _accountToolbar.OnRefresh += RefreshPackages;\n            _accountToolbar.OnLogout += LogOut;\n            _uploaderWindowRoot.Add(_accountToolbar);\n        }\n\n        private void PerformAuthentication()\n        {\n            ShowAuthenticationView();\n            _loginView.LoginWithSessionToken();\n        }\n\n        private async void OnAuthenticationSuccess(User user)\n        {\n            _accountToolbar.SetUser(user);\n            _accountToolbar.DisableButtons();\n\n            ShowAccountPackageView();\n            await _packageListView.LoadPackages(true);\n\n            _accountToolbar.EnableButtons();\n        }\n\n        private async Task RefreshPackages()\n        {\n            _packageUploadingService.StopAllUploadinng();\n            _packageDownloadingService.StopDownloading();\n\n            await _packageListView.LoadPackages(false);\n        }\n\n        private void LogOut()\n        {\n            _packageUploadingService.StopAllUploadinng();\n            _packageDownloadingService.StopDownloading();\n\n            _authenticationService.Deauthenticate();\n            _packageDownloadingService.ClearPackageData();\n\n            _accountToolbar.SetUser(null);\n            ShowAuthenticationView();\n        }\n\n        private void PackageViewInitializationError(Exception e)\n        {\n            _loginView.DisplayError(e.Message);\n            LogOut();\n        }\n\n        private void ShowAuthenticationView()\n        {\n            HideElement(_accountToolbar);\n            HideElement(_packageListView);\n            ShowElement(_loginView);\n        }\n\n        private void ShowAccountPackageView()\n        {\n            HideElement(_loginView);\n            ShowElement(_accountToolbar);\n            ShowElement(_packageListView);\n        }\n\n        private void ShowElement(params VisualElement[] elements)\n        {\n            foreach (var e in elements)\n                e.style.display = DisplayStyle.Flex;\n        }\n\n        private void HideElement(params VisualElement[] elements)\n        {\n            foreach (var e in elements)\n                e.style.display = DisplayStyle.None;\n        }\n\n        private void OnDestroy()\n        {\n            if (!_isQuitting && _packageUploadingService.IsUploading)\n            {\n                EditorUtility.DisplayDialog(\"Notice\", \"Assets are still being uploaded to the Asset Store. \" +\n                    \"If you wish to check on the progress, please re-open the Asset Store Uploader window\", \"OK\");\n            }\n        }\n\n        private bool OnWantsToQuit()\n        {\n            if (!_packageUploadingService.IsUploading)\n                return true;\n\n            _isQuitting = EditorUtility.DisplayDialog(\"Notice\", \"Assets are still being uploaded to the Asset Store. \" +\n                    \"Would you still like to close Unity Editor?\", \"Yes\", \"No\");\n\n            return _isQuitting;\n        }\n\n        #region Debug Utility\n\n        private readonly List<char> _debugBuffer = new List<char>();\n\n        private void OnGUI()\n        {\n            CheckForDebugMode();\n        }\n\n        private void CheckForDebugMode()\n        {\n            Event e = Event.current;\n\n            if (e.type != EventType.KeyDown || e.keyCode == KeyCode.None)\n                return;\n\n            _debugBuffer.Add(e.keyCode.ToString().ToLower()[0]);\n            if (_debugBuffer.Count > DebugPhrase.Length)\n                _debugBuffer.RemoveAt(0);\n\n            if (string.Join(string.Empty, _debugBuffer.ToArray()) != DebugPhrase)\n                return;\n\n            ASDebug.DebugModeEnabled = !ASDebug.DebugModeEnabled;\n            ASDebug.Log($\"DEBUG MODE ENABLED: {ASDebug.DebugModeEnabled}\");\n            _debugBuffer.Clear();\n        }\n\n        #endregion\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/ASDebug.cs",
    "content": "﻿using UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class ASDebug\n    {\n        private enum LogType\n        {\n            Info,\n            Warning,\n            Error\n        }\n\n        private static string FormatInfo(object message) => $\"<b>[AST Info]</b> {message}\";\n        private static string FormatWarning(object message) => $\"<color=yellow><b>[AST Warning]</b></color> {message}\";\n        private static string FormatError(object message) => $\"<color=red><b>[AST Error]</b></color> {message}\";\n\n\n        private static bool s_debugModeEnabled = EditorPrefs.GetBool(Constants.Debug.DebugModeKey);\n\n        public static bool DebugModeEnabled\n        {\n            get => s_debugModeEnabled;\n            set { s_debugModeEnabled = value; EditorPrefs.SetBool(Constants.Debug.DebugModeKey, value); }\n        }\n\n        public static void Log(object message)\n        {\n            LogMessage(message, LogType.Info);\n        }\n\n        public static void LogWarning(object message)\n        {\n            LogMessage(message, LogType.Warning);\n        }\n\n        public static void LogError(object message)\n        {\n            LogMessage(message, LogType.Error);\n        }\n\n        private static void LogMessage(object message, LogType type)\n        {\n            if (!DebugModeEnabled)\n                return;\n\n            switch (type)\n            {\n                case LogType.Info:\n                    Debug.Log(FormatInfo(message));\n                    break;\n                case LogType.Warning:\n                    Debug.LogWarning(FormatWarning(message));\n                    break;\n                case LogType.Error:\n                    Debug.LogError(FormatError(message));\n                    break;\n                default:\n                    Debug.Log(message);\n                    break;\n            }\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/ASToolsPreferences.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Utility\n{\n    internal class ASToolsPreferences\n    {\n        private static ASToolsPreferences s_instance;\n        public static ASToolsPreferences Instance => s_instance ?? (s_instance = new ASToolsPreferences());\n\n        public static event Action OnSettingsChange;\n\n        private ASToolsPreferences()\n        {\n            Load();\n        }\n\n        private void Load()\n        {\n            CheckForUpdates = PlayerPrefs.GetInt(\"AST_CheckForUpdates\", 1) == 1;\n            LegacyVersionCheck = PlayerPrefs.GetInt(\"AST_LegacyVersionCheck\", 1) == 1;\n            UploadVersionCheck = PlayerPrefs.GetInt(\"AST_UploadVersionCheck\", 1) == 1;\n            DisplayHiddenMetaDialog = PlayerPrefs.GetInt(\"AST_HiddenFolderMetaCheck\", 1) == 1;\n            EnableSymlinkSupport = PlayerPrefs.GetInt(\"AST_EnableSymlinkSupport\", 0) == 1;\n            UseLegacyExporting = PlayerPrefs.GetInt(\"AST_UseLegacyExporting\", 0) == 1;\n        }\n\n        public void Save(bool triggerSettingsChange = false)\n        {\n            PlayerPrefs.SetInt(\"AST_CheckForUpdates\", CheckForUpdates ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_LegacyVersionCheck\", LegacyVersionCheck ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_UploadVersionCheck\", UploadVersionCheck ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_HiddenFolderMetaCheck\", DisplayHiddenMetaDialog ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_EnableSymlinkSupport\", EnableSymlinkSupport ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_UseLegacyExporting\", UseLegacyExporting ? 1 : 0);\n            PlayerPrefs.Save();\n\n            if (triggerSettingsChange)\n                OnSettingsChange?.Invoke();\n        }\n\n        /// <summary>\n        /// Periodically check if an update for the Asset Store Publishing Tools is available\n        /// </summary>\n        public bool CheckForUpdates;\n\n        /// <summary>\n        /// Check if legacy Asset Store Tools are in the Project\n        /// </summary>\n        public bool LegacyVersionCheck;\n\n        /// <summary>\n        /// Enables a DisplayDialog when hidden folders are found to be missing meta files\n        /// </summary>\n        public bool DisplayHiddenMetaDialog;\n\n        /// <summary>\n        /// Check if the package has been uploaded from a correct Unity version at least once\n        /// </summary>\n        public bool UploadVersionCheck;\n\n        /// <summary>\n        /// Enables Junction symlink support\n        /// </summary>\n        public bool EnableSymlinkSupport;\n\n        /// <summary>\n        /// Enables legacy exporting for Folder Upload workflow\n        /// </summary>\n        public bool UseLegacyExporting;\n    }\n\n    internal class ASToolsPreferencesProvider : SettingsProvider\n    {\n        private const string SettingsPath = \"Project/Asset Store Tools\";\n\n        private class Styles\n        {\n            public static readonly GUIContent CheckForUpdatesLabel = EditorGUIUtility.TrTextContent(\"Check for Updates\", \"Periodically check if an update for the Asset Store Publishing Tools is available.\");\n            public static readonly GUIContent LegacyVersionCheckLabel = EditorGUIUtility.TrTextContent(\"Legacy ASTools Check\", \"Enable Legacy Asset Store Tools version checking.\");\n            public static readonly GUIContent UploadVersionCheckLabel = EditorGUIUtility.TrTextContent(\"Upload Version Check\", \"Check if the package has been uploader from a correct Unity version at least once.\");\n            public static readonly GUIContent DisplayHiddenMetaDialogLabel = EditorGUIUtility.TrTextContent(\"Display Hidden Folder Meta Dialog\", \"Show a DisplayDialog when hidden folders are found to be missing meta files.\\nNote: this only affects hidden folders ending with a '~' character\");\n            public static readonly GUIContent EnableSymlinkSupportLabel = EditorGUIUtility.TrTextContent(\"Enable Symlink Support\", \"Enable Junction Symlink support. Note: folder selection validation will take longer.\");\n            public static readonly GUIContent UseLegacyExportingLabel = EditorGUIUtility.TrTextContent(\"Use Legacy Exporting\", \"Enabling this option uses native Unity methods when exporting packages for the Folder Upload workflow.\\nNote: individual package dependency selection when choosing to 'Include Package Manifest' is unavailable when this option is enabled.\");\n            public static readonly GUIContent UseCustomPreviewsLabel = EditorGUIUtility.TrTextContent(\"Enable High Quality Previews (experimental)\", \"Override native asset preview retrieval with higher-quality preview generation\");\n        }\n\n        public static void OpenSettings()\n        {\n            SettingsService.OpenProjectSettings(SettingsPath);\n        }\n\n        private ASToolsPreferencesProvider(string path, SettingsScope scopes, IEnumerable<string> keywords = null)\n            : base(path, scopes, keywords) { }\n\n        public override void OnGUI(string searchContext)\n        {\n            var preferences = ASToolsPreferences.Instance;\n\n            EditorGUI.BeginChangeCheck();\n            using (CreateSettingsWindowGUIScope())\n            {\n                preferences.CheckForUpdates = EditorGUILayout.Toggle(Styles.CheckForUpdatesLabel, preferences.CheckForUpdates);\n                preferences.LegacyVersionCheck = EditorGUILayout.Toggle(Styles.LegacyVersionCheckLabel, preferences.LegacyVersionCheck);\n                preferences.UploadVersionCheck = EditorGUILayout.Toggle(Styles.UploadVersionCheckLabel, preferences.UploadVersionCheck);\n                preferences.DisplayHiddenMetaDialog = EditorGUILayout.Toggle(Styles.DisplayHiddenMetaDialogLabel, preferences.DisplayHiddenMetaDialog);\n                preferences.EnableSymlinkSupport = EditorGUILayout.Toggle(Styles.EnableSymlinkSupportLabel, preferences.EnableSymlinkSupport);\n                preferences.UseLegacyExporting = EditorGUILayout.Toggle(Styles.UseLegacyExportingLabel, preferences.UseLegacyExporting);\n            }\n\n            if (EditorGUI.EndChangeCheck())\n            {\n                ASToolsPreferences.Instance.Save(true);\n            }\n        }\n\n        [SettingsProvider]\n        public static SettingsProvider CreateAssetStoreToolsSettingProvider()\n        {\n            var provider = new ASToolsPreferencesProvider(SettingsPath, SettingsScope.Project, GetSearchKeywordsFromGUIContentProperties<Styles>());\n            return provider;\n        }\n\n        private IDisposable CreateSettingsWindowGUIScope()\n        {\n            var unityEditorAssembly = Assembly.GetAssembly(typeof(EditorWindow));\n            var type = unityEditorAssembly.GetType(\"UnityEditor.SettingsWindow+GUIScope\");\n            return Activator.CreateInstance(type) as IDisposable;\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/ASToolsUpdater.cs",
    "content": "using AssetStoreTools.Api;\nusing System;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Utility\n{\n    [InitializeOnLoad]\n    internal class ASToolsUpdater : AssetStoreToolsWindow\n    {\n        protected override string WindowTitle => \"Asset Store Tools Update Check\";\n\n        private static IAssetStoreApi _api;\n\n        private VisualElement _loadingContainer;\n        private VisualElement _versionInfoContainer;\n\n        private Image _loadingImage;\n        private double _lastTimeSinceStartup;\n        private double _timeSinceLoadingImageChange;\n        private int _loadingImageIndex;\n\n        private static bool _updateCheckPerformed\n        {\n            get\n            {\n                return SessionState.GetBool(\"AST_UpdateChecked\", false);\n            }\n            set\n            {\n                SessionState.SetBool(\"AST_UpdateChecked\", value);\n            }\n        }\n\n        static ASToolsUpdater()\n        {\n            _api = new AssetStoreApi(new AssetStoreClient());\n            // Retrieving cached SessionState/PlayerPrefs values is not allowed from an instance field initializer\n            EditorApplication.update += CheckForUpdatesAfterEditorUpdate;\n        }\n\n        private static async void CheckForUpdatesAfterEditorUpdate()\n        {\n            EditorApplication.update -= CheckForUpdatesAfterEditorUpdate;\n\n            if (!ShouldCheckForUpdates())\n                return;\n\n            await CheckForUpdates((success, currentVersion, latestVersion) =>\n            {\n                if (success && currentVersion < latestVersion)\n                {\n                    AssetStoreTools.OpenUpdateChecker();\n                }\n            });\n        }\n\n        private static bool ShouldCheckForUpdates()\n        {\n            if (!ASToolsPreferences.Instance.CheckForUpdates)\n                return false;\n\n            return _updateCheckPerformed == false;\n        }\n\n        private static async Task CheckForUpdates(Action<bool, Version, Version> OnUpdatesChecked)\n        {\n            _updateCheckPerformed = true;\n            var latestVersionResult = await _api.GetLatestAssetStoreToolsVersion();\n            if (!latestVersionResult.Success)\n            {\n                OnUpdatesChecked?.Invoke(false, null, null);\n                return;\n            }\n\n            Version currentVersion = null;\n            Version latestVersion = null;\n\n            try\n            {\n                var latestVersionStr = latestVersionResult.Version;\n                var currentVersionStr = PackageUtility.GetAllPackages().FirstOrDefault(x => x.name == \"com.unity.asset-store-tools\").version;\n\n                currentVersion = new Version(currentVersionStr);\n                latestVersion = new Version(latestVersionStr);\n            }\n            catch\n            {\n                OnUpdatesChecked?.Invoke(false, null, null);\n            }\n\n            OnUpdatesChecked?.Invoke(true, currentVersion, latestVersion);\n        }\n\n        protected override void Init()\n        {\n            rootVisualElement.styleSheets.Add(StyleSelector.UpdaterWindow.UpdaterWindowStyle);\n            rootVisualElement.styleSheets.Add(StyleSelector.UpdaterWindow.UpdaterWindowTheme);\n\n            SetupLoadingSpinner();\n            _ = CheckForUpdates(OnVersionsRetrieved);\n        }\n\n        private void OnVersionsRetrieved(bool success, Version currentVersion, Version latestVersion)\n        {\n            if (_loadingContainer != null)\n                _loadingContainer.style.display = DisplayStyle.None;\n\n            if (success)\n            {\n                SetupVersionInfo(currentVersion, latestVersion);\n            }\n            else\n            {\n                SetupFailInfo();\n            }\n        }\n\n        private void SetupLoadingSpinner()\n        {\n            _loadingContainer = new VisualElement();\n            _loadingContainer.AddToClassList(\"updater-loading-container\");\n            _loadingImage = new Image();\n            EditorApplication.update += LoadingSpinLoop;\n\n            _loadingContainer.Add(_loadingImage);\n            rootVisualElement.Add(_loadingContainer);\n        }\n\n        private void SetupVersionInfo(Version currentVersion, Version latestVersion)\n        {\n            _versionInfoContainer = new VisualElement();\n            _versionInfoContainer.AddToClassList(\"updater-info-container\");\n\n            AddDescriptionLabels(currentVersion, latestVersion);\n            AddUpdateButtons(currentVersion, latestVersion);\n            AddCheckForUpdatesToggle();\n\n            rootVisualElement.Add(_versionInfoContainer);\n        }\n\n        private void AddDescriptionLabels(Version currentVersion, Version latestVersion)\n        {\n            var descriptionText = currentVersion < latestVersion ?\n                \"An update to the Asset Store Publishing Tools is available. Updating to the latest version is highly recommended.\" :\n                \"Asset Store Publishing Tools are up to date!\";\n\n            var labelContainer = new VisualElement();\n            labelContainer.AddToClassList(\"updater-info-container-labels\");\n            var descriptionLabel = new Label(descriptionText);\n            descriptionLabel.AddToClassList(\"updater-info-container-labels-description\");\n\n            var currentVersionRow = new VisualElement();\n            currentVersionRow.AddToClassList(\"updater-info-container-labels-row\");\n            var latestVersionRow = new VisualElement();\n            latestVersionRow.AddToClassList(\"updater-info-container-labels-row\");\n\n            var currentVersionLabel = new Label(\"Current version:\");\n            currentVersionLabel.AddToClassList(\"updater-info-container-labels-row-identifier\");\n            var latestVersionLabel = new Label(\"Latest version:\");\n            latestVersionLabel.AddToClassList(\"updater-info-container-labels-row-identifier\");\n\n            var currentVersionLabelValue = new Label(currentVersion.ToString());\n            var latestVersionLabelValue = new Label(latestVersion.ToString());\n\n            currentVersionRow.Add(currentVersionLabel);\n            currentVersionRow.Add(currentVersionLabelValue);\n            latestVersionRow.Add(latestVersionLabel);\n            latestVersionRow.Add(latestVersionLabelValue);\n\n            labelContainer.Add(descriptionLabel);\n            labelContainer.Add(currentVersionRow);\n            labelContainer.Add(latestVersionRow);\n\n            _versionInfoContainer.Add(labelContainer);\n        }\n\n        private void AddUpdateButtons(Version currentVersion, Version latestVersion)\n        {\n            if (currentVersion >= latestVersion)\n                return;\n\n            var buttonContainer = new VisualElement();\n            buttonContainer.AddToClassList(\"updater-info-container-buttons\");\n            var latestVersionButton = new Button(() => Application.OpenURL(Constants.Updater.AssetStoreToolsUrl)) { text = \"Get the latest version\" };\n            var skipVersionButton = new Button(Close) { text = \"Skip for now\" };\n\n            buttonContainer.Add(latestVersionButton);\n            buttonContainer.Add(skipVersionButton);\n\n            _versionInfoContainer.Add(buttonContainer);\n        }\n\n        private void AddCheckForUpdatesToggle()\n        {\n            var toggleContainer = new VisualElement();\n            toggleContainer.AddToClassList(\"updater-info-container-toggle\");\n            var checkForUpdatesToggle = new Toggle() { text = \"Check for Updates\", value = ASToolsPreferences.Instance.CheckForUpdates };\n            checkForUpdatesToggle.RegisterValueChangedCallback(OnCheckForUpdatesToggleChanged);\n\n            toggleContainer.Add(checkForUpdatesToggle);\n            _versionInfoContainer.Add(toggleContainer);\n        }\n\n        private void OnCheckForUpdatesToggleChanged(ChangeEvent<bool> evt)\n        {\n            ASToolsPreferences.Instance.CheckForUpdates = evt.newValue;\n            ASToolsPreferences.Instance.Save();\n        }\n\n        private void SetupFailInfo()\n        {\n            var failContainer = new VisualElement();\n            failContainer.AddToClassList(\"updater-fail-container\");\n\n            var failImage = new Image();\n            var failDescription = new Label(\"Asset Store Publishing Tools could not retrieve information about the latest version.\");\n\n            failContainer.Add(failImage);\n            failContainer.Add(failDescription);\n\n            rootVisualElement.Add(failContainer);\n        }\n\n        private void LoadingSpinLoop()\n        {\n            var currentTimeSinceStartup = EditorApplication.timeSinceStartup;\n            var deltaTime = EditorApplication.timeSinceStartup - _lastTimeSinceStartup;\n            _lastTimeSinceStartup = currentTimeSinceStartup;\n\n            _timeSinceLoadingImageChange += deltaTime;\n            if (_timeSinceLoadingImageChange < 0.075)\n                return;\n\n            _timeSinceLoadingImageChange = 0;\n\n            _loadingImage.image = EditorGUIUtility.IconContent($\"WaitSpin{_loadingImageIndex++:00}\").image;\n            if (_loadingImageIndex > 11)\n                _loadingImageIndex = 0;\n        }\n\n        private void OnDestroy()\n        {\n            EditorApplication.update -= LoadingSpinLoop;\n        }\n    }\n}"
  },
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/CacheUtil.cs",
    "content": "﻿using System.IO;\nusing CacheConstants = AssetStoreTools.Constants.Cache;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class CacheUtil\n    {\n        public static bool GetFileFromTempCache(string fileName, out string filePath)\n        {\n            return GetCacheFile(CacheConstants.TempCachePath, fileName, out filePath);\n        }\n\n        public static bool GetFileFromPersistentCache(string fileName, out string filePath)\n        {\n            return GetCacheFile(CacheConstants.PersistentCachePath, fileName, out filePath);\n        }\n\n        public static bool GetFileFromProjectPersistentCache(string projectPath, string fileName, out string filePath)\n        {\n            return GetCacheFile(Path.Combine(projectPath, CacheConstants.PersistentCachePath), fileName, out filePath);\n        }\n\n        private static bool GetCacheFile(string rootPath, string fileName, out string filePath)\n        {\n            filePath = Path.Combine(rootPath, fileName);\n            return File.Exists(filePath);\n        }\n\n        public static void CreateFileInTempCache(string fileName, object content, bool overwrite)\n        {\n            CreateCacheFile(CacheConstants.TempCachePath, fileName, content, overwrite);\n        }\n\n        public static void CreateFileInPersistentCache(string fileName, object content, bool overwrite)\n        {\n            CreateCacheFile(CacheConstants.PersistentCachePath, fileName, content, overwrite);\n        }\n\n        private static void CreateCacheFile(string rootPath, string fileName, object content, bool overwrite)\n        {\n            if (!Directory.Exists(rootPath))\n                Directory.CreateDirectory(rootPath);\n\n            var fullPath = Path.Combine(rootPath, fileName);\n\n            bool willUpdate = false;\n            if (File.Exists(fullPath))\n            {\n                if (overwrite)\n                {\n                    File.Delete(fullPath);\n                    willUpdate = true;\n                }\n                else\n                    return;\n            }\n\n            switch (content)\n            {\n                case byte[] bytes:\n                    File.WriteAllBytes(fullPath, bytes);\n                    break;\n                default:\n                    File.WriteAllText(fullPath, content.ToString());\n                    break;\n            }\n\n            var keyword = willUpdate ? \"Updating\" : \"Creating\";\n            ASDebug.Log($\"{keyword} cache file: '{fullPath}'\");\n        }\n\n        public static void DeleteFileFromTempCache(string fileName)\n        {\n            DeleteFileFromCache(CacheConstants.TempCachePath, fileName);\n        }\n\n        public static void DeleteFileFromPersistentCache(string fileName)\n        {\n            DeleteFileFromCache(CacheConstants.PersistentCachePath, fileName);\n        }\n\n        private static void DeleteFileFromCache(string rootPath, string fileName)\n        {\n            var path = Path.Combine(rootPath, fileName);\n            if (File.Exists(path))\n                File.Delete(path);\n        }\n\n        //private static void CreateFileInPersistentCache(string fileName, object content, bool overwrite)\n        //{\n        //    CreateCacheFile(CacheConstants.PersistentCachePath, fileName, content, overwrite);\n        //}\n\n        //private static void CreateCacheFile(string rootPath, string fileName, object content, bool overwrite)\n        //{\n        //    if (!Directory.Exists(rootPath))\n        //        Directory.CreateDirectory(rootPath);\n\n        //    var fullPath = Path.Combine(rootPath, fileName);\n\n        //    if (File.Exists(fullPath))\n        //    {\n        //        if (overwrite)\n        //            File.Delete(fullPath);\n        //        else\n        //            return;\n        //    }\n\n        //    switch (content)\n        //    {\n        //        case byte[] bytes:\n        //            File.WriteAllBytes(fullPath, bytes);\n        //            break;\n        //        default:\n        //            File.WriteAllText(fullPath, content.ToString());\n        //            break;\n        //    }\n        //    ASDebug.Log($\"Creating cached file: '{fullPath}'\");\n        //}\n\n        //public static void ClearTempCache()\n        //{\n        //    if (!File.Exists(Path.Combine(CacheConstants.TempCachePath, CacheConstants.PackageDataFile)))\n        //        return;\n\n\n        //    // Cache consists of package data and package texture thumbnails. We don't clear\n        //    // texture thumbnails here since they are less likely to change. They are still\n        //    // deleted and redownloaded every project restart (because of being stored in the 'Temp' folder)\n        //    var fullPath = Path.Combine(CacheConstants.TempCachePath, CacheConstants.PackageDataFile);\n        //    ASDebug.Log($\"Deleting cached file '{fullPath}'\");\n        //    File.Delete(fullPath);\n        //}\n\n        //public static void CachePackageMetadata(List<Package> data)\n        //{\n        //    var serializerSettings = new JsonSerializerSettings()\n        //    {\n        //        ContractResolver = Package.CachedPackageResolver.Instance,\n        //        Formatting = Formatting.Indented\n        //    };\n\n        //    CreateFileInTempCache(CacheConstants.PackageDataFile, JsonConvert.SerializeObject(data, serializerSettings), true);\n        //}\n\n        //public static void UpdatePackageMetadata(Package data)\n        //{\n        //    if (!GetCachedPackageMetadata(out var cachedData))\n        //        return;\n\n        //    var index = cachedData.FindIndex(x => x.PackageId.Equals(data.PackageId));\n        //    if (index == -1)\n        //    {\n        //        cachedData.Add(data);\n        //    }\n        //    else\n        //    {\n        //        cachedData.RemoveAt(index);\n        //        cachedData.Insert(index, data);\n        //    }\n\n        //    CachePackageMetadata(cachedData);\n        //}\n\n        //public static bool GetCachedPackageMetadata(out List<Package> data)\n        //{\n        //    data = new List<Package>();\n        //    var path = Path.Combine(CacheConstants.TempCachePath, CacheConstants.PackageDataFile);\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    try\n        //    {\n        //        var serializerSettings = new JsonSerializerSettings()\n        //        {\n        //            ContractResolver = Package.CachedPackageResolver.Instance\n        //        };\n\n        //        data = JsonConvert.DeserializeObject<List<Package>>(File.ReadAllText(path, Encoding.UTF8), serializerSettings);\n        //        return true;\n        //    }\n        //    catch\n        //    {\n        //        return false;\n        //    }\n        //}\n\n        //public static void CacheTexture(string packageId, Texture2D texture)\n        //{\n        //    CreateFileInTempCache($\"{packageId}.png\", texture.EncodeToPNG(), true);\n        //}\n\n        //public static bool GetCachedTexture(string packageId, out Texture2D texture)\n        //{\n        //    texture = new Texture2D(1, 1);\n        //    var path = Path.Combine(CacheConstants.TempCachePath, $\"{packageId}.png\");\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    texture.LoadImage(File.ReadAllBytes(path));\n        //    return true;\n        //}\n\n        //public static void CacheWorkflowStateData(string packageId, WorkflowStateData data)\n        //{\n        //    var fileName = $\"{packageId}-workflowStateData.asset\";\n        //    CreateFileInPersistentCache(fileName, JsonConvert.SerializeObject(data, Formatting.Indented), true);\n        //}\n\n        //public static bool GetCachedWorkflowStateData(string packageId, out WorkflowStateData data)\n        //{\n        //    data = null;\n        //    var path = Path.Combine(CacheConstants.PersistentCachePath, $\"{packageId}-workflowStateData.asset\");\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    data = JsonConvert.DeserializeObject<WorkflowStateData>(File.ReadAllText(path, Encoding.UTF8));\n        //    return true;\n        //}\n\n        //public static void CacheValidationStateData(ValidationStateData data)\n        //{\n        //    var serializerSettings = new JsonSerializerSettings()\n        //    {\n        //        ContractResolver = ValidationStateDataContractResolver.Instance,\n        //        Formatting = Formatting.Indented,\n        //        TypeNameHandling = TypeNameHandling.Auto,\n        //        Converters = new List<JsonConverter>() { new StringEnumConverter() }\n        //    };\n\n        //    CreateFileInPersistentCache(CacheConstants.ValidationResultFile, JsonConvert.SerializeObject(data, serializerSettings), true);\n        //}\n\n        //public static bool GetCachedValidationStateData(out ValidationStateData data)\n        //{\n        //    return GetCachedValidationStateData(Constants.RootProjectPath, out data);\n        //}\n\n        //public static bool GetCachedValidationStateData(string projectPath, out ValidationStateData data)\n        //{\n        //    data = null;\n        //    var path = Path.Combine(projectPath, CacheConstants.PersistentCachePath, CacheConstants.ValidationResultFile);\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    try\n        //    {\n        //        var serializerSettings = new JsonSerializerSettings()\n        //        {\n        //            ContractResolver = ValidationStateDataContractResolver.Instance,\n        //            Formatting = Formatting.Indented,\n        //            TypeNameHandling = TypeNameHandling.Auto,\n        //            Converters = new List<JsonConverter>() { new StringEnumConverter() }\n        //        };\n\n        //        data = JsonConvert.DeserializeObject<ValidationStateData>(File.ReadAllText(path, Encoding.UTF8), serializerSettings);\n        //        return true;\n        //    }\n        //    catch (System.Exception e)\n        //    {\n        //        UnityEngine.Debug.LogException(e);\n        //        return false;\n        //    }\n        //}\n    }\n}\n"
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/CacheUtil.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/FileUtility.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class FileUtility\n    {\n        private class RenameInfo\n        {\n            public string OriginalName;\n            public string CurrentName;\n        }\n\n        public static string AbsolutePathToRelativePath(string path, bool allowSymlinks)\n        {\n            if (!File.Exists(path) && !Directory.Exists(path))\n                return path;\n\n            string convertedPath = path.Replace(\"\\\\\", \"/\");\n\n            var allPackages = PackageUtility.GetAllPackages();\n            foreach (var package in allPackages)\n            {\n                if (Path.GetFullPath(package.resolvedPath) != Path.GetFullPath(convertedPath)\n                    && !Path.GetFullPath(convertedPath).StartsWith(Path.GetFullPath(package.resolvedPath) + Path.DirectorySeparatorChar))\n                    continue;\n\n                convertedPath = Path.GetFullPath(convertedPath)\n                    .Replace(Path.GetFullPath(package.resolvedPath), package.assetPath)\n                    .Replace(\"\\\\\", \"/\");\n\n                return convertedPath;\n            }\n\n            if (convertedPath.StartsWith(Constants.RootProjectPath))\n            {\n                convertedPath = convertedPath.Substring(Constants.RootProjectPath.Length);\n            }\n            else\n            {\n                if (allowSymlinks && SymlinkUtil.FindSymlinkFolderRelative(convertedPath, out var symlinkPath))\n                    convertedPath = symlinkPath;\n            }\n\n            return convertedPath;\n        }\n\n        public static void CopyDirectory(string sourceDir, string destinationDir, bool recursive)\n        {\n            // Get information about the source directory\n            var dir = new DirectoryInfo(sourceDir);\n\n            // Check if the source directory exists\n            if (!dir.Exists)\n                throw new DirectoryNotFoundException($\"Source directory not found: {dir.FullName}\");\n\n            // Cache directories before we start copying\n            DirectoryInfo[] dirs = dir.GetDirectories();\n\n            // Create the destination directory\n            Directory.CreateDirectory(destinationDir);\n\n            // Get the files in the source directory and copy to the destination directory\n            foreach (FileInfo file in dir.GetFiles())\n            {\n                string targetFilePath = Path.Combine(destinationDir, file.Name);\n                file.CopyTo(targetFilePath);\n            }\n\n            // If recursive and copying subdirectories, recursively call this method\n            if (recursive)\n            {\n                foreach (DirectoryInfo subDir in dirs)\n                {\n                    string newDestinationDir = Path.Combine(destinationDir, subDir.Name);\n                    CopyDirectory(subDir.FullName, newDestinationDir, true);\n                }\n            }\n        }\n\n        public static bool ShouldHaveMeta(string assetPath)\n        {\n            if (string.IsNullOrEmpty(assetPath))\n                return false;\n\n            // Meta files never have other metas\n            if (assetPath.EndsWith(\".meta\", System.StringComparison.OrdinalIgnoreCase))\n                return false;\n\n            // File System entries ending with '~' are hidden in the context of ADB\n            if (assetPath.EndsWith(\"~\"))\n                return false;\n\n            // File System entries whose names start with '.' are hidden in the context of ADB\n            var assetName = assetPath.Replace(\"\\\\\", \"/\").Split('/').Last();\n            if (assetName.StartsWith(\".\"))\n                return false;\n\n            return true;\n        }\n\n        public static bool IsMissingMetaFiles(IEnumerable<string> sourcePaths)\n        {\n            foreach (var sourcePath in sourcePaths)\n            {\n                if (!Directory.Exists(sourcePath))\n                    continue;\n\n                var allDirectories = Directory.GetDirectories(sourcePath, \"*\", SearchOption.AllDirectories);\n                foreach (var dir in allDirectories)\n                {\n                    var dirInfo = new DirectoryInfo(dir);\n                    if (!dirInfo.Name.EndsWith(\"~\"))\n                        continue;\n\n                    var nestedContent = dirInfo.GetFileSystemInfos(\"*\", SearchOption.AllDirectories);\n                    foreach (var nested in nestedContent)\n                    {\n                        if (!ShouldHaveMeta(nested.FullName))\n                            continue;\n\n                        if (!File.Exists(nested.FullName + \".meta\"))\n                            return true;\n                    }\n                }\n            }\n\n            return false;\n        }\n\n        public static void GenerateMetaFiles(IEnumerable<string> sourcePaths)\n        {\n            var renameInfos = new List<RenameInfo>();\n\n            foreach (var sourcePath in sourcePaths)\n            {\n                if (!Directory.Exists(sourcePath))\n                    continue;\n\n                var hiddenDirectoriesInPath = Directory.GetDirectories(sourcePath, \"*\", SearchOption.AllDirectories).Where(x => x.EndsWith(\"~\"));\n                foreach (var hiddenDir in hiddenDirectoriesInPath)\n                {\n                    var hiddenDirRelative = AbsolutePathToRelativePath(hiddenDir, ASToolsPreferences.Instance.EnableSymlinkSupport);\n                    if (!hiddenDirRelative.StartsWith(\"Assets/\") && !hiddenDirRelative.StartsWith(\"Packages/\"))\n                    {\n                        ASDebug.LogWarning($\"Path {sourcePath} is not part of the Asset Database and will be skipped\");\n                        continue;\n                    }\n\n                    renameInfos.Add(new RenameInfo() { CurrentName = hiddenDirRelative, OriginalName = hiddenDirRelative });\n                }\n            }\n\n            if (renameInfos.Count == 0)\n                return;\n\n            try\n            {\n                EditorApplication.LockReloadAssemblies();\n\n                // Order paths from longest to shortest to avoid having to rename them multiple times\n                renameInfos = renameInfos.OrderByDescending(x => x.OriginalName.Length).ToList();\n\n                try\n                {\n                    AssetDatabase.StartAssetEditing();\n                    foreach (var renameInfo in renameInfos)\n                    {\n                        renameInfo.CurrentName = renameInfo.OriginalName.TrimEnd('~');\n                        Directory.Move(renameInfo.OriginalName, renameInfo.CurrentName);\n                    }\n                }\n                finally\n                {\n                    AssetDatabase.StopAssetEditing();\n                    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n                    AssetDatabase.ReleaseCachedFileHandles();\n                }\n\n                // Restore the original path names in reverse order\n                renameInfos = renameInfos.OrderBy(x => x.OriginalName.Length).ToList();\n\n                try\n                {\n                    AssetDatabase.StartAssetEditing();\n                    foreach (var renameInfo in renameInfos)\n                    {\n                        Directory.Move(renameInfo.CurrentName, renameInfo.OriginalName);\n                        if (File.Exists($\"{renameInfo.CurrentName}.meta\"))\n                            File.Delete($\"{renameInfo.CurrentName}.meta\");\n                    }\n                }\n                finally\n                {\n                    AssetDatabase.StopAssetEditing();\n                    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n                }\n            }\n            finally\n            {\n                EditorApplication.UnlockReloadAssemblies();\n            }\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/LegacyToolsRemover.cs",
    "content": "﻿using System;\nusing System.IO;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Utility\n{\n    [InitializeOnLoad]\n    internal class LegacyToolsRemover\n    {\n        private const string MessagePart1 = \"A legacy version of Asset Store Tools \" +\n            \"was detected at the following path:\\n\";\n        private const string MessagePart2 = \"\\n\\nHaving both the legacy and the latest version installed at the same time is not supported \" +\n            \"and might prevent the latest version from functioning properly.\\n\\nWould you like the legacy version to be removed automatically?\";\n\n        static LegacyToolsRemover()\n        {\n            try\n            {\n                if (Application.isBatchMode)\n                    return;\n\n                CheckAndRemoveLegacyTools();\n            }\n            catch { }\n        }\n\n        private static void CheckAndRemoveLegacyTools()\n        {\n            if (!ASToolsPreferences.Instance.LegacyVersionCheck || !ProjectContainsLegacyTools(out string path))\n                return;\n\n            var relativePath = path.Substring(Application.dataPath.Length - \"Assets\".Length).Replace(\"\\\\\", \"/\");\n            var result = EditorUtility.DisplayDialog(\"Asset Store Tools\", MessagePart1 + relativePath + MessagePart2, \"Yes\", \"No\");\n\n            // If \"No\" - do nothing\n            if (!result)\n                return;\n\n            // If \"Yes\" - remove legacy tools\n            File.Delete(path);\n            File.Delete(path + \".meta\");\n            RemoveEmptyFolders(Path.GetDirectoryName(path)?.Replace(\"\\\\\", \"/\"));\n            AssetDatabase.Refresh();\n\n            // We could also optionally prevent future execution here\n            // but the ProjectContainsLegacyTools() function runs in less\n            // than a milisecond on an empty project\n        }\n\n        private static bool ProjectContainsLegacyTools(out string path)\n        {\n            path = null;\n\n            foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())\n            {\n                if (assembly.ManifestModule.Name == \"AssetStoreTools.dll\")\n                {\n                    path = assembly.Location;\n                    break;\n                }\n            }\n\n            if (string.IsNullOrEmpty(path))\n                return false;\n            return true;\n        }\n\n        private static void RemoveEmptyFolders(string directory)\n        {\n            if (directory.EndsWith(Application.dataPath))\n                return;\n\n            if (Directory.GetFiles(directory).Length == 0 && Directory.GetDirectories(directory).Length == 0)\n            {\n                var parentPath = Path.GetDirectoryName(directory).Replace(\"\\\\\", \"/\");\n\n                Directory.Delete(directory);\n                File.Delete(directory + \".meta\");\n\n                RemoveEmptyFolders(parentPath);\n            }\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/LegacyToolsRemover.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/PackageUtility.cs",
    "content": "﻿#if !UNITY_2021_1_OR_NEWER\nusing System;\nusing System.Reflection;\n#endif\nusing Newtonsoft.Json.Linq;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEditor.PackageManager;\nusing UnityEngine;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class PackageUtility\n    {\n        public class PackageInfoSampleMetadata\n        {\n            public string DisplayName;\n            public string Description;\n            public string Path;\n        }\n\n        public class PackageInfoUnityVersionMetadata\n        {\n            /// <summary>\n            /// Major bit of the Unity version, e.g. 2021.3\n            /// </summary>\n            public string Version;\n            /// <summary>\n            /// Minor bit of the Unity version, e.g. 0f1\n            /// </summary>\n            public string Release;\n\n            public override string ToString()\n            {\n                if (string.IsNullOrEmpty(Version))\n                    return Release;\n\n                if (string.IsNullOrEmpty(Release))\n                    return Release;\n\n                return $\"{Version}.{Release}\";\n            }\n        }\n\n        /// <summary>\n        /// Returns a package identifier, consisting of package name and package version\n        /// </summary>\n        /// <param name=\"package\"></param>\n        /// <returns></returns>\n        public static string GetPackageIdentifier(this PackageInfo package)\n        {\n            return $\"{package.name}-{package.version}\";\n        }\n\n        public static PackageInfo[] GetAllPackages()\n        {\n#if !UNITY_2021_1_OR_NEWER\n            var method = typeof(PackageInfo).GetMethod(\"GetAll\", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static, null, new Type[0], null);\n            var packages = method?.Invoke(null, null) as PackageInfo[];\n#else\n            var packages = PackageInfo.GetAllRegisteredPackages();\n#endif\n            return packages;\n        }\n\n        public static PackageInfo[] GetAllLocalPackages()\n        {\n            var packages = GetAllPackages();\n            var localPackages = packages.Where(x => x.source == PackageSource.Embedded || x.source == PackageSource.Local)\n                .Where(x => x.isDirectDependency).ToArray();\n            return localPackages;\n        }\n\n        public static PackageInfo[] GetAllRegistryPackages()\n        {\n            var packages = GetAllPackages();\n            var registryPackages = packages.Where(x => x.source == PackageSource.Registry || x.source == PackageSource.BuiltIn)\n                .OrderBy(x => string.Compare(x.type, \"module\", System.StringComparison.OrdinalIgnoreCase) == 0)\n                .ThenBy(x => x.name).ToArray();\n\n            return registryPackages;\n        }\n\n        public static bool GetPackageByManifestPath(string packageManifestPath, out PackageInfo package)\n        {\n            package = null;\n\n            if (string.IsNullOrEmpty(packageManifestPath))\n                return false;\n\n            var fileInfo = new FileInfo(packageManifestPath);\n            if (!fileInfo.Exists)\n                return false;\n\n            var allPackages = GetAllPackages();\n\n            package = allPackages.FirstOrDefault(x => Path.GetFullPath(x.resolvedPath).Equals(fileInfo.Directory.FullName));\n            return package != null;\n        }\n\n        public static bool GetPackageByPackageName(string packageName, out PackageInfo package)\n        {\n            package = null;\n\n            if (string.IsNullOrEmpty(packageName))\n                return false;\n\n            return GetPackageByManifestPath($\"Packages/{packageName}/package.json\", out package);\n        }\n\n        public static TextAsset GetManifestAsset(this PackageInfo packageInfo)\n        {\n            return AssetDatabase.LoadAssetAtPath<TextAsset>($\"{packageInfo.assetPath}/package.json\");\n        }\n\n        public static List<PackageInfoSampleMetadata> GetSamples(this PackageInfo packageInfo)\n        {\n            var samples = new List<PackageInfoSampleMetadata>();\n\n            var packageManifest = packageInfo.GetManifestAsset();\n            var json = JObject.Parse(packageManifest.text);\n\n            if (!json.ContainsKey(\"samples\") || json[\"samples\"].Type != JTokenType.Array)\n                return samples;\n\n            var sampleList = json[\"samples\"].ToList();\n            foreach (JObject sample in sampleList)\n            {\n                var displayName = string.Empty;\n                var description = string.Empty;\n                var path = string.Empty;\n\n                if (sample.ContainsKey(\"displayName\"))\n                    displayName = sample[\"displayName\"].ToString();\n                if (sample.ContainsKey(\"description\"))\n                    description = sample[\"description\"].ToString();\n                if (sample.ContainsKey(\"path\"))\n                    path = sample[\"path\"].ToString();\n\n                if (!string.IsNullOrEmpty(displayName) || !string.IsNullOrEmpty(description) || !string.IsNullOrEmpty(path))\n                    samples.Add(new PackageInfoSampleMetadata() { DisplayName = displayName, Description = description, Path = path });\n            }\n\n            return samples;\n        }\n\n        public static PackageInfoUnityVersionMetadata GetUnityVersion(this PackageInfo packageInfo)\n        {\n            var packageManifest = packageInfo.GetManifestAsset();\n            var json = JObject.Parse(packageManifest.text);\n\n            var unityVersion = string.Empty;\n            var unityRelease = string.Empty;\n\n            if (json.ContainsKey(\"unity\"))\n                unityVersion = json[\"unity\"].ToString();\n            if (json.ContainsKey(\"unityRelease\"))\n                unityRelease = json[\"unityRelease\"].ToString();\n\n            return new PackageInfoUnityVersionMetadata()\n            {\n                Version = unityVersion,\n                Release = unityRelease\n            };\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/PackageUtility.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/ServiceProvider.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Utility\n{\n    internal abstract class ServiceProvider<Service>\n    {\n        private Dictionary<Type, Service> _services = new Dictionary<Type, Service>();\n        private Dictionary<Type, Func<Service>> _queuedServices = new Dictionary<Type, Func<Service>>();\n\n        protected class MissingServiceDependencyException : Exception\n        {\n            public Type ServiceType { get; private set; }\n            public Type MissingDependencyType { get; private set; }\n\n            public MissingServiceDependencyException(Type serviceType, Type missingDependencyType)\n            {\n                ServiceType = serviceType;\n                MissingDependencyType = missingDependencyType;\n            }\n        }\n\n        protected ServiceProvider()\n        {\n            RegisterServices();\n            CreateRegisteredServices();\n        }\n\n        protected abstract void RegisterServices();\n\n        protected void Register<TService, TInstance>() where TService : Service where TInstance : TService\n        {\n            Register<TService>(() => CreateServiceInstance(typeof(TInstance)));\n        }\n\n        protected void Register<TService>(Func<Service> initializer) where TService : Service\n        {\n            _queuedServices.Add(typeof(TService), initializer);\n        }\n\n        private void CreateRegisteredServices()\n        {\n            if (_queuedServices.Count == 0)\n                return;\n\n            var createdAnyService = false;\n            var missingServices = new List<MissingServiceDependencyException>();\n\n            foreach (var service in _queuedServices)\n            {\n                try\n                {\n                    var instance = service.Value.Invoke();\n                    _services.Add(service.Key, instance);\n                    createdAnyService = true;\n                }\n                catch (MissingServiceDependencyException e)\n                {\n                    missingServices.Add(e);\n                }\n            }\n\n            foreach (var createdService in _services)\n            {\n                _queuedServices.Remove(createdService.Key);\n            }\n\n            if (!createdAnyService)\n            {\n                var message = string.Join(\", \", missingServices.Select(x => $\"{x.ServiceType} depends on {x.MissingDependencyType}\"));\n                throw new Exception(\"Could not create the following services due to missing dependencies: \" + message);\n            }\n\n            // Recursively register remaining queued services that may have failed\n            // due to missing depenedencies that are now registered\n            CreateRegisteredServices();\n        }\n\n        private Service CreateServiceInstance(Type concreteType)\n        {\n            if (concreteType.IsAbstract)\n                throw new Exception($\"Cannot create an instance of an abstract class {concreteType}\");\n\n            var constructor = concreteType.GetConstructors().First();\n            var expectedParameters = constructor.GetParameters();\n            var parametersToUse = new List<object>();\n\n            foreach (var parameter in expectedParameters)\n            {\n                if (!_services.ContainsKey(parameter.ParameterType))\n                    throw new MissingServiceDependencyException(concreteType, parameter.ParameterType);\n\n                parametersToUse.Add(_services[parameter.ParameterType]);\n            }\n\n            return (Service)constructor.Invoke(parametersToUse.ToArray());\n        }\n\n        public T GetService<T>() where T : Service\n        {\n            return (T)GetService(typeof(T));\n        }\n\n        public object GetService(Type type)\n        {\n            if (!_services.ContainsKey(type))\n                throw new Exception($\"Service of type {type} is not registered\");\n\n            return _services[type];\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/StyleSelector.cs",
    "content": "﻿using System;\nusing UnityEditor;\nusing UnityEngine.UIElements;\nusing WindowStyles = AssetStoreTools.Constants.WindowStyles;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class StyleSelector\n    {\n        private static StyleSheet GetStylesheet(string rootPath, string filePath)\n        {\n            var path = $\"{rootPath}/{filePath}.uss\";\n            var sheet = AssetDatabase.LoadAssetAtPath<StyleSheet>(path);\n            if (sheet == null)\n                throw new Exception($\"Stylesheet '{path}' was not found\");\n            return sheet;\n        }\n\n        private static StyleSheet GetStylesheetTheme(string rootPath, string filePath)\n        {\n            var suffix = !EditorGUIUtility.isProSkin ? \"Light\" : \"Dark\";\n            return GetStylesheet(rootPath, filePath + suffix);\n        }\n\n        public static class UploaderWindow\n        {\n            public static StyleSheet UploaderWindowStyle => GetStylesheet(WindowStyles.UploaderStylesPath, \"Style\");\n            public static StyleSheet UploaderWindowTheme => GetStylesheetTheme(WindowStyles.UploaderStylesPath, \"Theme\");\n\n            public static StyleSheet LoginViewStyle => GetStylesheet(WindowStyles.UploaderStylesPath, \"LoginView/Style\");\n            public static StyleSheet LoginViewTheme => GetStylesheetTheme(WindowStyles.UploaderStylesPath, \"LoginView/Theme\");\n\n            public static StyleSheet PackageListViewStyle => GetStylesheet(WindowStyles.UploaderStylesPath, \"PackageListView/Style\");\n            public static StyleSheet PackageListViewTheme => GetStylesheetTheme(WindowStyles.UploaderStylesPath, \"PackageListView/Theme\");\n        }\n\n        public static class ValidatorWindow\n        {\n            public static StyleSheet ValidatorWindowStyle => GetStylesheet(WindowStyles.ValidatorStylesPath, \"Style\");\n            public static StyleSheet ValidatorWindowTheme => GetStylesheetTheme(WindowStyles.ValidatorStylesPath, \"Theme\");\n        }\n\n        public static class PreviewGeneratorWindow\n        {\n            public static StyleSheet PreviewGeneratorWindowStyle => GetStylesheet(WindowStyles.PreviewGeneratorStylesPath, \"Style\");\n            public static StyleSheet PreviewGeneratorWindowTheme => GetStylesheetTheme(WindowStyles.PreviewGeneratorStylesPath, \"Theme\");\n        }\n\n        public static class UpdaterWindow\n        {\n            public static StyleSheet UpdaterWindowStyle => GetStylesheet(WindowStyles.UpdaterStylesPath, \"Style\");\n            public static StyleSheet UpdaterWindowTheme => GetStylesheetTheme(WindowStyles.UpdaterStylesPath, \"Theme\");\n        }\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater/Style.uss",
    "content": "﻿.updater-loading-container {\n\tflex-grow: 1;\n\talign-items: center;\n\tjustify-content: center;\n}\n\n.updater-loading-container > Image {\n\twidth: 16px;\n\theight: 16px;\n}\n\n.updater-info-container {\n\tflex-grow: 1;\n\tmargin: 0 5px 5px 5px;\n}\n\n.updater-info-container-labels {\n\tflex-grow: 1;\n\tmargin-bottom: 10px;\n\tmargin-top: 5px;\n}\n\n.updater-info-container-labels-description {\n\tflex-grow: 0.5;\n\tmargin-bottom: 5px;\n\twhite-space: normal;\n\t-unity-text-align: middle-left;\n}\n\n.updater-info-container-labels-row {\n\tflex-direction: row;\n}\n\n.updater-info-container-labels-row-identifier {\n\t-unity-font-style: bold;\n}\n\n.updater-info-container-buttons {\n\tflex-direction: row;\n\tmargin-bottom: 5px;\n}\n\n.updater-info-container-buttons > Button {\n\tflex-grow: 1;\n\tflex-shrink: 1;\n\tflex-basis: 100%;\n\theight: 25px;\n}\n\n.updater-info-container-toggle {\n\talign-self: flex-end;\n}\n\n.updater-info-container-toggle > Toggle > VisualElement > Label {\n\tmargin-left: 5px;\n}\n\n.updater-fail-container {\n\tflex-grow: 1;\n\tflex-direction: row;\n\tmargin: 0 5px 5px 5px;\n\tjustify-content: center;\n\talign-items: center;\n}\n\n.updater-fail-container > Image {\n\tflex-shrink: 0;\n\twidth: 36px;\n\theight: 36px;\n\tmargin-right: 5px;\n}\n\n.updater-fail-container > Label {\n\tflex-shrink: 1;\n\twhite-space: normal;\n}"
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  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater/ThemeDark.uss",
    "content": "﻿.updater-fail-container > Image {\n\t--unity-image: resource(\"console.erroricon@2x\");\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater/ThemeDark.uss.meta",
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    "content": "﻿.updater-fail-container > Image {\n\t--unity-image: resource(\"console.erroricon@2x\");\n}"
  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater/ThemeLight.uss.meta",
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Utility/SymlinkUtil.cs",
    "content": "﻿using System.IO;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class SymlinkUtil\n    {\n        private const FileAttributes FolderSymlinkAttributes = FileAttributes.Directory | FileAttributes.ReparsePoint;\n\n        public static bool FindSymlinkFolderRelative(string folderPathAbsolute, out string relativePath)\n        {\n            // Get directory info for path outside of the project\n            var absoluteInfo = new DirectoryInfo(folderPathAbsolute);\n\n            // Get all directories within the project\n            var allFolderPaths = Directory.GetDirectories(\"Assets\", \"*\", SearchOption.AllDirectories);\n            foreach (var path in allFolderPaths)\n            {\n                var fullPath = path.Replace(\"\\\\\", \"/\");\n\n                // Get directory info for one of the paths within the project\n                var relativeInfo = new DirectoryInfo(fullPath);\n\n                // Check if project's directory is a symlink\n                if (!relativeInfo.Attributes.HasFlag(FolderSymlinkAttributes))\n                    continue;\n\n                // Compare metadata of outside directory with a directories within the project\n                if (!CompareDirectories(absoluteInfo, relativeInfo))\n                    continue;\n\n                // Found symlink within the project, assign it\n                relativePath = fullPath;\n                return true;\n            }\n\n            relativePath = string.Empty;\n            return false;\n        }\n\n        private static bool CompareDirectories(DirectoryInfo directory, DirectoryInfo directory2)\n        {\n            var contents = directory.EnumerateFileSystemInfos(\"*\", SearchOption.AllDirectories).GetEnumerator();\n            var contents2 = directory2.EnumerateFileSystemInfos(\"*\", SearchOption.AllDirectories).GetEnumerator();\n\n            while (true)\n            {\n                var firstNext = contents.MoveNext();\n                var secondNext = contents2.MoveNext();\n\n                if (firstNext != secondNext)\n                    return false;\n\n                if (!firstNext && !secondNext)\n                    break;\n\n                var equals = contents.Current?.Name == contents2.Current?.Name\n                             && contents.Current?.LastWriteTime == contents2.Current?.LastWriteTime;\n\n                if (!equals)\n                    return false;\n            }\n\n            return true;\n        }\n\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Categories/CategoryEvaluator.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\n\nnamespace AssetStoreTools.Validator.Categories\n{\n    internal class CategoryEvaluator\n    {\n        private string _category;\n\n        public CategoryEvaluator(string category)\n        {\n            if (string.IsNullOrEmpty(category))\n                _category = string.Empty;\n            else\n                _category = category;\n        }\n\n        public void SetCategory(string category)\n        {\n            if (category == null)\n                _category = string.Empty;\n            else\n                _category = category;\n        }\n\n        public string GetCategory()\n        {\n            return _category;\n        }\n\n        public TestResultStatus Evaluate(ValidationTest validation, bool slugify = false)\n        {\n            var result = validation.Result.Status;\n            if (result != TestResultStatus.VariableSeverityIssue)\n                return result;\n\n            var category = _category;\n\n            if (slugify)\n                category = validation.Slugify(category);\n\n            return validation.CategoryInfo.EvaluateByFilter(category);\n        }\n\n#if AB_BUILDER\n        public TestResultStatus EvaluateAndSlugify(ValidationTest validation)\n        {\n            return Evaluate(validation, true);\n        }\n#endif\n    }\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Categories/ValidatorCategory.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing System;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.Categories\n{\n    [System.Serializable]\n    internal class ValidatorCategory\n    {\n        public bool IsFailFilter = false;\n        public bool IsInclusiveFilter = true;\n        public bool AppliesToSubCategories = true;\n        public string[] Filter = { \"Tools\", \"Art\" };\n\n        public TestResultStatus EvaluateByFilter(string category)\n        {\n            if (AppliesToSubCategories)\n                category = category.Split('/')[0];\n\n            var isCategoryInFilter = Filter.Any(x => String.Compare(x, category, StringComparison.OrdinalIgnoreCase) == 0);\n\n            if (IsInclusiveFilter)\n            {\n                if (isCategoryInFilter)\n                    return IsFailFilter ? TestResultStatus.Fail : TestResultStatus.Warning;\n                else\n                    return IsFailFilter ? TestResultStatus.Warning : TestResultStatus.Fail;\n            }\n            else\n            {\n                if (isCategoryInFilter)\n                    return IsFailFilter ? TestResultStatus.Warning : TestResultStatus.Fail;\n                else\n                    return IsFailFilter ? TestResultStatus.Fail : TestResultStatus.Warning;\n            }\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/CurrentProjectValidator.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.IO;\n\nnamespace AssetStoreTools.Validator\n{\n    internal class CurrentProjectValidator : ValidatorBase\n    {\n        private CurrentProjectValidationSettings _settings;\n\n        public CurrentProjectValidator(CurrentProjectValidationSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            if (_settings == null)\n                throw new Exception(\"Validation Settings is null\");\n\n            if (_settings.ValidationPaths == null\n                || _settings.ValidationPaths.Count == 0)\n                throw new Exception(\"No validation paths were set\");\n\n            switch (_settings.ValidationType)\n            {\n                case ValidationType.Generic:\n                case ValidationType.UnityPackage:\n                    ValidateUnityPackageSettings();\n                    break;\n                default:\n                    throw new NotImplementedException(\"Undefined validation type\");\n            }\n        }\n\n        private void ValidateUnityPackageSettings()\n        {\n            var invalidPaths = string.Empty;\n            foreach (var path in _settings.ValidationPaths)\n            {\n                if (!Directory.Exists(path))\n                    invalidPaths += $\"\\n{path}\";\n            }\n\n            if (!string.IsNullOrEmpty(invalidPaths))\n                throw new Exception(\"The following directories do not exist:\" + invalidPaths);\n        }\n\n        protected override ValidationResult GenerateValidationResult()\n        {\n            ITestConfig config;\n            var applicableTests = GetApplicableTests(ValidationType.Generic);\n            switch (_settings.ValidationType)\n            {\n                case ValidationType.Generic:\n                    config = new GenericTestConfig() { ValidationPaths = _settings.ValidationPaths.ToArray() };\n                    break;\n                case ValidationType.UnityPackage:\n                    applicableTests.AddRange(GetApplicableTests(ValidationType.UnityPackage));\n                    config = new GenericTestConfig() { ValidationPaths = _settings.ValidationPaths.ToArray() };\n                    break;\n                default:\n                    return new ValidationResult() { Status = ValidationStatus.Failed, Exception = new Exception(\"Undefined validation type\") };\n            }\n\n            var validationResult = RunTests(applicableTests, config);\n            return validationResult;\n        }\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/CurrentProjectValidationSettings.cs",
    "content": "using System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class CurrentProjectValidationSettings : ValidationSettings\n    {\n        public List<string> ValidationPaths;\n        public ValidationType ValidationType;\n\n        public CurrentProjectValidationSettings()\n        {\n            Category = string.Empty;\n            ValidationPaths = new List<string>();\n        }\n\n        public override int GetHashCode()\n        {\n            return base.GetHashCode();\n        }\n\n        public override bool Equals(object obj)\n        {\n            if (obj == null || obj.GetType() != typeof(CurrentProjectValidationSettings))\n                return false;\n\n            var other = (CurrentProjectValidationSettings)obj;\n            return Category == other.Category\n                && ValidationType == other.ValidationType\n                && ValidationPaths.OrderBy(x => x).SequenceEqual(other.ValidationPaths.OrderBy(x => x));\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/CurrentProjectValidationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9e4a4a4aa3f501847b1abb1e08505f9b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ExternalProjectValidationSettings.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal class ExternalProjectValidationSettings : ValidationSettings\n    {\n        public string PackagePath;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ExternalProjectValidationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f79c895f4bb099b4983dd20eef72a7bd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/HighlightObjectAction.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data.MessageActions\n{\n    internal class HighlightObjectAction : IMessageAction\n    {\n        public string Tooltip => \"Click to highlight the associated object in Hierarchy/Project view\";\n        public Object Target => _target?.GetObject();\n\n        [JsonProperty]\n        private TestResultObject _target;\n\n        public HighlightObjectAction() { }\n\n        public HighlightObjectAction(Object target)\n        {\n            _target = new TestResultObject(target);\n        }\n\n        public void Execute()\n        {\n            var targetObject = _target.GetObject();\n            if (targetObject == null)\n                return;\n\n            EditorGUIUtility.PingObject(targetObject);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/HighlightObjectAction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: de24c0a7f8a22c142a224e6abd0ddc68\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/IMessageAction.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data.MessageActions\n{\n    internal interface IMessageAction\n    {\n        [JsonIgnore]\n        string Tooltip { get; }\n\n        [JsonIgnore]\n        Object Target { get; }\n\n        void Execute();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/IMessageAction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f1636d7241abdf1498368f841aa818a2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/OpenAssetAction.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data.MessageActions\n{\n    internal class OpenAssetAction : IMessageAction\n    {\n        public string Tooltip => \"Click to open the associated asset\";\n        public Object Target => _target?.GetObject();\n\n        [JsonProperty]\n        private TestResultObject _target;\n        [JsonProperty]\n        private int _lineNumber;\n\n        public OpenAssetAction() { }\n\n        public OpenAssetAction(Object target)\n        {\n            _target = new TestResultObject(target);\n        }\n\n        public OpenAssetAction(Object target, int lineNumber) : this(target)\n        {\n            _lineNumber = lineNumber;\n        }\n\n        public void Execute()\n        {\n            var targetObject = _target.GetObject();\n            if (targetObject == null)\n                return;\n\n            AssetDatabase.OpenAsset(targetObject, _lineNumber);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/OpenAssetAction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9fb4fec293bf73f4a8f870c535750613\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions.meta",
    "content": "fileFormatVersion: 2\nguid: d51c5c866dcd449488caa10a40dd3301\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResult.cs",
    "content": "﻿using AssetStoreTools.Validator.Data.MessageActions;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal struct TestResult\n    {\n        public TestResultStatus Status;\n\n        [JsonProperty]\n        private List<TestResultMessage> _messages;\n\n        [JsonIgnore]\n        public int MessageCount => _messages != null ? _messages.Count : 0;\n\n        public TestResultMessage GetMessage(int index)\n        {\n            return _messages[index];\n        }\n\n        public void AddMessage(string msg)\n        {\n            AddMessage(msg, null, null);\n        }\n\n        public void AddMessage(string msg, IMessageAction clickAction)\n        {\n            AddMessage(msg, clickAction, null);\n        }\n\n        public void AddMessage(string msg, IMessageAction clickAction, params UnityEngine.Object[] messageObjects)\n        {\n            if (_messages == null)\n                _messages = new List<TestResultMessage>();\n\n            var message = new TestResultMessage(msg, clickAction);\n            _messages.Add(message);\n\n            if (messageObjects == null)\n                return;\n\n            foreach (var obj in messageObjects)\n            {\n                if (obj == null)\n                    continue;\n\n                message.AddMessageObject(obj);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 05d7d92bbda6bf44f8ed5fbd0cde57e6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultMessage.cs",
    "content": "using AssetStoreTools.Validator.Data.MessageActions;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class TestResultMessage\n    {\n        [JsonIgnore]\n        public int MessageObjectCount => _messageObjects.Count;\n\n        [JsonProperty]\n        private string _text;\n        [JsonProperty]\n        private List<TestResultObject> _messageObjects;\n        [JsonProperty]\n        private IMessageAction _clickAction;\n\n        public TestResultMessage() { }\n\n        public TestResultMessage(string text)\n        {\n            _text = text;\n            _messageObjects = new List<TestResultObject>();\n        }\n\n        public TestResultMessage(string text, IMessageAction clickAction) : this(text)\n        {\n            _clickAction = clickAction;\n        }\n\n        public string GetText()\n        {\n            return _text;\n        }\n\n        public IMessageAction GetClickAction()\n        {\n            return _clickAction;\n        }\n\n        public void AddMessageObject(Object obj)\n        {\n            _messageObjects.Add(new TestResultObject(obj));\n        }\n\n        public TestResultObject GetMessageObject(int index)\n        {\n            return _messageObjects[index];\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultMessage.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0761356c44140ca49917f93b42926471\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultObject.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class TestResultObject\n    {\n        [JsonIgnore]\n        private Object _object;\n        [JsonProperty]\n        private string _objectGlobalId;\n\n        public TestResultObject(Object obj)\n        {\n            _object = obj;\n            _objectGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(obj).ToString();\n        }\n\n        public Object GetObject()\n        {\n            if (_object != null)\n                return _object;\n\n            if (string.IsNullOrEmpty(_objectGlobalId))\n                return null;\n\n            if (!GlobalObjectId.TryParse(_objectGlobalId, out var globalObject))\n                return null;\n\n            _object = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(globalObject);\n            return _object;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: acce8e477b7fe2c4aa430ebdd65ea7d1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultStatus.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal enum TestResultStatus\n    {\n        Undefined = 0,\n        Pass = 1,\n        Fail = 2,\n        Warning = 3,\n        VariableSeverityIssue = 4\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultStatus.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eef1ba0cf35f1304d8929e23b94e7c23\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationResult.cs",
    "content": "﻿using AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class ValidationResult\n    {\n        public ValidationStatus Status;\n        public bool HadCompilationErrors;\n        public string ProjectPath;\n        public List<AutomatedTest> Tests;\n        public Exception Exception;\n\n        public ValidationResult()\n        {\n            Status = ValidationStatus.NotRun;\n            HadCompilationErrors = false;\n            ProjectPath = string.Empty;\n            Tests = new List<AutomatedTest>();\n            Exception = null;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b15525b8dcf3e654ca2f895472ab7cb1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationSettings.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal abstract class ValidationSettings\n    {\n        public string Category;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 33e99d6b6e1e7ef4abd6cd2c0137741a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationStatus.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal enum ValidationStatus\n    {\n        NotRun,\n        RanToCompletion,\n        Failed,\n        Cancelled\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationStatus.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a1f1e1e94faa6284f8d71804ba2bbd24\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationType.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal enum ValidationType\n    {\n        Generic = 0,\n        UnityPackage = 1\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 079f8963464230145853d86eff935e04\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 1c2a38ded8e054c4088aff1db7224f66\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/ExternalProjectValidator.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator\n{\n    internal class ExternalProjectValidator : ValidatorBase\n    {\n        private ExternalProjectValidationSettings _settings;\n\n        public ExternalProjectValidator(ExternalProjectValidationSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            if (_settings == null)\n                throw new Exception(\"Validation Settings is null\");\n\n            if (string.IsNullOrEmpty(_settings.PackagePath)\n                || !File.Exists(_settings.PackagePath))\n                throw new Exception(\"Package was not found\");\n        }\n\n        protected override ValidationResult GenerateValidationResult()\n        {\n            bool interactiveMode = false;\n            try\n            {\n                // Step 1 - prepare a temporary project\n                var result = PrepareTemporaryValidationProject(interactiveMode);\n\n                // If preparation was cancelled or setting up project failed - return immediately\n                if (result.Status == ValidationStatus.Cancelled || result.Status == ValidationStatus.Failed)\n                    return result;\n\n                // Step 2 - load the temporary project and validate the package\n                result = ValidateTemporaryValidationProject(result, interactiveMode);\n\n                // Step 3 - copy validation results\n                result = ParseValidationResult(result.ProjectPath);\n\n                return result;\n            }\n            catch (Exception e)\n            {\n                return new ValidationResult() { Status = ValidationStatus.Failed, Exception = e };\n            }\n            finally\n            {\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        private ValidationResult PrepareTemporaryValidationProject(bool interactiveMode)\n        {\n            EditorUtility.DisplayProgressBar(\"Validating...\", \"Preparing the validation project. This may take a while.\", 0.3f);\n\n            var result = new ValidationResult();\n            var tempProjectPath = Path.Combine(Constants.RootProjectPath, \"Temp\", GUID.Generate().ToString()).Replace(\"\\\\\", \"/\");\n            result.ProjectPath = tempProjectPath;\n\n            if (!Directory.Exists(tempProjectPath))\n                Directory.CreateDirectory(tempProjectPath);\n\n            // Cannot edit a package.json file that does not yet exist - copy over AST instead\n            var tempPackagesPath = $\"{tempProjectPath}/Packages\";\n            if (!Directory.Exists(tempPackagesPath))\n                Directory.CreateDirectory(tempPackagesPath);\n            var assetStoreToolsPath = PackageUtility.GetAllPackages().FirstOrDefault(x => x.name == \"com.unity.asset-store-tools\").resolvedPath.Replace(\"\\\\\", \"/\");\n            FileUtility.CopyDirectory(assetStoreToolsPath, $\"{tempPackagesPath}/com.unity.asset-store-tools\", true);\n\n            var logFilePath = $\"{tempProjectPath}/preparation.log\";\n\n            // Create the temporary project\n            var processInfo = new System.Diagnostics.ProcessStartInfo()\n            {\n                FileName = Constants.UnityPath,\n                Arguments = $\"-createProject \\\"{tempProjectPath}\\\" -logFile \\\"{logFilePath}\\\" -importpackage \\\"{Path.GetFullPath(_settings.PackagePath)}\\\" -quit\"\n            };\n\n            if (!interactiveMode)\n                processInfo.Arguments += \" -batchmode\";\n\n            var exitCode = 0;\n\n            using (var process = System.Diagnostics.Process.Start(processInfo))\n            {\n                while (!process.HasExited)\n                {\n                    if (EditorUtility.DisplayCancelableProgressBar(\"Validating...\", \"Preparing the validation project. This may take a while.\", 0.3f))\n                        process.Kill();\n\n                    Thread.Sleep(10);\n                }\n\n                exitCode = process.ExitCode;\n\n                // Windows and MacOS exit codes\n                if (exitCode == -1 || exitCode == 137)\n                {\n                    result.Status = ValidationStatus.Cancelled;\n                    return result;\n                }\n            }\n\n            if (exitCode != 0)\n            {\n                result.Status = ValidationStatus.Failed;\n                result.Exception = new Exception($\"Setting up the temporary project failed (exit code {exitCode})\\n\\nMore information can be found in the log file: {logFilePath}\");\n            }\n            else\n            {\n                result.Status = ValidationStatus.RanToCompletion;\n            }\n\n            return result;\n        }\n\n        private ValidationResult ValidateTemporaryValidationProject(ValidationResult result, bool interactiveMode)\n        {\n            EditorUtility.DisplayProgressBar(\"Validating...\", \"Performing validation...\", 0.6f);\n\n            var logFilePath = $\"{result.ProjectPath}/validation.log\";\n            var processInfo = new System.Diagnostics.ProcessStartInfo()\n            {\n                FileName = Constants.UnityPath,\n                Arguments = $\"-projectPath \\\"{result.ProjectPath}\\\" -logFile \\\"{logFilePath}\\\" -executeMethod AssetStoreTools.Validator.ExternalProjectValidator.ValidateProject -category \\\"{_settings.Category}\\\"\"\n            };\n\n            if (!interactiveMode)\n                processInfo.Arguments += \" -batchmode -ignorecompilererrors\";\n\n            var exitCode = 0;\n\n            using (var process = System.Diagnostics.Process.Start(processInfo))\n            {\n                process.WaitForExit();\n                exitCode = process.ExitCode;\n            }\n\n            if (exitCode != 0)\n            {\n                result.Status = ValidationStatus.Failed;\n                result.Exception = new Exception($\"Validating the temporary project failed (exit code {exitCode})\\n\\nMore information can be found in the log file: {logFilePath}\");\n            }\n            else\n            {\n                result.Status = ValidationStatus.RanToCompletion;\n            }\n\n            return result;\n        }\n\n        private ValidationResult ParseValidationResult(string externalProjectPath)\n        {\n            if (!CachingService.GetCachedValidatorStateData(externalProjectPath, out var validationStateData))\n                throw new Exception(\"Could not find external project's validation results\");\n\n            var cachedResult = validationStateData.GetResults();\n            var cachedTestResults = cachedResult.GetResults();\n            var tests = GetApplicableTests(ValidationType.Generic, ValidationType.UnityPackage);\n\n            foreach (var test in tests)\n            {\n                if (!cachedTestResults.Any(x => x.Key == test.Id))\n                    continue;\n\n                var matchingTest = cachedTestResults.First(x => x.Key == test.Id);\n                test.Result = matchingTest.Value;\n            }\n\n            var result = new ValidationResult()\n            {\n                Status = cachedResult.GetStatus(),\n                HadCompilationErrors = cachedResult.GetHadCompilationErrors(),\n                ProjectPath = cachedResult.GetProjectPath(),\n                Tests = tests\n            };\n\n            return result;\n        }\n\n        public static void OpenExternalValidationProject(string projectPath)\n        {\n            var unityPath = Constants.UnityPath;\n            var logFilePath = $\"{projectPath}/editor.log\";\n\n            var processInfo = new System.Diagnostics.ProcessStartInfo()\n            {\n                FileName = unityPath,\n                Arguments = $\"-projectPath \\\"{projectPath}\\\" -logFile \\\"{logFilePath}\\\" -executeMethod AssetStoreTools.AssetStoreTools.ShowAssetStoreToolsValidator\"\n            };\n\n            using (var process = System.Diagnostics.Process.Start(processInfo))\n            {\n                process.WaitForExit();\n            }\n        }\n\n        // Invoked via Command Line Arguments\n        private static void ValidateProject()\n        {\n            var exitCode = 0;\n            try\n            {\n                // Determine whether to validate Assets folder or Packages folders\n                var validationPaths = new List<string>();\n                var packageDirectories = Directory.GetDirectories(\"Packages\", \"*\", SearchOption.TopDirectoryOnly)\n                    .Select(x => x.Replace(\"\\\\\", \"/\"))\n                    .Where(x => x != \"Packages/com.unity.asset-store-tools\").ToArray();\n\n                if (packageDirectories.Length > 0)\n                    validationPaths.AddRange(packageDirectories);\n                else\n                    validationPaths.Add(\"Assets\");\n\n                // Parse category\n                var category = string.Empty;\n                var args = Environment.GetCommandLineArgs().ToList();\n                var categoryIndex = args.IndexOf(\"-category\");\n                if (categoryIndex != -1 && categoryIndex + 1 < args.Count)\n                    category = args[categoryIndex + 1];\n\n                // Run validation\n                var validationSettings = new CurrentProjectValidationSettings()\n                {\n                    Category = category,\n                    ValidationPaths = validationPaths,\n                    ValidationType = ValidationType.UnityPackage\n                };\n\n                var validator = new CurrentProjectValidator(validationSettings);\n                var result = validator.Validate();\n\n                // Display results\n                AssetStoreTools.ShowAssetStoreToolsValidator(validationSettings, result);\n                EditorUtility.DisplayDialog(\"Validation complete\", \"Package validation complete.\\n\\nTo resume work in the original project, close this Editor instance\", \"OK\");\n            }\n            catch\n            {\n                exitCode = 1;\n                throw;\n            }\n            finally\n            {\n                if (Application.isBatchMode)\n                    EditorApplication.Exit(exitCode);\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/ExternalProjectValidator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2664bbca63a2444498f13beb7e4fa731\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/IValidator.cs",
    "content": "using AssetStoreTools.Validator.Data;\n\nnamespace AssetStoreTools.Validator\n{\n    internal interface IValidator\n    {\n        ValidationSettings Settings { get; }\n\n        ValidationResult Validate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/IValidator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d49e9393288e0ed418c546e57c4cb425\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/CachingService.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Converters;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Text;\n\nnamespace AssetStoreTools.Validator.Services\n{\n    internal class CachingService : ICachingService\n    {\n        public bool GetCachedValidatorStateData(out ValidatorStateData stateData)\n        {\n            return GetCachedValidatorStateData(Constants.RootProjectPath, out stateData);\n        }\n\n        public bool GetCachedValidatorStateData(string projectPath, out ValidatorStateData stateData)\n        {\n            stateData = null;\n            if (!CacheUtil.GetFileFromProjectPersistentCache(projectPath, Constants.Cache.ValidationResultFile, out var filePath))\n                return false;\n\n            try\n            {\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = ValidatorStateDataContractResolver.Instance,\n                    TypeNameHandling = TypeNameHandling.Auto,\n                    Converters = new List<JsonConverter>() { new StringEnumConverter() }\n                };\n\n                stateData = JsonConvert.DeserializeObject<ValidatorStateData>(File.ReadAllText(filePath, Encoding.UTF8), serializerSettings);\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n\n        public void CacheValidatorStateData(ValidatorStateData stateData)\n        {\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = ValidatorStateDataContractResolver.Instance,\n                Formatting = Formatting.Indented,\n                TypeNameHandling = TypeNameHandling.Auto,\n                Converters = new List<JsonConverter>() { new StringEnumConverter() }\n            };\n\n            CacheUtil.CreateFileInPersistentCache(Constants.Cache.ValidationResultFile, JsonConvert.SerializeObject(stateData, serializerSettings), true);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/CachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b2d545f659acb4343bf485ffb20ecf72\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/ICachingService.cs",
    "content": "using AssetStoreTools.Validator.UI.Data.Serialization;\n\nnamespace AssetStoreTools.Validator.Services\n{\n    internal interface ICachingService : IValidatorService\n    {\n        void CacheValidatorStateData(ValidatorStateData stateData);\n        bool GetCachedValidatorStateData(out ValidatorStateData stateData);\n        bool GetCachedValidatorStateData(string projectPath, out ValidatorStateData stateData);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/ICachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8a3e36c133848447b043a91e709c63e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/PreviewDatabaseContractResolver.cs",
    "content": "using Newtonsoft.Json.Serialization;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal class PreviewDatabaseContractResolver : DefaultContractResolver\n    {\n        private static PreviewDatabaseContractResolver _instance;\n        public static PreviewDatabaseContractResolver Instance => _instance ?? (_instance = new PreviewDatabaseContractResolver());\n\n        private NamingStrategy _namingStrategy;\n\n        private PreviewDatabaseContractResolver()\n        {\n            _namingStrategy = new SnakeCaseNamingStrategy();\n        }\n\n        protected override string ResolvePropertyName(string propertyName)\n        {\n            var resolvedName = _namingStrategy.GetPropertyName(propertyName, false);\n            if (resolvedName.StartsWith(\"_\"))\n                return resolvedName.Substring(1);\n\n            return resolvedName;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/PreviewDatabaseContractResolver.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aee615e9aaf50fb4f989cd4698e8947e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService.meta",
    "content": "fileFormatVersion: 2\nguid: 0a52c1c4a2b7caa458af5b9a212b80a5\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/IValidatorService.cs",
    "content": "namespace AssetStoreTools.Validator.Services\n{\n    internal interface IValidatorService { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/IValidatorService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 075953f4ab4a65d4fae6e891360df0d0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IAssetUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IAssetUtilityService : IValidatorService\n    {\n        IEnumerable<string> GetAssetPathsFromAssets(string[] searchPaths, AssetType type);\n        IEnumerable<T> GetObjectsFromAssets<T>(string[] searchPaths, AssetType type) where T : Object;\n        IEnumerable<Object> GetObjectsFromAssets(string[] searchPaths, AssetType type);\n        string ObjectToAssetPath(Object obj);\n        T AssetPathToObject<T>(string assetPath) where T : Object;\n        Object AssetPathToObject(string assetPath);\n        AssetImporter GetAssetImporter(string assetPath);\n        AssetImporter GetAssetImporter(Object asset);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IAssetUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d28c5ea40f4c9954bae02804e416b898\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IFileSignatureUtilityService.cs",
    "content": "namespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IFileSignatureUtilityService : IValidatorService\n    {\n        ArchiveType GetArchiveType(string filePath);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IFileSignatureUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 609c423482ecf8844a71166b4ef49cb6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IMeshUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IMeshUtilityService : IValidatorService\n    {\n        IEnumerable<Mesh> GetCustomMeshesInObject(GameObject obj);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IMeshUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: acde6f9b97c9cac4b88a84aa9001a0fc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IModelUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IModelUtilityService : IValidatorService\n    {\n        Dictionary<Object, List<LogEntry>> GetImportLogs(params Object[] models);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IModelUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 91f6bacccdfecb84fb5ab0ba384353b4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/ISceneUtilityService.cs",
    "content": "using UnityEngine;\nusing UnityEngine.SceneManagement;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface ISceneUtilityService : IValidatorService\n    {\n        string CurrentScenePath { get; }\n\n        Scene OpenScene(string scenePath);\n        GameObject[] GetRootGameObjects();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/ISceneUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cf5ef331063e5aa4e95dfe3eadedf9af\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IScriptUtilityService.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IScriptUtilityService : IValidatorService\n    {\n        IReadOnlyDictionary<MonoScript, IList<(string Name, string Namespace)>> GetTypeNamespacesFromScriptAssets(IList<MonoScript> monoScripts);\n        IReadOnlyDictionary<Object, IList<Type>> GetTypesFromAssemblies(IList<Object> assemblies);\n        IReadOnlyDictionary<MonoScript, IList<Type>> GetTypesFromScriptAssets(IList<MonoScript> monoScripts);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IScriptUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e0a9f88d37222e4428853b6d3d00b1bd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions.meta",
    "content": "fileFormatVersion: 2\nguid: ed0af5acc22551645ae4cb7d75bd1c36\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/AssetUtilityService.cs",
    "content": "using AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEditor.Compilation;\nusing UnityEngine;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class AssetUtilityService : IAssetUtilityService\n    {\n        public IEnumerable<string> GetAssetPathsFromAssets(string[] searchPaths, AssetType type)\n        {\n            string filter = string.Empty;\n            string[] extensions = null;\n\n            switch (type)\n            {\n                // General Types\n                case AssetType.All:\n                    filter = \"\";\n                    break;\n                case AssetType.Prefab:\n                    filter = \"t:prefab\";\n                    break;\n                case AssetType.Material:\n                    filter = \"t:material\";\n                    break;\n                case AssetType.Model:\n                    filter = \"t:model\";\n                    break;\n                case AssetType.Scene:\n                    filter = \"t:scene\";\n                    break;\n                case AssetType.Texture:\n                    filter = \"t:texture\";\n                    break;\n                case AssetType.Video:\n                    filter = \"t:VideoClip\";\n                    break;\n                // Specific Types\n                case AssetType.LossyAudio:\n                    filter = \"t:AudioClip\";\n                    extensions = new[] { \".mp3\", \".ogg\" };\n                    break;\n                case AssetType.NonLossyAudio:\n                    filter = \"t:AudioClip\";\n                    extensions = new[] { \".wav\", \".aif\", \".aiff\" };\n                    break;\n                case AssetType.JavaScript:\n                    filter = \"t:TextAsset\";\n                    extensions = new[] { \".js\" };\n                    break;\n                case AssetType.Mixamo:\n                    filter = \"t:model\";\n                    extensions = new[] { \".fbx\" };\n                    break;\n                case AssetType.JPG:\n                    filter = \"t:texture\";\n                    extensions = new[] { \".jpg\", \"jpeg\" };\n                    break;\n                case AssetType.Executable:\n                    filter = string.Empty;\n                    extensions = new[] { \".exe\", \".bat\", \".msi\", \".apk\" };\n                    break;\n                case AssetType.Documentation:\n                    filter = string.Empty;\n                    extensions = new[] { \".txt\", \".pdf\", \".html\", \".rtf\", \".md\" };\n                    break;\n                case AssetType.SpeedTree:\n                    filter = string.Empty;\n                    extensions = new[] { \".spm\", \".srt\", \".stm\", \".scs\", \".sfc\", \".sme\", \".st\" };\n                    break;\n                case AssetType.Shader:\n                    filter = string.Empty;\n                    extensions = new[] { \".shader\", \".shadergraph\", \".raytrace\", \".compute\" };\n                    break;\n                case AssetType.MonoScript:\n                    filter = \"t:script\";\n                    extensions = new[] { \".cs\" };\n                    break;\n                case AssetType.UnityPackage:\n                    filter = string.Empty;\n                    extensions = new[] { \".unitypackage\" };\n                    break;\n                case AssetType.PrecompiledAssembly:\n                    var assemblyPaths = GetPrecompiledAssemblies(searchPaths);\n                    return assemblyPaths;\n                default:\n                    return Array.Empty<string>();\n            }\n\n            var guids = AssetDatabase.FindAssets(filter, searchPaths);\n            var paths = guids.Select(AssetDatabase.GUIDToAssetPath);\n\n            if (extensions != null)\n                paths = paths.Where(x => extensions.Any(x.ToLower().EndsWith));\n\n            if (type == AssetType.Mixamo)\n                paths = paths.Where(IsMixamoFbx);\n\n            paths = paths.Distinct();\n            return paths;\n        }\n\n        public IEnumerable<T> GetObjectsFromAssets<T>(string[] searchPaths, AssetType type) where T : Object\n        {\n            var paths = GetAssetPathsFromAssets(searchPaths, type);\n#if !AB_BUILDER\n            var objects = paths.Select(AssetDatabase.LoadAssetAtPath<T>).Where(x => x != null);\n#else\n            var objects = new AssetEnumerator<T>(paths);\n#endif\n            return objects;\n        }\n\n        public IEnumerable<Object> GetObjectsFromAssets(string[] searchPaths, AssetType type)\n        {\n            return GetObjectsFromAssets<Object>(searchPaths, type);\n        }\n\n        private IEnumerable<string> GetPrecompiledAssemblies(string[] searchPaths)\n        {\n            // Note - for packages, Compilation Pipeline returns full paths, as they appear on disk, not Asset Database\n            var allDllPaths = CompilationPipeline.GetPrecompiledAssemblyPaths(CompilationPipeline.PrecompiledAssemblySources.UserAssembly);\n            var rootProjectPath = Application.dataPath.Substring(0, Application.dataPath.Length - \"Assets\".Length);\n            var packages = PackageUtility.GetAllLocalPackages();\n\n            var result = new List<string>();\n            foreach (var dllPath in allDllPaths)\n            {\n                var absoluteDllPath = Path.GetFullPath(dllPath).Replace(\"\\\\\", \"/\");\n                foreach (var validationPath in searchPaths)\n                {\n                    var absoluteValidationPath = Path.GetFullPath(validationPath).Replace(\"\\\\\", \"/\");\n                    if (absoluteDllPath.StartsWith(absoluteValidationPath))\n                    {\n                        int pathSeparatorLength = 1;\n                        if (absoluteDllPath.StartsWith(Application.dataPath))\n                        {\n                            var adbPath = $\"Assets/{absoluteDllPath.Remove(0, Application.dataPath.Length + pathSeparatorLength)}\";\n                            result.Add(adbPath);\n                        }\n                        else\n                        {\n                            // For non-Asset folder paths (i.e. local and embedded packages), convert disk path to ADB path\n                            var package = packages.FirstOrDefault(x => dllPath.StartsWith(x.resolvedPath.Replace('\\\\', '/')));\n\n                            if (package == null)\n                                continue;\n\n                            var dllPathInPackage = absoluteDllPath.Remove(0, Path.GetFullPath(package.resolvedPath).Length + pathSeparatorLength);\n                            var adbPath = $\"Packages/{package.name}/{dllPathInPackage}\";\n\n                            result.Add(adbPath);\n                        }\n                    }\n                }\n            }\n\n            return result;\n        }\n\n        private bool IsMixamoFbx(string fbxPath)\n        {\n            // Location of Mixamo Header, this is located in every mixamo fbx file exported\n            //const int mixamoHeader = 0x4c0 + 2; // < this is the original location from A$ Tools, unsure if Mixamo file headers were changed since then\n            const int mixamoHeader = 1622;\n            // Length of Mixamo header\n            const int length = 0xa;\n\n            var fs = new FileStream(fbxPath, FileMode.Open);\n            // Check if length is further than\n            if (fs.Length < mixamoHeader)\n                return false;\n\n            byte[] buffer = new byte[length];\n            using (BinaryReader reader = new BinaryReader(fs))\n            {\n                reader.BaseStream.Seek(mixamoHeader, SeekOrigin.Begin);\n                reader.Read(buffer, 0, length);\n            }\n\n            string result = System.Text.Encoding.ASCII.GetString(buffer);\n            return result.Contains(\"Mixamo\");\n        }\n\n        public string ObjectToAssetPath(Object obj)\n        {\n            return AssetDatabase.GetAssetPath(obj);\n        }\n\n        public T AssetPathToObject<T>(string assetPath) where T : Object\n        {\n            return AssetDatabase.LoadAssetAtPath<T>(assetPath);\n        }\n\n        public Object AssetPathToObject(string assetPath)\n        {\n            return AssetPathToObject<Object>(assetPath);\n        }\n\n        public AssetImporter GetAssetImporter(string assetPath)\n        {\n            return AssetImporter.GetAtPath(assetPath);\n        }\n\n        public AssetImporter GetAssetImporter(Object asset)\n        {\n            return GetAssetImporter(ObjectToAssetPath(asset));\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/AssetUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9634968648d355c47b7cb12aead7abab\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/ArchiveType.cs",
    "content": "﻿namespace AssetStoreTools.Validator.Services.Validation\n{\n    internal enum ArchiveType\n    {\n        None,\n        TarGz,\n        Zip,\n        Rar,\n        Tar,\n        TarZip,\n        Bz2,\n        LZip,\n        SevenZip,\n        GZip,\n        QuickZip,\n        Xz,\n        Wim\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/ArchiveType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4061cb7aed3883346a66494c23e2e77b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetEnumerator.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class AssetEnumerator<T> : IEnumerator<T>, IEnumerable<T> where T : Object\n    {\n        public const int Capacity = 32;\n\n        private Queue<string> _pathQueue;\n        private Queue<T> _loadedAssetQueue;\n\n        private T _currentElement;\n\n        public AssetEnumerator(IEnumerable<string> paths)\n        {\n            _pathQueue = new Queue<string>(paths);\n            _loadedAssetQueue = new Queue<T>();\n        }\n\n        public bool MoveNext()\n        {\n            bool hasPathsButHasNoAssets = _pathQueue.Count != 0 && _loadedAssetQueue.Count == 0;\n            if (hasPathsButHasNoAssets)\n            {\n                LoadMore();\n            }\n\n            bool dequeued = false;\n            if (_loadedAssetQueue.Count != 0)\n            {\n                _currentElement = _loadedAssetQueue.Dequeue();\n                dequeued = true;\n            }\n\n            return dequeued;\n        }\n\n        private void LoadMore()\n        {\n            int limit = Capacity;\n            while (limit > 0 && _pathQueue.Count != 0)\n            {\n                string path = _pathQueue.Dequeue();\n                T asset = AssetDatabase.LoadAssetAtPath<T>(path);\n                if (asset != null)\n                {\n                    _loadedAssetQueue.Enqueue(asset);\n                    limit--;\n                }\n            }\n\n            // Unload other loose asset references\n            EditorUtility.UnloadUnusedAssetsImmediate();\n        }\n\n        public void Reset()\n        {\n            throw new NotSupportedException(\"Asset Enumerator cannot be reset.\");\n        }\n\n        public T Current => _currentElement;\n\n        object IEnumerator.Current => Current;\n\n        public void Dispose()\n        {\n            // No need to dispose\n        }\n\n        IEnumerator<T> IEnumerable<T>.GetEnumerator()\n        {\n            return this;\n        }\n\n        public IEnumerator GetEnumerator()\n        {\n            return this;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetEnumerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0859579889cc56f4aa26eb863a1487b9\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetType.cs",
    "content": "﻿namespace AssetStoreTools.Validator.Services.Validation\n{\n    internal enum AssetType\n    {\n        All,\n        Documentation,\n        Executable,\n        JPG,\n        JavaScript,\n        LossyAudio,\n        Material,\n        Mixamo,\n        Model,\n        MonoScript,\n        NonLossyAudio,\n        PrecompiledAssembly,\n        Prefab,\n        Scene,\n        Shader,\n        SpeedTree,\n        Texture,\n        UnityPackage,\n        Video\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b81d00d4ed0a7da4289d4d6248ef9d34\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/LogEntry.cs",
    "content": "﻿using UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class LogEntry\n    {\n        public string Message;\n        public LogType Severity;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/LogEntry.cs.meta",
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  },
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    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/FileSignatureUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class FileSignatureUtilityService : IFileSignatureUtilityService\n    {\n        private class FileSignature\n        {\n            public byte[] SignatureBytes;\n            public int Offset;\n\n            public FileSignature(byte[] signatureBytes, int offset)\n            {\n                SignatureBytes = signatureBytes;\n                Offset = offset;\n            }\n        }\n\n        private static readonly Dictionary<FileSignature, ArchiveType> ArchiveSignatures = new Dictionary<FileSignature, ArchiveType>\n        {\n            { new FileSignature(new byte[] { 0x1f, 0x8b }, 0), ArchiveType.TarGz },\n            { new FileSignature(new byte[] { 0x50, 0x4b, 0x03, 0x04 }, 0), ArchiveType.Zip },\n            { new FileSignature(new byte[] { 0x50, 0x4b, 0x05, 0x06 }, 0), ArchiveType.Zip }, // Empty Zip Archive\n            { new FileSignature(new byte[] { 0x50, 0x4b, 0x07, 0x08 }, 0), ArchiveType.Zip }, // Spanned Zip Archive\n\n            { new FileSignature(new byte[] { 0x52, 0x61, 0x72, 0x21, 0x1a, 0x07, 0x00 }, 0), ArchiveType.Rar }, // RaR v1.50+\n            { new FileSignature(new byte[] { 0x52, 0x61, 0x72, 0x21, 0x1a, 0x07, 0x01, 0x00 }, 0), ArchiveType.Rar }, // RaR v5.00+\n            { new FileSignature(new byte[] { 0x75, 0x73, 0x74, 0x61, 0x72, 0x00, 0x30, 0x30 }, 257), ArchiveType.Tar },\n            { new FileSignature(new byte[] { 0x75, 0x73, 0x74, 0x61, 0x72, 0x20, 0x20, 0x00 }, 257), ArchiveType.Tar },\n            { new FileSignature(new byte[] { 0x1f, 0x9d }, 0), ArchiveType.TarZip }, // TarZip LZW algorithm\n            { new FileSignature(new byte[] { 0x1f, 0xa0 }, 0), ArchiveType.TarZip }, // TarZip LZH algorithm\n            { new FileSignature(new byte[] { 0x42, 0x5a, 0x68 }, 0), ArchiveType.Bz2 },\n            { new FileSignature(new byte[] { 0x4c, 0x5a, 0x49, 0x50 }, 0), ArchiveType.LZip },\n            { new FileSignature(new byte[] { 0x37, 0x7a, 0xbc, 0xaf, 0x27, 0x1c }, 0), ArchiveType.SevenZip },\n            { new FileSignature(new byte[] { 0x1f, 0x8b }, 0), ArchiveType.GZip },\n            { new FileSignature(new byte[] { 0x52, 0x53, 0x56, 0x4b, 0x44, 0x41, 0x54, 0x41 }, 0), ArchiveType.QuickZip },\n            { new FileSignature(new byte[] { 0xfd, 0x37, 0x7a, 0x58, 0x5a, 0x00 }, 0), ArchiveType.Xz },\n            { new FileSignature(new byte[] { 0x4D, 0x53, 0x57, 0x49, 0x4D, 0x00, 0x00, 0x00, 0xD0, 0x00, 0x00, 0x00, 0x00 }, 0), ArchiveType.Wim }\n        };\n\n        public ArchiveType GetArchiveType(string filePath)\n        {\n            if (!File.Exists(filePath))\n                return ArchiveType.None;\n\n            try\n            {\n                using (FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read))\n                {\n                    foreach (var kvp in ArchiveSignatures)\n                    {\n                        var fileSignature = kvp.Key;\n                        var archiveType = kvp.Value;\n\n                        if (stream.Length < fileSignature.SignatureBytes.Length)\n                            continue;\n\n                        var bytes = new byte[fileSignature.SignatureBytes.Length];\n                        stream.Seek(fileSignature.Offset, SeekOrigin.Begin);\n                        stream.Read(bytes, 0, bytes.Length);\n\n                        if (fileSignature.SignatureBytes.SequenceEqual(bytes.Take(fileSignature.SignatureBytes.Length)))\n                            return archiveType;\n                    }\n                }\n            }\n            catch (DirectoryNotFoundException)\n            {\n                Debug.LogWarning($\"File '{filePath}' exists, but could not be opened for reading. Please make sure the project path lengths are not too long for the Operating System\");\n            }\n\n            return ArchiveType.None;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/FileSignatureUtilityService.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/MeshUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class MeshUtilityService : IMeshUtilityService\n    {\n        public IEnumerable<Mesh> GetCustomMeshesInObject(GameObject obj)\n        {\n            var meshes = new List<Mesh>();\n\n            var meshFilters = obj.GetComponentsInChildren<MeshFilter>(true);\n            var skinnedMeshes = obj.GetComponentsInChildren<SkinnedMeshRenderer>(true);\n\n            meshes.AddRange(meshFilters.Select(m => m.sharedMesh));\n            meshes.AddRange(skinnedMeshes.Select(m => m.sharedMesh));\n\n            meshes = meshes.Where(m => AssetDatabase.GetAssetPath(m).StartsWith(\"Assets/\") ||\n            AssetDatabase.GetAssetPath(m).StartsWith(\"Packages/\")).ToList();\n\n            return meshes;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/MeshUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 307f5dd7be983e246adbda52ac50ecf3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ModelUtilityService.cs",
    "content": "#if !UNITY_2022_2_OR_NEWER\nusing System;\nusing System.Reflection;\n#endif\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\n#if UNITY_2022_2_OR_NEWER\nusing UnityEditor.AssetImporters;\n#endif\nusing UnityEngine;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class ModelUtilityService : IModelUtilityService\n    {\n        private IAssetUtilityService _assetUtility;\n\n#if !UNITY_2022_2_OR_NEWER\n        // Rig fields\n        private const string RigImportWarningsField = \"m_RigImportWarnings\";\n        private const string RigImportErrorsField = \"m_RigImportErrors\";\n\n        // Animation fields\n        private const string AnimationImportWarningsField = \"m_AnimationImportWarnings\";\n        private const string AnimationImportErrorsField = \"m_AnimationImportErrors\";\n\n        private static Editor _modelImporterEditor = null;\n#endif\n\n        public ModelUtilityService(IAssetUtilityService assetUtility)\n        {\n            _assetUtility = assetUtility;\n        }\n\n        public Dictionary<Object, List<LogEntry>> GetImportLogs(params Object[] models)\n        {\n#if UNITY_2022_2_OR_NEWER\n            return GetImportLogsDefault(models);\n#else\n            return GetImportLogsLegacy(models);\n#endif\n        }\n\n#if UNITY_2022_2_OR_NEWER\n        private Dictionary<Object, List<LogEntry>> GetImportLogsDefault(params Object[] models)\n        {\n            var modelsWithLogs = new Dictionary<Object, List<LogEntry>>();\n\n            foreach (var model in models)\n            {\n                var modelLogs = new List<LogEntry>();\n\n                var importLog = AssetImporter.GetImportLog(_assetUtility.ObjectToAssetPath(model));\n\n                if (importLog == null)\n                    continue;\n\n                var entries = importLog.logEntries.Where(x => x.flags.HasFlag(ImportLogFlags.Warning) || x.flags.HasFlag(ImportLogFlags.Error));\n                foreach (var entry in entries)\n                {\n                    var severity = entry.flags.HasFlag(ImportLogFlags.Error) ? LogType.Error : LogType.Warning;\n                    modelLogs.Add(new LogEntry() { Message = entry.message, Severity = severity });\n                }\n\n                if (modelLogs.Count > 0)\n                    modelsWithLogs.Add(model, modelLogs);\n            }\n\n            return modelsWithLogs;\n        }\n#endif\n\n#if !UNITY_2022_2_OR_NEWER\n        private Dictionary<Object, List<LogEntry>> GetImportLogsLegacy(params Object[] models)\n        {\n            var modelsWithLogs = new Dictionary<Object, List<LogEntry>>();\n\n            foreach (var model in models)\n            {\n                var modelLogs = new List<LogEntry>();\n\n                // Load the Model Importer\n                var modelImporter = _assetUtility.GetAssetImporter(model) as ModelImporter;\n\n                var editorAssembly = AppDomain.CurrentDomain.GetAssemblies().FirstOrDefault(x => x.GetName().Name.Equals(\"UnityEditor\"));\n\n                var modelImporterEditorType = editorAssembly.GetType(\"UnityEditor.ModelImporterEditor\");\n\n                // Load its Model Importer Editor\n                Editor.CreateCachedEditorWithContext(new Object[] { modelImporter }, model, modelImporterEditorType, ref _modelImporterEditor);\n\n                // Find the base type\n                var modelImporterEditorTypeBase = _modelImporterEditor.GetType().BaseType;\n\n                // Get the tabs value\n                var tabsArrayType = modelImporterEditorTypeBase.GetRuntimeProperties().FirstOrDefault(x => x.Name == \"tabs\");\n                var tabsArray = (Array)tabsArrayType.GetValue(_modelImporterEditor);\n\n                // Get the tabs (Model | Rig | Animation | Materials)\n                var rigTab = tabsArray.GetValue(1);\n                var animationTab = tabsArray.GetValue(2);\n\n                var rigErrorsCheckSuccess = CheckFieldForSerializedProperty(rigTab, RigImportErrorsField, out var rigErrors);\n                var rigWarningsCheckSuccess = CheckFieldForSerializedProperty(rigTab, RigImportWarningsField, out var rigWarnings);\n                var animationErrorsCheckSuccess = CheckFieldForSerializedProperty(animationTab, AnimationImportErrorsField, out var animationErrors);\n                var animationWarningsCheckSuccess = CheckFieldForSerializedProperty(animationTab, AnimationImportWarningsField, out var animationWarnings);\n\n                if (!rigErrorsCheckSuccess || !rigWarningsCheckSuccess || !animationErrorsCheckSuccess || !animationWarningsCheckSuccess)\n                    UnityEngine.Debug.LogWarning($\"An error was encountered when checking import logs for model '{model.name}'\");\n\n                if (!string.IsNullOrEmpty(rigWarnings))\n                    modelLogs.Add(new LogEntry() { Message = rigWarnings, Severity = LogType.Warning });\n                if (!string.IsNullOrEmpty(rigErrors))\n                    modelLogs.Add(new LogEntry() { Message = rigErrors, Severity = LogType.Error });\n                if (!string.IsNullOrEmpty(animationWarnings))\n                    modelLogs.Add(new LogEntry() { Message = animationWarnings, Severity = LogType.Warning });\n                if (!string.IsNullOrEmpty(animationErrors))\n                    modelLogs.Add(new LogEntry() { Message = animationErrors, Severity = LogType.Error });\n\n                if (modelLogs.Count > 0)\n                    modelsWithLogs.Add(model, modelLogs);\n            }\n\n            return modelsWithLogs;\n        }\n\n        private static bool CheckFieldForSerializedProperty(object source, string propertyName, out string message)\n        {\n            message = string.Empty;\n\n            try\n            {\n                var propertyType = source.GetType().GetRuntimeFields().FirstOrDefault(x => x.Name.Equals(propertyName, StringComparison.OrdinalIgnoreCase));\n                var propertyValue = propertyType.GetValue(source) as SerializedProperty;\n                message = propertyValue.stringValue;\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n#endif\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ModelUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c50ca4c87e66f1b478279e5d1db4a08e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/SceneUtilityService.cs",
    "content": "using UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class SceneUtilityService : ISceneUtilityService\n    {\n        public string CurrentScenePath => SceneManager.GetActiveScene().path;\n\n        public Scene OpenScene(string scenePath)\n        {\n            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n            if (string.IsNullOrEmpty(scenePath) || AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath) == null)\n                return EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);\n            else\n                return EditorSceneManager.OpenScene(scenePath);\n        }\n\n        public GameObject[] GetRootGameObjects()\n        {\n            return SceneManager.GetSceneByPath(CurrentScenePath).GetRootGameObjects();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/SceneUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 53e8deb0ebfb7ea47956f3a859580cd4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ScriptUtilityService.cs",
    "content": "using System;\nusing System.Collections.Concurrent;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Text.RegularExpressions;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class ScriptUtilityService : IScriptUtilityService\n    {\n        private const int ScriptTimeoutMs = 10000;\n        private const string IgnoredAssemblyCharacters = \"!@#$%^*&()-+=[]{}\\\\|;:'\\\",.<>/?\";\n\n        /// <summary>\n        /// For a given list of script assets, retrieves a list of types and their namespaces\n        /// </summary>\n        /// <param name=\"monoScripts\"></param>\n        /// <returns>A dictionary mapping each script asset with a list of its types.\n        /// The type tuple contains a name (e.g. <i>class MyClass</i>) and its namespace (e.g. <i>MyNamespace</i>)\n        /// </returns>\n        public IReadOnlyDictionary<MonoScript, IList<(string Name, string Namespace)>> GetTypeNamespacesFromScriptAssets(IList<MonoScript> monoScripts)\n        {\n            var typesAndNamespaces = new Dictionary<MonoScript, IList<(string Name, string Namespace)>>();\n            var typeInfos = GetTypeInfosFromScriptAssets(monoScripts);\n\n            foreach (var kvp in typeInfos)\n            {\n                var namespacesInScript = new List<(string Name, string Namespace)>();\n                foreach (var typeInfo in kvp.Value)\n                {\n                    bool isValidType = typeInfo.TypeName == ScriptParser.TypeName.Class || typeInfo.TypeName == ScriptParser.TypeName.Struct ||\n                        typeInfo.TypeName == ScriptParser.TypeName.Interface || typeInfo.TypeName == ScriptParser.TypeName.Enum;\n\n                    if (isValidType)\n                        namespacesInScript.Add(($\"{typeInfo.TypeName.ToString().ToLower()} {typeInfo.Name}\", typeInfo.Namespace));\n                }\n\n                typesAndNamespaces.Add(kvp.Key, namespacesInScript);\n            }\n\n            return typesAndNamespaces;\n        }\n\n        /// <summary>\n        /// Scans the given precompiled assembly assets to retrieve a list of their contained types\n        /// </summary>\n        /// <param name=\"assemblies\"></param>\n        /// <returns>A dictionary mapping each precompiled assembly asset with a list of <see cref=\"Type\"> System.Type </see> objects.</returns>\n        public IReadOnlyDictionary<Object, IList<Type>> GetTypesFromAssemblies(IList<Object> assemblies)\n        {\n            var dllPaths = assemblies.ToDictionary(t => AssetDatabase.GetAssetPath(t), t => t);\n            var types = new ConcurrentDictionary<Object, IList<Type>>();\n            var failedDllPaths = new ConcurrentBag<string>();\n\n            var allAssemblies = AppDomain.CurrentDomain.GetAssemblies();\n\n            Parallel.ForEach(dllPaths.Keys,\n                (assemblyPath) =>\n                {\n                    try\n                    {\n                        var assembly = allAssemblies.FirstOrDefault(x => Path.GetFullPath(x.Location).Equals(Path.GetFullPath(assemblyPath), StringComparison.OrdinalIgnoreCase));\n                        if (assembly == null)\n                            return;\n\n                        var assemblyTypes = assembly.GetTypes().Where(x => !IgnoredAssemblyCharacters.Any(c => x.Name.Contains(c))).ToList();\n                        types.TryAdd(dllPaths[assemblyPath], assemblyTypes);\n                    }\n                    catch\n                    {\n                        failedDllPaths.Add(assemblyPath);\n                    }\n                });\n\n            if (failedDllPaths.Count > 0)\n            {\n                var message = new StringBuilder(\"The following precompiled assemblies could not be checked:\");\n                foreach (var path in failedDllPaths)\n                    message.Append($\"\\n{path}\");\n                UnityEngine.Debug.LogWarning(message);\n            }\n\n            // Types are sorted randomly due to parallelism, therefore need to be sorted before returning\n            var sortedTypes = dllPaths.Where(x => types.ContainsKey(x.Value))\n                .Select(x => new KeyValuePair<Object, IList<Type>>(x.Value, types[x.Value]))\n                .ToDictionary(t => t.Key, t => t.Value);\n\n            return sortedTypes;\n        }\n\n        /// <summary>\n        /// Scans the given script assets to retrieve a list of their contained types\n        /// </summary>\n        /// <param name=\"monoScripts\"></param>\n        /// <returns>A dictionary mapping each precompiled assembly asset with a list of <see cref=\"Type\"> System.Type </see> objects.</returns>\n        public IReadOnlyDictionary<MonoScript, IList<Type>> GetTypesFromScriptAssets(IList<MonoScript> monoScripts)\n        {\n            var realTypes = new Dictionary<MonoScript, IList<Type>>();\n            var typeInfos = GetTypeInfosFromScriptAssets(monoScripts);\n            var assemblies = AppDomain.CurrentDomain.GetAssemblies();\n\n            foreach (var kvp in typeInfos)\n            {\n                var realTypesInScript = new List<Type>();\n                foreach (var typeInfo in kvp.Value)\n                {\n                    bool isValidType = typeInfo.TypeName == ScriptParser.TypeName.Class || typeInfo.TypeName == ScriptParser.TypeName.Struct ||\n                        typeInfo.TypeName == ScriptParser.TypeName.Interface || typeInfo.TypeName == ScriptParser.TypeName.Enum;\n\n                    if (isValidType)\n                    {\n                        var realType = assemblies.Where(a => a.GetType(typeInfo.GetReflectionFriendlyFullName()) != null)\n                            .Select(a => a.GetType(typeInfo.GetReflectionFriendlyFullName())).FirstOrDefault();\n                        if (realType != null)\n                            realTypesInScript.Add(realType);\n                    }\n                }\n\n                realTypes.Add(kvp.Key, realTypesInScript);\n            }\n\n            return realTypes;\n        }\n\n        /// <summary>\n        /// Scans the given MonoScript assets to retrieve a list of their contained types\n        /// </summary>\n        /// <param name=\"monoScripts\"></param>\n        /// <returns>A dictionary mapping each script asset with a list of <see cref=\"TypeInfo\"> TypeInfo </see> objects. </returns>\n        private IReadOnlyDictionary<MonoScript, IList<ScriptParser.BlockInfo>> GetTypeInfosFromScriptAssets(IList<MonoScript> monoScripts)\n        {\n            var types = new ConcurrentDictionary<MonoScript, IList<ScriptParser.BlockInfo>>();\n            var monoScriptContents = new Dictionary<MonoScript, string>();\n            var failedScripts = new ConcurrentBag<MonoScript>();\n\n            // A separate dictionary is needed because MonoScript contents cannot be accessed outside of the main thread\n            foreach (var kvp in monoScripts)\n                monoScriptContents.Add(kvp, kvp.text);\n\n            var tasks = new List<Tuple<Task, CancellationTokenSource>>();\n\n            try\n            {\n                foreach (var kvp in monoScriptContents)\n                {\n                    var cancellationTokenSource = new CancellationTokenSource(ScriptTimeoutMs);\n\n                    var task = Task.Run(() =>\n                    {\n                        var parsingTask = new ScriptParser(cancellationTokenSource.Token);\n                        var parsed = parsingTask.GetTypesInScript(kvp.Value, out IList<ScriptParser.BlockInfo> parsedTypes);\n                        if (parsed)\n                            types.TryAdd(kvp.Key, parsedTypes);\n                        else\n                            failedScripts.Add(kvp.Key);\n                    });\n\n                    tasks.Add(new Tuple<Task, CancellationTokenSource>(task, cancellationTokenSource));\n                }\n\n                foreach (var t in tasks)\n                    t.Item1.Wait();\n            }\n            finally\n            {\n                foreach (var t in tasks)\n                    t.Item2.Dispose();\n            }\n\n            if (failedScripts.Count > 0)\n            {\n                var message = new StringBuilder(\"The following scripts could not be checked:\");\n                foreach (var s in failedScripts)\n                    message.Append($\"\\n{AssetDatabase.GetAssetPath(s)}\");\n                UnityEngine.Debug.LogWarning(message);\n            }\n\n            // Types are sorted randomly due to parallelism, therefore need to be sorted before returning\n            var sortedTypes = monoScriptContents.Where(x => types.ContainsKey(x.Key))\n                .Select(x => new KeyValuePair<MonoScript, IList<ScriptParser.BlockInfo>>(x.Key, types[x.Key]))\n                .ToDictionary(t => t.Key, t => t.Value);\n\n            return sortedTypes;\n        }\n\n        /// <summary>\n        /// A simple script parser class to detect types declared within a script\n        /// </summary>\n        private class ScriptParser\n        {\n            /// <summary>\n            /// Types that can be identified by the script parser\n            /// </summary>\n            public enum TypeName\n            {\n                Undefined,\n                Namespace,\n                Class,\n                Struct,\n                Interface,\n                Enum,\n                IdentationStart,\n                IdentationEnd\n            }\n\n            /// <summary>\n            /// A class containing information about each block of a C# script\n            /// </summary>\n            /// <remarks> A block in this context is defined as script text that is contained within curly brackets.\n            /// If it's a type, it may have a preceding name and a namespace\n            /// </remarks>\n            public class BlockInfo\n            {\n                public TypeName TypeName = TypeName.Undefined;\n                public string Name = string.Empty;\n                public string FullName = string.Empty;\n                public string Namespace = string.Empty;\n                public int FoundIndex;\n                public int StartIndex;\n\n                public BlockInfo ParentBlock;\n\n                public string GetReflectionFriendlyFullName()\n                {\n                    StringBuilder sb = new StringBuilder(FullName);\n                    for (int i = sb.Length - 1; i >= Namespace.Length + 1; i--)\n                        if (sb[i] == '.')\n                            sb[i] = '+';\n\n                    return sb.ToString();\n                }\n            }\n\n            private CancellationToken _token;\n\n            public ScriptParser(CancellationToken token)\n            {\n                _token = token;\n            }\n\n            public bool GetTypesInScript(string text, out IList<BlockInfo> types)\n            {\n                types = null;\n\n                try\n                {\n                    var sanitized = SanitizeScript(text);\n                    types = ScanForTypes(sanitized);\n                    return true;\n                }\n                catch\n                {\n                    return false;\n                }\n            }\n\n            private string SanitizeScript(string source)\n            {\n                var sb = new StringBuilder(source);\n\n                // Remove comments and strings\n                sb = RemoveStringsAndComments(sb);\n\n                // Replace newlines with spaces\n                sb.Replace(\"\\r\", \" \").Replace(\"\\n\", \" \");\n\n                // Space out the brackets\n                sb.Replace(\"{\", \" { \").Replace(\"}\", \" } \");\n\n                // Insert a space at the start for more convenient parsing\n                sb.Insert(0, \" \");\n\n                // Remove repeating spaces\n                var sanitized = Regex.Replace(sb.ToString(), @\"\\s{2,}\", \" \");\n\n                return sanitized;\n            }\n\n            private StringBuilder RemoveStringsAndComments(StringBuilder sb)\n            {\n                void CheckStringIdentifiers(int index, out bool isVerbatim, out bool isInterpolated)\n                {\n                    isVerbatim = false;\n                    isInterpolated = false;\n\n                    string precedingChars = string.Empty;\n                    for (int i = index - 1; i >= 0; i--)\n                    {\n                        if (sb[i] == ' ')\n                            break;\n                        precedingChars += sb[i];\n                    }\n\n                    if (precedingChars.Contains(\"@\"))\n                        isVerbatim = true;\n                    if (precedingChars.Contains(\"$\"))\n                        isInterpolated = true;\n                }\n\n                bool IsRegion(int index)\n                {\n                    if (sb.Length - index < \"#region\".Length)\n                        return false;\n                    if (sb[index] == '#' && sb[index + 1] == 'r' && sb[index + 2] == 'e' && sb[index + 3] == 'g' && sb[index + 4] == 'i' &&\n                        sb[index + 5] == 'o' && sb[index + 6] == 'n')\n                        return true;\n                    return false;\n                }\n\n                var removeRanges = new List<Tuple<int, int>>();\n\n                for (int i = 0; i < sb.Length; i++)\n                {\n                    _token.ThrowIfCancellationRequested();\n\n                    // Comment code\n                    if (sb[i] == '/')\n                    {\n                        if (sb[i + 1] == '/')\n                        {\n                            for (int j = i + 1; j < sb.Length; j++)\n                            {\n                                _token.ThrowIfCancellationRequested();\n                                if (sb[j] == '\\n' || j == sb.Length - 1)\n                                {\n                                    removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                    i = j;\n                                    break;\n                                }\n                            }\n                        }\n                        else if (sb[i + 1] == '*')\n                        {\n                            for (int j = i + 2; j < sb.Length; j++)\n                            {\n                                _token.ThrowIfCancellationRequested();\n                                if (sb[j] == '/' && sb[j - 1] == '*')\n                                {\n                                    removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                    i = j + 1;\n                                    break;\n                                }\n                            }\n                        }\n                    }\n                    // Char code\n                    else if (sb[i] == '\\'')\n                    {\n                        for (int j = i + 1; j < sb.Length; j++)\n                        {\n                            _token.ThrowIfCancellationRequested();\n                            if (sb[j] == '\\'')\n                            {\n                                if (sb[j - 1] == '\\\\')\n                                {\n                                    int slashCount = 0;\n                                    int k = j - 1;\n                                    while (sb[k--] == '\\\\')\n                                        slashCount++;\n                                    if (slashCount % 2 != 0)\n                                        continue;\n                                }\n                                removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                i = j;\n                                break;\n                            }\n                        }\n                    }\n                    // String code\n                    else if (sb[i] == '\"')\n                    {\n                        if (sb[i - 1] == '\\'' && sb[i + 1] == '\\'' || (sb[i - 2] == '\\'' && sb[i - 1] == '\\\\' && sb[i + 1] == '\\''))\n                            continue;\n\n                        CheckStringIdentifiers(i, out bool isVerbatim, out bool isInterpolated);\n\n                        var bracketCount = 0;\n                        bool interpolationEnd = true;\n                        for (int j = i + 1; j < sb.Length; j++)\n                        {\n                            _token.ThrowIfCancellationRequested();\n                            if (isInterpolated && (sb[j] == '{' || sb[j] == '}'))\n                            {\n                                if (sb[j] == '{')\n                                {\n                                    if (sb[j + 1] != '{')\n                                        bracketCount++;\n                                    else\n                                        j += 1;\n                                }\n                                else if (sb[j] == '}')\n                                {\n                                    if (sb[j + 1] != '}')\n                                        bracketCount--;\n                                    else\n                                        j += 1;\n                                }\n\n                                if (bracketCount == 0)\n                                    interpolationEnd = true;\n                                else\n                                    interpolationEnd = false;\n\n                                continue;\n                            }\n\n                            if (sb[j] == '\\\"')\n                            {\n                                if (isVerbatim)\n                                {\n                                    if (sb[j + 1] != '\\\"')\n                                    {\n                                        if (!isInterpolated || isInterpolated && interpolationEnd == true)\n                                        {\n                                            removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                            i = j + 1;\n                                            break;\n                                        }\n                                    }\n                                    else\n                                        j += 1;\n                                }\n                                else\n                                {\n                                    bool endOfComment = false;\n                                    if (sb[j - 1] != '\\\\')\n                                        endOfComment = true;\n                                    else\n                                    {\n                                        int slashCount = 0;\n                                        int k = j - 1;\n                                        while (sb[k--] == '\\\\')\n                                            slashCount++;\n                                        if (slashCount % 2 == 0)\n                                            endOfComment = true;\n                                    }\n\n                                    if (!isInterpolated && endOfComment || (isInterpolated && interpolationEnd && endOfComment))\n                                    {\n                                        removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                        i = j + 1;\n                                        break;\n                                    }\n                                }\n                            }\n                        }\n                    }\n                    // Region code\n                    else if (IsRegion(i))\n                    {\n                        i += \"#region\".Length;\n                        for (int j = i; j < sb.Length; j++)\n                        {\n                            _token.ThrowIfCancellationRequested();\n                            if (sb[j] == '\\n')\n                            {\n                                removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                i = j;\n                                break;\n                            }\n                        }\n                    }\n                }\n\n                for (int i = removeRanges.Count - 1; i >= 0; i--)\n                    sb = sb.Remove(removeRanges[i].Item1, removeRanges[i].Item2);\n\n                return sb;\n            }\n\n            private IList<BlockInfo> ScanForTypes(string script)\n            {\n                var typeList = new SortedList<int, BlockInfo>();\n                BlockInfo currentActiveBlock = new BlockInfo();\n\n                int i = 0;\n\n                BlockInfo nextNamespace = null;\n                BlockInfo nextClass = null;\n                BlockInfo nextStruct = null;\n                BlockInfo nextInterface = null;\n                BlockInfo nextEnum = null;\n\n                while (i < script.Length)\n                {\n                    _token.ThrowIfCancellationRequested();\n                    if (nextNamespace == null)\n                        nextNamespace = FindNextTypeBlock(script, i, TypeName.Namespace);\n                    if (nextClass == null)\n                        nextClass = FindNextTypeBlock(script, i, TypeName.Class);\n                    if (nextStruct == null)\n                        nextStruct = FindNextTypeBlock(script, i, TypeName.Struct);\n                    if (nextInterface == null)\n                        nextInterface = FindNextTypeBlock(script, i, TypeName.Interface);\n                    if (nextEnum == null)\n                        nextEnum = FindNextTypeBlock(script, i, TypeName.Enum);\n\n                    var nextIdentationIncrease = FindNextTypeBlock(script, i, TypeName.IdentationStart);\n                    var nextIdentationDecrease = FindNextTypeBlock(script, i, TypeName.IdentationEnd);\n\n                    if (!TryFindClosestBlock(out var closestBlock, nextNamespace, nextClass,\n                        nextStruct, nextInterface, nextEnum, nextIdentationIncrease, nextIdentationDecrease))\n                        break;\n\n                    switch (closestBlock)\n                    {\n                        case var _ when closestBlock == nextIdentationIncrease:\n                            closestBlock.ParentBlock = currentActiveBlock;\n                            currentActiveBlock = closestBlock;\n                            break;\n                        case var _ when closestBlock == nextIdentationDecrease:\n                            if (currentActiveBlock.TypeName != TypeName.Undefined)\n                                typeList.Add(currentActiveBlock.StartIndex, currentActiveBlock);\n                            currentActiveBlock = currentActiveBlock.ParentBlock;\n                            break;\n                        case var _ when closestBlock == nextNamespace:\n                            closestBlock.Namespace = currentActiveBlock.TypeName == TypeName.Namespace ? currentActiveBlock.FullName : currentActiveBlock.Namespace;\n                            closestBlock.FullName = string.IsNullOrEmpty(currentActiveBlock.FullName) ? closestBlock.Name : $\"{currentActiveBlock.FullName}.{closestBlock.Name}\";\n                            closestBlock.ParentBlock = currentActiveBlock;\n                            currentActiveBlock = closestBlock;\n                            nextNamespace = null;\n                            break;\n                        case var _ when closestBlock == nextClass:\n                        case var _ when closestBlock == nextStruct:\n                        case var _ when closestBlock == nextInterface:\n                        case var _ when closestBlock == nextEnum:\n                            closestBlock.FullName = string.IsNullOrEmpty(currentActiveBlock.FullName) ? closestBlock.Name : $\"{currentActiveBlock.FullName}.{closestBlock.Name}\";\n                            closestBlock.Namespace = currentActiveBlock.TypeName == TypeName.Namespace ? currentActiveBlock.FullName : currentActiveBlock.Namespace;\n                            closestBlock.ParentBlock = currentActiveBlock;\n                            currentActiveBlock = closestBlock;\n                            switch (closestBlock)\n                            {\n                                case var _ when closestBlock == nextClass:\n                                    nextClass = null;\n                                    break;\n                                case var _ when closestBlock == nextStruct:\n                                    nextStruct = null;\n                                    break;\n                                case var _ when closestBlock == nextInterface:\n                                    nextInterface = null;\n                                    break;\n                                case var _ when closestBlock == nextEnum:\n                                    nextEnum = null;\n                                    break;\n                            }\n                            break;\n                    }\n\n                    i = closestBlock.StartIndex;\n                }\n\n                return typeList.Select(x => x.Value).ToList();\n            }\n\n            private bool TryFindClosestBlock(out BlockInfo closestBlock, params BlockInfo[] blocks)\n            {\n                closestBlock = null;\n                for (int i = 0; i < blocks.Length; i++)\n                {\n                    if (blocks[i].FoundIndex == -1)\n                        continue;\n\n                    if (closestBlock == null || closestBlock.FoundIndex > blocks[i].FoundIndex)\n                        closestBlock = blocks[i];\n                }\n\n                return closestBlock != null;\n            }\n\n            private BlockInfo FindNextTypeBlock(string text, int startIndex, TypeName blockType)\n            {\n                string typeKeyword;\n                switch (blockType)\n                {\n                    case TypeName.Namespace:\n                        typeKeyword = \"namespace\";\n                        break;\n                    case TypeName.Class:\n                        typeKeyword = \"class\";\n                        break;\n                    case TypeName.Struct:\n                        typeKeyword = \"struct\";\n                        break;\n                    case TypeName.Interface:\n                        typeKeyword = \"interface\";\n                        break;\n                    case TypeName.Enum:\n                        typeKeyword = \"enum\";\n                        break;\n                    case TypeName.IdentationStart:\n                        var identationStart = text.IndexOf(\"{\", startIndex);\n                        return new BlockInfo() { FoundIndex = identationStart, StartIndex = identationStart + 1, TypeName = TypeName.Undefined };\n                    case TypeName.IdentationEnd:\n                        var identationEnd = text.IndexOf(\"}\", startIndex);\n                        return new BlockInfo() { FoundIndex = identationEnd, StartIndex = identationEnd + 1, TypeName = TypeName.Undefined };\n                    default:\n                        throw new ArgumentException(\"Invalid block type provided\");\n                }\n\n                int start = -1;\n                int blockStart = -1;\n                string name = string.Empty;\n                while (startIndex < text.Length)\n                {\n                    _token.ThrowIfCancellationRequested();\n                    start = text.IndexOf($\" {typeKeyword} \", startIndex);\n                    if (start == -1)\n                        return new BlockInfo { FoundIndex = -1 };\n\n                    // Check if the caught type keyword matches the type definition\n                    var openingBracket = text.IndexOf(\"{\", start);\n                    if (openingBracket == -1)\n                        return new BlockInfo { FoundIndex = -1 };\n\n                    var declaration = text.Substring(start, openingBracket - start);\n                    var split = declaration.Split(' ');\n\n                    // Namespace detection\n                    if (typeKeyword == \"namespace\")\n                    {\n                        // Expected result: [null] [namespace] [null]\n                        if (split.Length == 4)\n                        {\n                            name = split[2];\n                            blockStart = openingBracket + 1;\n                            break;\n                        }\n                        else\n                            startIndex = openingBracket + 1;\n                    }\n                    // Class, Interface, Struct, Enum detection\n                    else\n                    {\n                        // Expected result: [null] [keywordName] [typeName] ... [null]\n                        // Skip any keywords that only contains [null] [keywordName] [null]\n                        if (split.Length != 3)\n                        {\n                            name = split[2];\n                            blockStart = openingBracket + 1;\n                            break;\n                        }\n                        else\n                            startIndex = openingBracket + 1;\n                    }\n                }\n\n                var info = new BlockInfo() { FoundIndex = start, StartIndex = blockStart, Name = name, TypeName = blockType };\n                return info;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ScriptUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9db4298044e2add44bc3aa6ba898d7c3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation.meta",
    "content": "fileFormatVersion: 2\nguid: 184dcfbfe1d21454fa8cf49f1c637871\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/ValidatorServiceProvider.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Services.Validation;\n\nnamespace AssetStoreTools.Validator.Services\n{\n    internal class ValidatorServiceProvider : ServiceProvider<IValidatorService>\n    {\n        public static ValidatorServiceProvider Instance => _instance ?? (_instance = new ValidatorServiceProvider());\n        private static ValidatorServiceProvider _instance;\n\n        private ValidatorServiceProvider() { }\n\n        protected override void RegisterServices()\n        {\n            Register<ICachingService, CachingService>();\n            Register<IAssetUtilityService, AssetUtilityService>();\n            Register<IFileSignatureUtilityService, FileSignatureUtilityService>();\n            Register<IMeshUtilityService, MeshUtilityService>();\n            Register<IModelUtilityService, ModelUtilityService>();\n            Register<ISceneUtilityService, SceneUtilityService>();\n            Register<IScriptUtilityService, ScriptUtilityService>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/ValidatorServiceProvider.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 47ac495c61171824abb2b72b1b7ef676\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services.meta",
    "content": "fileFormatVersion: 2\nguid: 9315c4052243ab2488208604c11c53c7\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/AutomatedTest.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal class AutomatedTest : ValidationTest\n    {\n        public AutomatedTest(ValidationTestScriptableObject source) : base(source) { }\n\n        public override void Run(ITestConfig config)\n        {\n            Type testClass = null;\n            MethodInfo testMethod = null;\n\n            try\n            {\n                ValidateTestMethod(ref testClass, ref testMethod);\n                ValidateConfig(config);\n            }\n            catch (Exception e)\n            {\n                Debug.LogError(e.Message);\n                return;\n            }\n\n            object testClassInstance;\n            try\n            {\n                testClassInstance = CreateInstance(testClass, config);\n            }\n            catch (Exception e)\n            {\n                Debug.LogError($\"Could not create an instance of class {testClass}:\\n{e}\");\n                return;\n            }\n\n            try\n            {\n                Result = (TestResult)testMethod.Invoke(testClassInstance, new object[0]);\n            }\n            catch (Exception e)\n            {\n                var result = new TestResult() { Status = TestResultStatus.Undefined };\n                result.AddMessage(\"An exception was caught when running this test case. See Console for more details\");\n                Debug.LogError($\"An exception was caught when running validation for test case '{Title}'\\n{e}\");\n                Result = result;\n            }\n        }\n\n        private void ValidateTestMethod(ref Type testClass, ref MethodInfo testMethod)\n        {\n            if (TestScript == null || (testClass = TestScript.GetClass()) == null)\n                throw new Exception($\"Cannot run test {Title} - Test Script class was not found\");\n\n            var interfaces = testClass.GetInterfaces();\n            if (!interfaces.Contains(typeof(ITestScript)))\n                throw new Exception($\"Cannot run test {Title} - Test Script class is not derived from {nameof(ITestScript)}\");\n\n            testMethod = testClass.GetMethod(\"Run\");\n            if (testMethod == null)\n                throw new Exception($\"Cannot run test {Title} - Run() method was not found\");\n        }\n\n        private void ValidateConfig(ITestConfig config)\n        {\n            switch (ValidationType)\n            {\n                case ValidationType.Generic:\n                case ValidationType.UnityPackage:\n                    if (config is GenericTestConfig)\n                        return;\n                    break;\n                default:\n                    throw new NotImplementedException(\"Undefined validation type\");\n            }\n\n            throw new Exception(\"Config does not match the validation type\");\n        }\n\n        private object CreateInstance(Type testClass, ITestConfig testConfig)\n        {\n            var constructors = testClass.GetConstructors();\n            if (constructors.Length != 1)\n                throw new Exception($\"Test class {testClass} should only contain a single constructor\");\n\n            var constructor = constructors[0];\n            var expectedParameters = constructor.GetParameters();\n            var parametersToUse = new List<object>();\n            foreach (var expectedParam in expectedParameters)\n            {\n                var paramType = expectedParam.ParameterType;\n\n                if (paramType == testConfig.GetType())\n                {\n                    parametersToUse.Add(testConfig);\n                    continue;\n                }\n\n                if (typeof(IValidatorService).IsAssignableFrom(paramType))\n                {\n                    var matchingService = ValidatorServiceProvider.Instance.GetService(paramType);\n                    if (matchingService == null)\n                        throw new Exception($\"Service {paramType} is not registered and could not be retrieved\");\n\n                    parametersToUse.Add(matchingService);\n                    continue;\n                }\n\n                throw new Exception($\"Invalid parameter type: {paramType}\");\n            }\n\n            var instance = constructor.Invoke(parametersToUse.ToArray());\n            return instance;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/AutomatedTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b284048af6fef0d49b8c3a37f7083d04\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/GenericTestConfig.cs",
    "content": "namespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal class GenericTestConfig : ITestConfig\n    {\n        public string[] ValidationPaths { get; set; }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/GenericTestConfig.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ba1ae4e7b45a6c84ca8ad0eb391bf95d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestConfig.cs",
    "content": "namespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal interface ITestConfig { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestConfig.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c7e57766d04022c4dac58caf8ebe339a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestScript.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal interface ITestScript\n    {\n        TestResult Run();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestScript.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 839ef1f3e773ab347b66932d3f810aec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/AutomatedTestScriptableObject.cs",
    "content": "﻿#if UNITY_ASTOOLS_DEVELOPMENT\nusing UnityEngine;\n#endif\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n#if UNITY_ASTOOLS_DEVELOPMENT\n    [CreateAssetMenu(fileName = \"AutomatedTest\", menuName = \"Asset Store Validator/Automated Test\")]\n#endif\n    internal class AutomatedTestScriptableObject : ValidationTestScriptableObject { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/AutomatedTestScriptableObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d813ff809ae82f643bf975031305d541\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/Editor/ValidationTestScriptableObjectInspector.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Utility;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    [CustomEditor(typeof(ValidationTestScriptableObject), true)]\n    internal class ValidationTestScriptableObjectInspector : UnityEditor.Editor\n    {\n        private enum FilterSeverity\n        {\n            Warning,\n            Fail\n        }\n\n        private enum FilterType\n        {\n            UseFilter,\n            ExcludeFilter\n        }\n\n        private ValidationTestScriptableObject _data;\n        private ValidationTestScriptableObject[] _allObjects;\n\n        private SerializedProperty _script;\n        private SerializedProperty _validationType;\n\n        private SerializedProperty _testScript;\n        private SerializedProperty _category;\n        private SerializedProperty _failFilterProperty;\n        private SerializedProperty _isInclusiveProperty;\n        private SerializedProperty _appliesToSubCategories;\n        private SerializedProperty _categoryFilter;\n\n        private bool _hadChanges;\n\n        private void OnEnable()\n        {\n            if (target == null) return;\n\n            _data = target as ValidationTestScriptableObject;\n\n            _script = serializedObject.FindProperty(\"m_Script\");\n\n            _validationType = serializedObject.FindProperty(nameof(ValidationTestScriptableObject.ValidationType));\n\n            _testScript = serializedObject.FindProperty(nameof(ValidationTestScriptableObject.TestScript));\n            _category = serializedObject.FindProperty(nameof(ValidationTestScriptableObject.CategoryInfo));\n            _failFilterProperty = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.IsFailFilter));\n            _isInclusiveProperty = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.IsInclusiveFilter));\n            _appliesToSubCategories = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.AppliesToSubCategories));\n            _categoryFilter = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.Filter));\n\n            _allObjects = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Id);\n            _hadChanges = false;\n        }\n\n        public override void OnInspectorGUI()\n        {\n            serializedObject.Update();\n\n            EditorGUILayout.LabelField(GetInspectorTitle(), new GUIStyle(EditorStyles.centeredGreyMiniLabel) { fontSize = 24 }, GUILayout.MinHeight(50));\n\n            EditorGUI.BeginDisabledGroup(true);\n            EditorGUILayout.PropertyField(_script);\n\n            EditorGUI.BeginChangeCheck();\n            // ID field\n            EditorGUILayout.IntField(\"Test Id\", _data.Id);\n            if (!ValidateID())\n                EditorGUILayout.HelpBox(\"ID is already in use\", MessageType.Warning);\n            EditorGUI.EndDisabledGroup();\n\n            EditorGUILayout.Space(8);\n            EditorGUILayout.LabelField(\"Test Data\", new GUIStyle(EditorStyles.centeredGreyMiniLabel) { alignment = TextAnchor.MiddleLeft, fontSize = 14, padding = new RectOffset(0, 0, 0, 0) });\n\n            // Validation Type\n            var validationType = (ValidationType)EditorGUILayout.EnumPopup(\"Validation Type\", (ValidationType)_validationType.enumValueIndex);\n            _validationType.enumValueIndex = (int)validationType;\n\n            // Other fields\n            _data.Title = EditorGUILayout.TextField(\"Title\", _data.Title);\n            if (string.IsNullOrEmpty(_data.Title))\n                EditorGUILayout.HelpBox(\"Title cannot be empty\", MessageType.Warning);\n\n            EditorGUILayout.LabelField(\"Description\");\n            GUIStyle myTextAreaStyle = new GUIStyle(EditorStyles.textArea) { wordWrap = true };\n            _data.Description = EditorGUILayout.TextArea(_data.Description, myTextAreaStyle);\n\n            // Test script\n            EditorGUILayout.Space(8);\n            EditorGUILayout.LabelField(\"Test Script\", new GUIStyle(EditorStyles.centeredGreyMiniLabel) { alignment = TextAnchor.MiddleLeft, fontSize = 14, padding = new RectOffset(0, 0, 0, 0) });\n\n            EditorGUILayout.PropertyField(_testScript);\n            if (_testScript.objectReferenceValue != null)\n            {\n                var generatedScriptType = (_testScript.objectReferenceValue as MonoScript).GetClass();\n                if (generatedScriptType == null || !generatedScriptType.GetInterfaces().Contains(typeof(ITestScript)))\n                    EditorGUILayout.HelpBox($\"Test Script does not derive from {nameof(ITestScript)}. Test execution will fail\", MessageType.Warning);\n            }\n            else if (!string.IsNullOrEmpty(_data.Title))\n            {\n                var generatedScriptName = GenerateTestScriptName();\n                EditorGUILayout.LabelField($\"Proposed script name: <i>{generatedScriptName}.cs</i>\", new GUIStyle(\"Label\") { richText = true });\n                EditorGUILayout.Space();\n                EditorGUILayout.BeginHorizontal();\n                GUILayout.FlexibleSpace();\n                if (GUILayout.Button(\"Generate Test Method Script\", GUILayout.MaxWidth(200f)))\n                {\n                    var generatedScript = ValidatorUtility.GenerateTestScript(generatedScriptName, (ValidationType)_validationType.enumValueIndex);\n                    _testScript.objectReferenceValue = generatedScript;\n                }\n                EditorGUILayout.EndHorizontal();\n            }\n\n            // Variable Sevetity Options\n            EditorGUILayout.Space(8);\n            EditorGUILayout.LabelField(\"Variable Severity Status Filtering\", new GUIStyle(EditorStyles.centeredGreyMiniLabel) { alignment = TextAnchor.MiddleLeft, fontSize = 14, padding = new RectOffset(0, 0, 0, 0) });\n\n            var filterSeverity = (FilterSeverity)EditorGUILayout.EnumPopup(\"Fail Type\", _failFilterProperty.boolValue ? FilterSeverity.Fail : FilterSeverity.Warning);\n            _failFilterProperty.boolValue = filterSeverity == FilterSeverity.Fail ? true : false;\n            var filterType = (FilterType)EditorGUILayout.EnumPopup(\"Filtering rule\", _isInclusiveProperty.boolValue ? FilterType.UseFilter : FilterType.ExcludeFilter);\n            _isInclusiveProperty.boolValue = filterType == FilterType.UseFilter ? true : false;\n\n            EditorGUILayout.PropertyField(_appliesToSubCategories);\n\n            EditorGUILayout.Space(10);\n\n            EditorGUILayout.BeginHorizontal(GUI.skin.FindStyle(\"HelpBox\"));\n            EditorGUILayout.LabelField(GetFilterDescription(_failFilterProperty.boolValue, _isInclusiveProperty.boolValue), new GUIStyle(GUI.skin.label) { wordWrap = true, richText = true });\n            EditorGUILayout.EndHorizontal();\n\n            EditorGUILayout.Space(10);\n\n            EditorGUILayout.PropertyField(_categoryFilter);\n\n            if (EditorGUI.EndChangeCheck())\n            {\n                EditorUtility.SetDirty(target);\n                _hadChanges = true;\n            }\n\n            _hadChanges = serializedObject.ApplyModifiedProperties() || _hadChanges;\n        }\n\n        private string GetInspectorTitle()\n        {\n            switch (_data)\n            {\n                case AutomatedTestScriptableObject _:\n                    return \"Automated Test\";\n                default:\n                    return \"Miscellaneous Test\";\n            }\n        }\n\n        private string GenerateTestScriptName()\n        {\n            var name = _data.Title.Replace(\" \", \"\");\n            return name;\n        }\n\n        private string GetFilterDescription(bool isFailFilter, bool isInclusive)\n        {\n            string text = $\"When a <i>{TestResultStatus.VariableSeverityIssue}</i> result type is returned from the test method:\\n\\n\";\n            if (isFailFilter)\n            {\n                if (isInclusive)\n                    return text + \"• <b>Categories IN the filter</b> will result in a <color=red>FAIL</color>.\\n• <b>Categories NOT in the filter</b> will result in a <color=yellow>WARNING</color>\";\n                else\n                    return text + \"• <b>Categories NOT in the filter</b> will result in a <color=red>FAIL</color>.\\n• <b>Categories IN the filter</b> will result in a <color=yellow>WARNING</color>\";\n            }\n            else\n            {\n                if (isInclusive)\n                    return text + \"• <b>Categories IN the filter</b> will result in a <color=yellow>WARNING</color>.\\n• <b>Categories NOT in the filter</b> will result in a <color=red>FAIL</color>\";\n                else\n                    return text + \"• <b>Categories NOT in the filter</b> will result in a <color=yellow>WARNING</color>.\\n• <b>Categories IN the filter</b> will result in a <color=red>FAIL</color>\";\n            }\n        }\n\n        private bool ValidateID()\n        {\n            return !_allObjects.Any(x => x.Id == _data.Id && x != _data);\n        }\n\n        private void OnDisable()\n        {\n            if (!_hadChanges) return;\n            AssetDatabase.SaveAssets();\n            AssetDatabase.Refresh();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/Editor/ValidationTestScriptableObjectInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 06d76b0e6df91eb43ac956f883c4a2da\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/Editor.meta",
    "content": "fileFormatVersion: 2\nguid: 7cd52466a2239344d90c3043b7afc1e4\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/ValidationTestScriptableObject.cs",
    "content": "using AssetStoreTools.Validator.Categories;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Utility;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal abstract class ValidationTestScriptableObject : ScriptableObject\n    {\n        [SerializeField, HideInInspector]\n        private bool HasBeenInitialized;\n\n        public int Id;\n        public string Title;\n        public string Description;\n        public ValidatorCategory CategoryInfo;\n        public ValidationType ValidationType;\n        public MonoScript TestScript;\n\n        private void OnEnable()\n        {\n            // To do: maybe replace with Custom Inspector\n            if (HasBeenInitialized)\n                return;\n\n            var existingTestCases = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Id);\n            if (existingTestCases.Length > 0)\n                Id = existingTestCases[existingTestCases.Length - 1].Id + 1;\n            else\n                Id = 1;\n            HasBeenInitialized = true;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/ValidationTestScriptableObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 11c2422f057b75a458e184d169a00eb6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects.meta",
    "content": "fileFormatVersion: 2\nguid: d62652f91f698904ea662c6ab252ea59\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ValidationTest.cs",
    "content": "﻿using AssetStoreTools.Validator.Categories;\nusing AssetStoreTools.Validator.Data;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal abstract class ValidationTest\n    {\n        public int Id;\n        public string Title;\n        public string Description;\n        public MonoScript TestScript;\n\n        public ValidationType ValidationType;\n        public ValidatorCategory CategoryInfo;\n\n        public TestResult Result;\n\n        protected ValidationTest(ValidationTestScriptableObject source)\n        {\n            Id = source.Id;\n            Title = source.Title;\n            Description = source.Description;\n            TestScript = source.TestScript;\n            CategoryInfo = source.CategoryInfo;\n            ValidationType = source.ValidationType;\n            Result = new TestResult();\n        }\n\n        public abstract void Run(ITestConfig config);\n\n        public string Slugify(string value)\n        {\n            string newValue = value.Replace(' ', '-').ToLower();\n            return newValue;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ValidationTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 095d629656748914bb6202598876fdf4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions.meta",
    "content": "fileFormatVersion: 2\nguid: 462cf5f916fad974a831f6a44aadcc82\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAnimationClips.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckAnimationClips : ITestScript\n    {\n        private static readonly string[] InvalidNames = new[] { \"Take 001\" };\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckAnimationClips(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n            var badModels = new Dictionary<UnityObject, List<UnityObject>>();\n            var models = _assetUtility.GetObjectsFromAssets<UnityObject>(_config.ValidationPaths, AssetType.Model);\n\n            foreach (var model in models)\n            {\n                var badClips = new List<UnityObject>();\n                var clips = AssetDatabase.LoadAllAssetsAtPath(_assetUtility.ObjectToAssetPath(model));\n                foreach (var clip in clips)\n                {\n                    if (InvalidNames.Any(x => x.ToLower().Equals(clip.name.ToLower())))\n                    {\n                        badClips.Add(clip);\n                    }\n                }\n\n                if (badClips.Count > 0)\n                    badModels.Add(model, badClips);\n            }\n\n            if (badModels.Count > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following models have animation clips with invalid names. Animation clip names should be unique and reflective of the animation itself\");\n                foreach (var kvp in badModels)\n                {\n                    result.AddMessage(_assetUtility.ObjectToAssetPath(kvp.Key), null, kvp.Value.ToArray());\n                }\n            }\n            else\n            {\n                result.AddMessage(\"No animation clips with invalid names were found!\");\n                result.Status = TestResultStatus.Pass;\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAnimationClips.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a28985886f182c4bacc89a44777c742\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAudioClipping.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckAudioClipping : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckAudioClipping(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            // How many peaks above threshold are required for Audio Clips to be considered clipping\n            const int TOLERANCE = 2;\n            // Min. amount of consecutive samples above threshold required for peak detection\n            const int PEAK_STEPS = 1;\n            // Clipping threshold. More lenient here than Submission Guidelines (-0.3db) due to the problematic nature of \n            // correctly determining how sensitive the audio clipping flagging should be, as well as to account for any\n            // distortion introduced when AudioClips are compresssed after importing to Unity.\n            const float THRESHOLD = -0.05f;\n            // Samples for 16-bit audio files\n            const float S16b = 32767f;\n            float clippingThreshold = (S16b - (S16b / (2 * Mathf.Log10(1 / S16b)) * THRESHOLD)) / S16b;\n            TestResult result = new TestResult();\n            var clippingAudioClips = new Dictionary<AudioClip, string>();\n\n            var losslessAudioClips = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.NonLossyAudio).Select(x => x as AudioClip).ToList();\n            foreach (var clip in losslessAudioClips)\n            {\n                var path = AssetDatabase.GetAssetPath(clip.GetInstanceID());\n\n                if (IsClipping(clip, TOLERANCE, PEAK_STEPS, clippingThreshold))\n                    clippingAudioClips.Add(clip, path);\n            }\n\n            var lossyAudioClips = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.LossyAudio).Select(x => x as AudioClip).ToList();\n            foreach (var clip in lossyAudioClips)\n            {\n                var path = AssetDatabase.GetAssetPath(clip.GetInstanceID());\n\n                if (IsClipping(clip, TOLERANCE, PEAK_STEPS, clippingThreshold))\n                    clippingAudioClips.Add(clip, path);\n            }\n\n            if (clippingAudioClips.Count > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following AudioClips are clipping or are very close to 0db ceiling. Please ensure your exported audio files have at least 0.3db of headroom (should peak at no more than -0.3db):\", null, clippingAudioClips.Select(x => x.Key).ToArray());\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No clipping audio files were detected.\");\n            }\n\n            return result;\n        }\n\n        private bool IsClipping(AudioClip clip, int tolerance, int peakTolerance, float clippingThreshold)\n        {\n            if (DetectNumPeaksAboveThreshold(clip, peakTolerance, clippingThreshold) >= tolerance)\n                return true;\n\n            return false;\n        }\n\n        private int DetectNumPeaksAboveThreshold(AudioClip clip, int peakTolerance, float clippingThreshold)\n        {\n            float[] samples = new float[clip.samples * clip.channels];\n            var data = clip.GetData(samples, 0);\n\n            float[] samplesLeft = samples.Where((s, i) => i % 2 == 0).ToArray();\n            float[] samplesRight = samples.Where((s, i) => i % 2 == 1).ToArray();\n\n            int peaks = 0;\n\n            peaks = GetPeaksInChannel(samplesLeft, peakTolerance, clippingThreshold) +\n                    GetPeaksInChannel(samplesRight, peakTolerance, clippingThreshold);\n\n            return peaks;\n        }\n\n        private int GetPeaksInChannel(float[] samples, int peakTolerance, float clippingThreshold)\n        {\n            int peaks = 0;\n            bool evalPeak = false;\n            int peakSteps = 0;\n            int step = 0;\n\n            while (step < samples.Length)\n            {\n                if (Mathf.Abs(samples[step]) >= clippingThreshold && evalPeak)\n                {\n                    peakSteps++;\n                }\n\n                if (Mathf.Abs(samples[step]) >= clippingThreshold && !evalPeak)\n                {\n                    evalPeak = true;\n                    peakSteps++;\n                }\n\n                if (Mathf.Abs(samples[step]) < clippingThreshold && evalPeak)\n                {\n                    evalPeak = false;\n                    if (peakSteps >= peakTolerance)\n                        peaks++;\n                    peakSteps = 0;\n                }\n\n                step++;\n            }\n\n            return peaks;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAudioClipping.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f604db0353da0cb46bb048f5cd37186f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckColliders.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckColliders : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckColliders(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new List<GameObject>();\n\n            foreach (var p in prefabs)\n            {\n                var meshes = _meshUtility.GetCustomMeshesInObject(p);\n\n                if (!p.isStatic || !meshes.Any())\n                    continue;\n\n                var colliders = p.GetComponentsInChildren<Collider>(true);\n                if (!colliders.Any())\n                    badPrefabs.Add(p);\n            }\n\n            if (badPrefabs.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs have colliders!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following prefabs contain meshes, but colliders were not found\", null, badPrefabs.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckColliders.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 308b3d7b7a883b949a14f47cfd5c7ebe\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckCompressedFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckCompressedFiles : ITestScript\n    {\n        private enum ArchiveResult\n        {\n            Allowed,\n            NotAllowed,\n            TarGzWithIssues,\n            ZipWithIssues\n        }\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IFileSignatureUtilityService _fileSignatureUtility;\n\n        public CheckCompressedFiles(GenericTestConfig config, IAssetUtilityService assetUtility, IFileSignatureUtilityService fileSignatureUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _fileSignatureUtility = fileSignatureUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var checkedArchives = new Dictionary<UnityObject, ArchiveResult>();\n\n            // Retrieving assets via GetObjectsFromAssets() is insufficient because\n            // archives might be renamed and not use the expected extension\n            var allAssetPaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.All);\n\n            foreach (var assetPath in allAssetPaths)\n            {\n                ArchiveType archiveType;\n                if ((archiveType = _fileSignatureUtility.GetArchiveType(assetPath)) == ArchiveType.None)\n                    continue;\n\n                var archiveObj = _assetUtility.AssetPathToObject(assetPath);\n\n                switch (archiveType)\n                {\n                    case ArchiveType.TarGz:\n                        if (assetPath.ToLower().EndsWith(\".unitypackage\"))\n                            checkedArchives.Add(archiveObj, ArchiveResult.Allowed);\n                        else\n                            checkedArchives.Add(archiveObj, ArchiveResult.TarGzWithIssues);\n                        break;\n                    case ArchiveType.Zip:\n                        if (FileNameContainsKeyword(assetPath, \"source\") && assetPath.ToLower().EndsWith(\".zip\"))\n                            checkedArchives.Add(archiveObj, ArchiveResult.Allowed);\n                        else\n                            checkedArchives.Add(archiveObj, ArchiveResult.ZipWithIssues);\n                        break;\n                    default:\n                        checkedArchives.Add(archiveObj, ArchiveResult.NotAllowed);\n                        break;\n                }\n            }\n\n            if (checkedArchives.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No archives were found in the package content!\");\n                return result;\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.Allowed))\n            {\n                result.Status = TestResultStatus.Warning;\n                result.AddMessage(\"The following archives of allowed format were found in the package content.\\n\" +\n                    \"Please make sure they adhere to the nested archive guidelines:\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.Allowed).Select(x => x.Key).ToArray());\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.TarGzWithIssues))\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following .gz archives were found in the package content.\\n\" +\n                    \" Gz archives are only allowed in form of '.unitypackage' files\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.TarGzWithIssues).Select(x => x.Key).ToArray());\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.ZipWithIssues))\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following .zip archives were found in the package content.\\n\" +\n                    \" Zip archives should contain the keyword 'source' in the file name\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.ZipWithIssues).Select(x => x.Key).ToArray());\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.NotAllowed))\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following archives are using formats that are not allowed:\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.NotAllowed).Select(x => x.Key).ToArray());\n            }\n\n            return result;\n        }\n\n        private bool FileNameContainsKeyword(string filePath, string keyword)\n        {\n            var fileInfo = new FileInfo(filePath);\n\n            if (!fileInfo.Exists)\n                return false;\n\n            return fileInfo.Name.Remove(fileInfo.Name.Length - fileInfo.Extension.Length).ToLower().Contains(keyword.ToLower());\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckCompressedFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 84b23febe0d923842aef73b95da5f25b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckEmptyPrefabs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckEmptyPrefabs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckEmptyPrefabs(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new List<GameObject>();\n\n            foreach (var p in prefabs)\n            {\n                if (p.GetComponents<Component>().Length == 1 && p.transform.childCount == 0)\n                    badPrefabs.Add(p);\n            }\n\n            if (badPrefabs.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No empty prefabs were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following prefabs are empty\", null, badPrefabs.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckEmptyPrefabs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8055bed9373283e4793463b90b42f08f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckFileMenuNames.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckFileMenuNames : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IScriptUtilityService _scriptUtility;\n\n        public CheckFileMenuNames(GenericTestConfig config, IAssetUtilityService assetUtility, IScriptUtilityService scriptUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _scriptUtility = scriptUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var bindingFlags = BindingFlags.Public | BindingFlags.NonPublic |\n                BindingFlags.Instance | BindingFlags.Static | BindingFlags.DeclaredOnly;\n\n            #region Scripts\n\n            var scripts = _assetUtility.GetObjectsFromAssets<MonoScript>(_config.ValidationPaths, AssetType.MonoScript).ToArray();\n            var scriptTypes = _scriptUtility.GetTypesFromScriptAssets(scripts);\n            var affectedScripts = new Dictionary<MonoScript, List<string>>();\n\n            foreach (var kvp in scriptTypes)\n            {\n                var badMethods = new List<string>();\n                foreach (var type in kvp.Value)\n                {\n                    foreach (var method in type.GetMethods(bindingFlags))\n                    {\n                        var attributes = method.GetCustomAttributes<MenuItem>().ToList();\n                        if (attributes.Count == 0)\n                            continue;\n\n                        var badAttributes = attributes.Where(x => !IsValidMenuItem(x.menuItem)).ToList();\n                        if (badAttributes.Count > 0)\n                            badMethods.Add($\"{string.Join(\"\\n\", badAttributes.Select(x => $\"\\'{x.menuItem}\\'\"))}\\n(for method '{method.Name}')\\n\");\n                    }\n                }\n\n                if (badMethods.Count > 0)\n                    affectedScripts.Add(kvp.Key, badMethods);\n            }\n\n            #endregion\n\n            #region Precompiled Assemblies\n\n            var assemblies = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.PrecompiledAssembly).ToArray();\n            var assemblyTypes = _scriptUtility.GetTypesFromAssemblies(assemblies);\n            var affectedAssemblies = new Dictionary<UnityObject, List<string>>();\n\n            foreach (var kvp in assemblyTypes)\n            {\n                var badMethods = new List<string>();\n                foreach (var type in kvp.Value)\n                {\n                    foreach (var method in type.GetMethods(bindingFlags))\n                    {\n                        var attributes = method.GetCustomAttributes<MenuItem>().ToList();\n                        if (attributes.Count == 0)\n                            continue;\n\n                        var badAttributes = attributes.Where(x => !IsValidMenuItem(x.menuItem)).ToList();\n                        if (badAttributes.Count > 0)\n                            badMethods.Add($\"{string.Join(\"\\n\", badAttributes.Select(x => (x as MenuItem).menuItem))}\\n(Method '{method.Name}')\\n\");\n                    }\n                }\n\n                if (badMethods.Count > 0)\n                    affectedAssemblies.Add(kvp.Key, badMethods);\n            }\n\n            #endregion\n\n            if (affectedScripts.Count > 0 || affectedAssemblies.Count > 0)\n            {\n                if (affectedScripts.Count > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following scripts contain invalid MenuItem names:\");\n                    foreach (var kvp in affectedScripts)\n                    {\n                        var message = string.Empty;\n                        foreach (var type in kvp.Value)\n                            message += type + \"\\n\";\n\n                        message = message.Remove(message.Length - \"\\n\".Length);\n                        result.AddMessage(message, null, kvp.Key);\n                    }\n                }\n\n                if (affectedAssemblies.Count > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following assemblies contain invalid MenuItem names:\");\n                    foreach (var kvp in affectedAssemblies)\n                    {\n                        var message = string.Empty;\n                        foreach (var type in kvp.Value)\n                            message += type + \"\\n\";\n\n                        message = message.Remove(message.Length - \"\\n\".Length);\n                        result.AddMessage(message, null, kvp.Key);\n                    }\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No MenuItems with invalid names were found!\");\n            }\n\n            return result;\n        }\n\n        private bool IsValidMenuItem(string menuItemName)\n        {\n            var acceptableMenuItems = new string[]\n            {\n                \"File\",\n                \"Edit\",\n                \"Assets\",\n                \"GameObject\",\n                \"Component\",\n                \"Window\",\n                \"Help\",\n                \"CONTEXT\",\n                \"Tools\"\n            };\n\n            menuItemName = menuItemName.Replace(\"\\\\\", \"/\");\n            if (acceptableMenuItems.Any(x => menuItemName.ToLower().StartsWith($\"{x.ToLower()}/\")))\n                return true;\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckFileMenuNames.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d8e3b12ecc1fcd74d9a9f8d2b549fc63\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLODs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Data.MessageActions;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckLODs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckLODs(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new Dictionary<GameObject, List<MeshFilter>>();\n\n            foreach (var p in prefabs)\n            {\n                var meshFilters = p.GetComponentsInChildren<MeshFilter>(true);\n                var badMeshFilters = new List<MeshFilter>();\n                var lodGroups = p.GetComponentsInChildren<LODGroup>(true);\n\n                foreach (var mf in meshFilters)\n                {\n                    if (mf.name.Contains(\"LOD\") && !IsPartOfLodGroup(mf, lodGroups))\n                        badMeshFilters.Add(mf);\n                }\n\n                if (badMeshFilters.Count > 0)\n                    badPrefabs.Add(p, badMeshFilters);\n            }\n\n            if (badPrefabs.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs are meeting the LOD requirements!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following prefabs do not meet the LOD requirements\");\n\n            foreach (var p in badPrefabs)\n            {\n                var resultList = new List<Object>();\n                resultList.Add(p.Key);\n                resultList.AddRange(p.Value);\n                result.AddMessage($\"{p.Key.name}.prefab\", new OpenAssetAction(p.Key), resultList.ToArray());\n            }\n\n            return result;\n        }\n\n        private bool IsPartOfLodGroup(MeshFilter mf, LODGroup[] lodGroups)\n        {\n            foreach (var lodGroup in lodGroups)\n            {\n                // If MeshFilter is a child/deep child of a LodGroup AND is referenced in this LOD group - it is valid\n                if (mf.transform.IsChildOf(lodGroup.transform) &&\n                    lodGroup.GetLODs().Any(lod => lod.renderers.Any(renderer => renderer != null && renderer.gameObject == mf.gameObject)))\n                    return true;\n            }\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLODs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 43b2158602f87704fa7b91561cfc8678\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLineEndings.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Concurrent;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckLineEndings : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckLineEndings(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var scripts = _assetUtility.GetObjectsFromAssets<MonoScript>(_config.ValidationPaths, AssetType.MonoScript);\n\n            var affectedScripts = new ConcurrentBag<UnityObject>();\n            var scriptContents = new ConcurrentDictionary<MonoScript, string>();\n\n            // A separate dictionary is needed because MonoScript contents cannot be accessed outside of the main thread\n            foreach (var s in scripts)\n                if (s != null)\n                    scriptContents.TryAdd(s, s.text);\n\n            Parallel.ForEach(scriptContents, (s) =>\n            {\n                if (HasInconsistentLineEndings(s.Value))\n                    affectedScripts.Add(s.Key);\n            });\n\n            if (affectedScripts.Count > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following scripts have inconsistent line endings:\", null, affectedScripts.ToArray());\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No scripts with inconsistent line endings were found!\");\n            }\n\n            return result;\n        }\n\n        private bool HasInconsistentLineEndings(string text)\n        {\n            int crlfEndings = 0;\n            int lfEndings = 0;\n\n            var split = text.Split(new[] { \"\\n\" }, StringSplitOptions.None);\n            for (int i = 0; i < split.Length; i++)\n            {\n                var line = split[i];\n                if (line.EndsWith(\"\\r\"))\n                    crlfEndings++;\n                else if (i != split.Length - 1)\n                    lfEndings++;\n            }\n\n            if (crlfEndings > 0 && lfEndings > 0)\n                return true;\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLineEndings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 85885005d1c594f42826de3555e98365\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMeshPrefabs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckMeshPrefabs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckMeshPrefabs(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var usedModelPaths = new List<string>();\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var missingMeshReferencePrefabs = new List<GameObject>();\n\n            // Get all meshes in existing prefabs and check if prefab has missing mesh references\n            foreach (var p in prefabs)\n            {\n                var meshes = _meshUtility.GetCustomMeshesInObject(p);\n                foreach (var mesh in meshes)\n                {\n                    string meshPath = _assetUtility.ObjectToAssetPath(mesh);\n                    usedModelPaths.Add(meshPath);\n                }\n\n                if (HasMissingMeshReferences(p))\n                    missingMeshReferencePrefabs.Add(p);\n            }\n\n            // Get all meshes in existing models\n            var allModelPaths = GetAllModelMeshPaths(_config.ValidationPaths);\n\n            // Get the list of meshes without prefabs\n            List<string> unusedModels = allModelPaths.Except(usedModelPaths).ToList();\n\n            if (unusedModels.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs have meshes!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            var models = unusedModels.Select(_assetUtility.AssetPathToObject).ToArray();\n            result.AddMessage(\"The following models do not have associated prefabs\", null, models);\n\n            if (missingMeshReferencePrefabs.Count > 0)\n                result.AddMessage(\"The following prefabs have missing mesh references\", null, missingMeshReferencePrefabs.ToArray());\n\n            return result;\n        }\n\n        private IEnumerable<string> GetAllModelMeshPaths(string[] validationPaths)\n        {\n            var models = _assetUtility.GetObjectsFromAssets(validationPaths, AssetType.Model);\n            var paths = new List<string>();\n\n            foreach (var o in models)\n            {\n                var m = (GameObject)o;\n                var modelPath = _assetUtility.ObjectToAssetPath(m);\n                var assetImporter = _assetUtility.GetAssetImporter(modelPath);\n                if (assetImporter is UnityEditor.ModelImporter modelImporter)\n                {\n                    var clips = modelImporter.clipAnimations.Count();\n                    var meshes = _meshUtility.GetCustomMeshesInObject(m);\n\n                    // Only add if the model has meshes and no clips\n                    if (meshes.Any() && clips == 0)\n                        paths.Add(modelPath);\n                }\n            }\n\n            return paths;\n        }\n\n        private bool HasMissingMeshReferences(GameObject go)\n        {\n            var meshes = go.GetComponentsInChildren<MeshFilter>(true);\n            var skinnedMeshes = go.GetComponentsInChildren<SkinnedMeshRenderer>(true);\n\n            if (meshes.Length == 0 && skinnedMeshes.Length == 0)\n                return false;\n\n            if (meshes.Any(x => x.sharedMesh == null) || skinnedMeshes.Any(x => x.sharedMesh == null))\n                return true;\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMeshPrefabs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c3d0d642ac6a6a48aa124a93dae3734\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinAssets.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckMissingComponentsinAssets : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckMissingComponentsinAssets(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var assets = GetAllAssetsWithMissingComponents(_config.ValidationPaths);\n\n            if (assets.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No assets have missing components!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following assets contain missing components\", null, assets);\n\n            return result;\n        }\n\n        private GameObject[] GetAllAssetsWithMissingComponents(string[] validationPaths)\n        {\n            var missingReferenceAssets = new List<GameObject>();\n            var prefabObjects = _assetUtility.GetObjectsFromAssets<GameObject>(validationPaths, AssetType.Prefab);\n\n            foreach (var p in prefabObjects)\n            {\n                if (p != null && IsMissingReference(p))\n                    missingReferenceAssets.Add(p);\n            }\n\n            return missingReferenceAssets.ToArray();\n        }\n\n        private bool IsMissingReference(GameObject asset)\n        {\n            var components = asset.GetComponentsInChildren<Component>();\n\n            foreach (var c in components)\n            {\n                if (!c)\n                    return true;\n            }\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinAssets.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 22d8f814e2363e34ea220736a4042728\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinScenes.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Data.MessageActions;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\nusing SceneAsset = UnityEditor.SceneAsset;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckMissingComponentsinScenes : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private ISceneUtilityService _sceneUtility;\n\n        public CheckMissingComponentsinScenes(GenericTestConfig config, IAssetUtilityService assetUtility, ISceneUtilityService sceneUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _sceneUtility = sceneUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var originalScenePath = _sceneUtility.CurrentScenePath;\n\n            var scenePaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.Scene);\n            foreach (var scenePath in scenePaths)\n            {\n                var missingComponentGOs = GetMissingComponentGOsInScene(scenePath);\n\n                if (missingComponentGOs.Count == 0)\n                    continue;\n\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                var message = $\"GameObjects with missing components or prefab references found in {scenePath}.\\n\\nClick this message to open the Scene and see the affected GameObjects:\";\n                result.AddMessage(message, new OpenAssetAction(_assetUtility.AssetPathToObject<SceneAsset>(scenePath)), missingComponentGOs.ToArray());\n            }\n\n            _sceneUtility.OpenScene(originalScenePath);\n\n            if (result.Status == TestResultStatus.Undefined)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No missing components were found!\");\n            }\n\n            return result;\n        }\n\n        private List<GameObject> GetMissingComponentGOsInScene(string path)\n        {\n            var missingComponentGOs = new List<GameObject>();\n\n            var scene = _sceneUtility.OpenScene(path);\n\n            if (!scene.IsValid())\n            {\n                Debug.LogWarning(\"Unable to get Scene in \" + path);\n                return new List<GameObject>();\n            }\n\n            var rootObjects = scene.GetRootGameObjects();\n\n            foreach (var obj in rootObjects)\n            {\n                missingComponentGOs.AddRange(GetMissingComponentGOs(obj));\n            }\n\n            return missingComponentGOs;\n        }\n\n        private List<GameObject> GetMissingComponentGOs(GameObject root)\n        {\n            var missingComponentGOs = new List<GameObject>();\n            var rootComponents = root.GetComponents<Component>();\n\n            if (UnityEditor.PrefabUtility.GetPrefabInstanceStatus(root) == UnityEditor.PrefabInstanceStatus.MissingAsset || rootComponents.Any(c => !c))\n            {\n                missingComponentGOs.Add(root);\n            }\n\n            foreach (Transform child in root.transform)\n                missingComponentGOs.AddRange(GetMissingComponentGOs(child.gameObject));\n\n            return missingComponentGOs;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinScenes.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 511e76d0ebcb23d40a7b49dda0e2980f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelImportLogs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckModelImportLogs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IModelUtilityService _modelUtility;\n\n        public CheckModelImportLogs(GenericTestConfig config, IAssetUtilityService assetUtility, IModelUtilityService modelUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _modelUtility = modelUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var models = _assetUtility.GetObjectsFromAssets<UnityObject>(_config.ValidationPaths, AssetType.Model);\n            var importLogs = _modelUtility.GetImportLogs(models.ToArray());\n\n            var warningModels = new List<UnityObject>();\n            var errorModels = new List<UnityObject>();\n\n            foreach (var kvp in importLogs)\n            {\n                if (kvp.Value.Any(x => x.Severity == UnityEngine.LogType.Error))\n                    errorModels.Add(kvp.Key);\n                if (kvp.Value.Any(x => x.Severity == UnityEngine.LogType.Warning))\n                    warningModels.Add(kvp.Key);\n            }\n\n            if (warningModels.Count > 0 || errorModels.Count > 0)\n            {\n                if (warningModels.Count > 0)\n                {\n                    result.Status = TestResultStatus.Warning;\n                    result.AddMessage(\"The following models contain import warnings:\", null, warningModels.ToArray());\n                }\n\n                if (errorModels.Count > 0)\n                {\n                    result.Status = TestResultStatus.Warning;\n                    result.AddMessage(\"The following models contain import errors:\", null, errorModels.ToArray());\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No issues were detected when importing your models!\");\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelImportLogs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 98f3ec209166855408eaf4abe5bff591\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelOrientation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckModelOrientation : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckModelOrientation(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var models = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Model);\n            var badModels = new List<GameObject>();\n\n            foreach (var m in models)\n            {\n                var meshes = _meshUtility.GetCustomMeshesInObject(m);\n                var assetImporter = _assetUtility.GetAssetImporter(m);\n\n                if (!(assetImporter is UnityEditor.ModelImporter modelImporter))\n                    continue;\n\n                var clips = modelImporter.clipAnimations.Length;\n\n                // Only check if the model has meshes and no clips\n                if (!meshes.Any() || clips != 0)\n                    continue;\n\n                Transform[] transforms = m.GetComponentsInChildren<Transform>(true);\n\n                foreach (var t in transforms)\n                {\n                    var hasMeshComponent = t.TryGetComponent<MeshFilter>(out _) || t.TryGetComponent<SkinnedMeshRenderer>(out _);\n\n                    if (t.localRotation == Quaternion.identity || !hasMeshComponent)\n                        continue;\n\n                    badModels.Add(m);\n                    break;\n                }\n            }\n\n            if (badModels.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found models are facing the right way!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following models have incorrect rotation\", null, badModels.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelOrientation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 56cdcdc41a80fbc46b5b2b83ec8d66d7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelTypes.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckModelTypes : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckModelTypes(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var allowedExtensions = new string[] { \".fbx\", \".dae\", \".abc\", \".obj\" };\n            // Should retrieve All assets and not models here since ADB will not recognize certain\n            // types if appropriate software is not installed (e.g. .blend without Blender)\n            var allAssetPaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.All);\n            var badModels = new List<UnityObject>();\n\n            foreach (var assetPath in allAssetPaths)\n            {\n                var importer = _assetUtility.GetAssetImporter(assetPath);\n                if (importer == null || !(importer is ModelImporter))\n                    continue;\n\n                if (allowedExtensions.Any(x => importer.assetPath.ToLower().EndsWith(x)))\n                    continue;\n\n                badModels.Add(_assetUtility.AssetPathToObject(assetPath));\n            }\n\n            if (badModels.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All models are of allowed formats!\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following models are of formats that should not be used for Asset Store packages:\", null, badModels.ToArray());\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelTypes.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 428b1fb838e6f5a469bbfd26ca3fbfd2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckNormalMapTextures.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckNormalMapTextures : ITestScript\n    {\n        public const int TextureCacheLimit = 8;\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckNormalMapTextures(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var materials = _assetUtility.GetObjectsFromAssets<Material>(_config.ValidationPaths, AssetType.Material);\n            var badTextures = new List<Texture>();\n            var badPaths = new List<string>();\n\n            foreach (var mat in materials)\n            {\n                for (int i = 0; i < mat.shader.GetPropertyCount(); i++)\n                {\n                    if ((mat.shader.GetPropertyFlags(i) & UnityEngine.Rendering.ShaderPropertyFlags.Normal) != 0)\n                    {\n                        var propertyName = mat.shader.GetPropertyName(i);\n                        var assignedTexture = mat.GetTexture(propertyName);\n\n                        if (assignedTexture == null)\n                            continue;\n\n                        var texturePath = _assetUtility.ObjectToAssetPath(assignedTexture);\n                        var textureImporter = _assetUtility.GetAssetImporter(texturePath) as TextureImporter;\n                        if (textureImporter == null)\n                            continue;\n\n                        if (textureImporter.textureType != TextureImporterType.NormalMap && !badTextures.Contains(assignedTexture))\n                        {\n                            if (badTextures.Count < TextureCacheLimit)\n                            {\n                                badTextures.Add(assignedTexture);\n                            }\n                            else\n                            {\n                                string path = AssetDatabase.GetAssetPath(assignedTexture);\n                                badPaths.Add(path);\n                            }\n                        }\n                    }\n                }\n\n                EditorUtility.UnloadUnusedAssetsImmediate();\n            }\n\n            if (badTextures.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All normal map textures have the correct texture type!\");\n            }\n            else if (badPaths.Count != 0)\n            {\n                foreach (Texture texture in badTextures)\n                {\n                    string path = AssetDatabase.GetAssetPath(texture);\n                    badPaths.Add(path);\n                }\n\n                string paths = string.Join(\"\\n\", badPaths);\n\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following textures are not set to type 'Normal Map'\", null);\n                result.AddMessage(paths);\n            }\n            else\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following textures are not set to type 'Normal Map'\", null, badTextures.ToArray());\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckNormalMapTextures.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d55cea510248f814eb2194c2b53f88d2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPackageNaming.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPackageNaming : ITestScript\n    {\n        private const string ForbiddenCharacters = \"~`!@#$%^&*()-_=+[{]}\\\\|;:'\\\",<>?/\";\n        private readonly string[] PathsToCheckForForbiddenCharacters = new string[]\n        {\n            \"Assets/\",\n            \"Assets/Editor/\",\n            \"Assets/Plugins/\",\n            \"Assets/Resources/\",\n            \"Assets/StreamingAssets/\",\n            \"Assets/WebGLTemplates/\"\n        };\n\n        private class PathCheckResult\n        {\n            public Object[] InvalidMainPaths;\n            public Object[] InvalidMainPathContentPaths;\n            public Object[] InvalidMainPathLeadingUpPaths;\n            public Object[] InvalidHybridPackages;\n            public Object[] PotentiallyInvalidContent;\n\n            public bool HasIssues => InvalidMainPaths.Length > 0\n                || InvalidMainPathContentPaths.Length > 0\n                || InvalidMainPathLeadingUpPaths.Length > 0\n                || InvalidHybridPackages.Length > 0\n                || PotentiallyInvalidContent.Length > 0;\n        }\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        // Constructor also accepts dependency injection of registered IValidatorService types\n        public CheckPackageNaming(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var checkResult = GetInvalidPathsInAssets();\n\n            if (checkResult.HasIssues)\n            {\n                result.Status = TestResultStatus.Warning;\n\n                if (checkResult.InvalidMainPaths.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following assets appear to be artificially bumped up in the project hierarchy within commonly used folders\", null, checkResult.InvalidMainPaths);\n                }\n\n                if (checkResult.InvalidMainPathContentPaths.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following assets appear to be artificially bumped up in the project hierarchy within commonly used folders\", null, checkResult.InvalidMainPathContentPaths);\n                }\n\n                if (checkResult.InvalidMainPathLeadingUpPaths.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"Despite not being directly validated, this path would be automatically created by the Unity Importer when importing your package\", null, checkResult.InvalidMainPathLeadingUpPaths);\n                }\n\n                if (checkResult.InvalidHybridPackages.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following packages appear to be artificially bumped up in the Package hierarchy with their 'Display Name' configuration\", null, checkResult.InvalidHybridPackages);\n                }\n\n                if (checkResult.PotentiallyInvalidContent.Length > 0)\n                {\n                    // Do not override previously set severities\n                    result.AddMessage(\"It is recommended that nested package content refrains from starting with a special character\", null, checkResult.PotentiallyInvalidContent);\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All package asset names are valid!\");\n            }\n\n            return result;\n        }\n\n        private PathCheckResult GetInvalidPathsInAssets()\n        {\n            var allInvalidMainPaths = new List<string>();\n            var allInvalidMainContentPaths = new List<string>();\n            var allInvalidMainLeadingUpPaths = new List<string>();\n            var allInvalidPackagePaths = new List<string>();\n            var allInvalidOtherContentPaths = new List<string>();\n\n            foreach (var validationPath in _config.ValidationPaths)\n            {\n                // Is path itself not forbidden e.g.: when validating Assets/_Package, the folder _Package would be invalid\n                if (!IsDirectMainPathValid(validationPath))\n                    allInvalidMainPaths.Add(validationPath);\n\n                // Are path contents not forbidden e.g.: when validating Assets/, the folder _Package would be invalid\n                if (!IsDirectMainPathContentValid(validationPath, out var invalidContentPaths))\n                    allInvalidMainContentPaths.AddRange(invalidContentPaths);\n\n                // Is the path leading up to this path not forbidden e.g: when validating Assets/_WorkDir/Package, the folder _Workdir would be invalid\n                if (!IsPathLeadingUpToMainPathValid(validationPath, out var invalidLeadingUpPath))\n                    allInvalidMainLeadingUpPaths.Add(invalidLeadingUpPath);\n\n                // Is the path pointing to a package valid, e.g.: when validating Packages/com.company.product its display name _Product would be invalid\n                if (!IsHybridPackageMainPathValid(validationPath, out string invalidPackagePath))\n                    allInvalidPackagePaths.Add(invalidPackagePath);\n            }\n\n            var ignoredPaths = new List<string>();\n            ignoredPaths.AddRange(allInvalidMainPaths);\n            ignoredPaths.AddRange(allInvalidMainContentPaths);\n            ignoredPaths.AddRange(allInvalidMainLeadingUpPaths);\n            ignoredPaths.AddRange(allInvalidPackagePaths);\n\n            // Mark any other paths that start with a forbidden character\n            if (!ArePackageContentsValid(ignoredPaths, out var invalidContents))\n                allInvalidOtherContentPaths.AddRange(invalidContents);\n\n            return new PathCheckResult()\n            {\n                InvalidMainPaths = PathsToObjects(allInvalidMainPaths),\n                InvalidMainPathContentPaths = PathsToObjects(allInvalidMainContentPaths),\n                InvalidMainPathLeadingUpPaths = PathsToObjects(allInvalidMainLeadingUpPaths),\n                InvalidHybridPackages = PathsToObjects(allInvalidPackagePaths),\n                PotentiallyInvalidContent = PathsToObjects(allInvalidOtherContentPaths)\n            };\n        }\n\n        private bool IsDirectMainPathValid(string validationPath)\n        {\n            foreach (var forbiddenPath in PathsToCheckForForbiddenCharacters)\n            {\n                var forbiddenPathWithSeparator = forbiddenPath.EndsWith(\"/\") ? forbiddenPath : forbiddenPath + \"/\";\n                if (!validationPath.StartsWith(forbiddenPathWithSeparator))\n                    continue;\n\n                var truncatedPath = validationPath.Remove(0, forbiddenPathWithSeparator.Length);\n                var truncatedPathSplit = truncatedPath.Split('/');\n\n                // It is not a direct main path if it has deeper paths\n                if (truncatedPathSplit.Length != 1)\n                    continue;\n\n                if (ForbiddenCharacters.Any(x => truncatedPath.StartsWith(x.ToString())))\n                    return false;\n            }\n\n            return true;\n        }\n\n        private bool IsDirectMainPathContentValid(string validationPath, out List<string> invalidContentPaths)\n        {\n            invalidContentPaths = new List<string>();\n\n            var contents = Directory.EnumerateFileSystemEntries(validationPath, \"*\", SearchOption.AllDirectories)\n                .Where(x => !x.EndsWith(\".meta\"))\n                .Select(GetAdbPath);\n\n            foreach (var contentPath in contents)\n            {\n                foreach (var forbiddenPath in PathsToCheckForForbiddenCharacters)\n                {\n                    var forbiddenPathWithSeparator = forbiddenPath.EndsWith(\"/\") ? forbiddenPath : forbiddenPath + \"/\";\n                    if (!contentPath.StartsWith(forbiddenPathWithSeparator))\n                        continue;\n\n                    var truncatedPath = contentPath.Remove(0, forbiddenPathWithSeparator.Length);\n                    var truncatedPathSplit = truncatedPath.Split('/');\n\n                    // Only check the first level of content relative to the forbidden path\n                    if (truncatedPathSplit.Length > 1)\n                        continue;\n\n                    if (ForbiddenCharacters.Any(x => truncatedPathSplit[0].StartsWith(x.ToString())))\n                        invalidContentPaths.Add(contentPath);\n                }\n            }\n\n            return invalidContentPaths.Count == 0;\n        }\n\n        private bool IsPathLeadingUpToMainPathValid(string validationPath, out string invalidLeadingUpPath)\n        {\n            invalidLeadingUpPath = string.Empty;\n\n            foreach (var forbiddenPath in PathsToCheckForForbiddenCharacters)\n            {\n                var forbiddenPathWithSeparator = forbiddenPath.EndsWith(\"/\") ? forbiddenPath : forbiddenPath + \"/\";\n                if (!validationPath.StartsWith(forbiddenPathWithSeparator))\n                    continue;\n\n                var truncatedPath = validationPath.Remove(0, forbiddenPathWithSeparator.Length);\n                var truncatedPathSplit = truncatedPath.Split('/');\n\n                // It is not a leading up path if it has no deeper path\n                if (truncatedPathSplit.Length == 1)\n                    continue;\n\n                if (ForbiddenCharacters.Any(x => truncatedPathSplit[0].StartsWith(x.ToString())))\n                {\n                    invalidLeadingUpPath = forbiddenPathWithSeparator + truncatedPathSplit[0];\n                    return false;\n                }\n            }\n\n            return true;\n        }\n\n        private bool IsHybridPackageMainPathValid(string validationPath, out string invalidPackagePath)\n        {\n            invalidPackagePath = string.Empty;\n\n            if (!PackageUtility.GetPackageByManifestPath($\"{validationPath}/package.json\", out var package))\n                return true;\n\n            var packageName = package.displayName;\n            if (ForbiddenCharacters.Any(x => packageName.StartsWith(x.ToString())))\n            {\n                invalidPackagePath = validationPath;\n                return false;\n            }\n\n            return true;\n        }\n\n        private bool ArePackageContentsValid(IEnumerable<string> ignoredPaths, out List<string> invalidContentPaths)\n        {\n            invalidContentPaths = new List<string>();\n\n            foreach (var validationPath in _config.ValidationPaths)\n            {\n                var validationPathFolderName = validationPath.Split('/').Last();\n                if (!ignoredPaths.Contains(validationPath) && ForbiddenCharacters.Any(x => validationPathFolderName.StartsWith(x.ToString())))\n                    invalidContentPaths.Add(validationPath);\n\n                var contents = Directory.EnumerateFileSystemEntries(validationPath, \"*\", SearchOption.AllDirectories)\n                    .Where(x => !x.EndsWith(\".meta\"))\n                    .Select(GetAdbPath);\n\n                foreach (var contentEntry in contents)\n                {\n                    if (ignoredPaths.Contains(contentEntry))\n                        continue;\n\n                    var entryName = contentEntry.Split('/').Last();\n                    if (ForbiddenCharacters.Any(x => entryName.StartsWith(x.ToString())))\n                        invalidContentPaths.Add(contentEntry);\n                }\n            }\n\n            return invalidContentPaths.Count == 0;\n        }\n\n        private string GetAdbPath(string path)\n        {\n            path = path.Replace(\"\\\\\", \"/\");\n            if (path.StartsWith(Constants.RootProjectPath))\n                path = path.Remove(Constants.RootProjectPath.Length);\n\n            return path;\n        }\n\n        private Object[] PathsToObjects(IEnumerable<string> paths)\n        {\n            var objects = new List<Object>();\n\n            foreach (var path in paths)\n            {\n                var obj = _assetUtility.AssetPathToObject(path);\n                if (obj != null)\n                    objects.Add(obj);\n            }\n\n            return objects.ToArray();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPackageNaming.cs.meta",
    "content": "fileFormatVersion: 2\nguid: afe9e04825c7d904981a54404b222290\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckParticleSystems.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Data.MessageActions;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckParticleSystems : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private ISceneUtilityService _sceneUtility;\n\n        public CheckParticleSystems(GenericTestConfig config, IAssetUtilityService assetUtility, ISceneUtilityService sceneUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _sceneUtility = sceneUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var originalScenePath = _sceneUtility.CurrentScenePath;\n\n            var scenePaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.Scene);\n\n            foreach (var path in scenePaths)\n            {\n                var badParticleSystems = new List<ParticleSystem>();\n\n                var scene = _sceneUtility.OpenScene(path);\n\n                if (!scene.IsValid())\n                {\n                    Debug.LogWarning(\"Unable to get Scene in \" + path);\n                    continue;\n                }\n\n#if UNITY_2023_1_OR_NEWER\n                var particleSystems = GameObject.FindObjectsByType<ParticleSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);\n#else\n                var particleSystems = GameObject.FindObjectsOfType<ParticleSystem>();\n#endif\n\n                foreach (var ps in particleSystems)\n                {\n                    if (PrefabUtility.IsPartOfAnyPrefab(ps.gameObject))\n                        continue;\n                    badParticleSystems.Add(ps);\n                }\n\n                if (badParticleSystems.Count == 0)\n                    continue;\n\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                var message = $\"Particle Systems not belonging to any Prefab were found in {path}.\\n\\nClick this message to open the Scene and see the affected Particle Systems:\";\n                result.AddMessage(message, new OpenAssetAction(AssetDatabase.LoadAssetAtPath<SceneAsset>(path)), badParticleSystems.ToArray());\n            }\n\n            _sceneUtility.OpenScene(originalScenePath);\n\n            if (result.Status == TestResultStatus.Undefined)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No Particle Systems without Prefabs were found!\");\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckParticleSystems.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6a623f7988c75884bb17b169ccd3e993\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPathLengths.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing AssetStoreTools.Validator.Utility;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPathLengths : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckPathLengths(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            TestResult result = new TestResult();\n\n            int pathLengthLimit = 140;\n            // Get all project paths and sort by length so that folders always come before files\n            var allPaths = ValidatorUtility.GetProjectPaths(_config.ValidationPaths).OrderBy(x => x.Length);\n\n            var filteredDirs = new Dictionary<string, UnityObject>();\n            var filteredFiles = new Dictionary<string, UnityObject>();\n\n            foreach (var path in allPaths)\n            {\n                // Truncated path examples:\n                // Assets/[Scenes/SampleScene.unity]\n                // Packages/com.example.package/[Editor/EditorScript.cs]\n                var truncatedPath = path;\n                if (path.StartsWith(\"Assets/\"))\n                    truncatedPath = path.Remove(0, \"Assets/\".Length);\n                else if (path.StartsWith(\"Packages/\"))\n                {\n                    var splitPath = path.Split('/');\n                    truncatedPath = string.Join(\"/\", splitPath.Skip(2));\n                }\n\n                // Skip paths under the character limit\n                if (truncatedPath.Length < pathLengthLimit)\n                    continue;\n\n                // Skip children of already added directories\n                if (filteredDirs.Keys.Any(x => truncatedPath.StartsWith(x)))\n                    continue;\n\n                if (AssetDatabase.IsValidFolder(path))\n                {\n                    filteredDirs.Add(truncatedPath, _assetUtility.AssetPathToObject(path));\n                    continue;\n                }\n\n                if (!filteredFiles.ContainsKey(truncatedPath))\n                    filteredFiles.Add(truncatedPath, _assetUtility.AssetPathToObject(path));\n            }\n\n            if (filteredDirs.Count == 0 && filteredFiles.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All package content matches the path limit criteria!\");\n                return result;\n            }\n\n            if (filteredDirs.Count > 0)\n            {\n                var maxDirLength = filteredDirs.Keys.Aggregate(\"\", (max, cur) => max.Length > cur.Length ? max : cur);\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage($\"The following folders exceed the path length limit:\");\n                foreach (var kvp in filteredDirs)\n                {\n                    result.AddMessage($\"Path length: {kvp.Key.Length} characters\", null, kvp.Value);\n                }\n            }\n\n            if (filteredFiles.Count > 0)\n            {\n                var maxFileLength = filteredFiles.Keys.Aggregate(\"\", (max, cur) => max.Length > cur.Length ? max : cur);\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage($\"The following files exceed the path length limit:\");\n                foreach (var kvp in filteredFiles)\n                {\n                    result.AddMessage($\"Path length: {kvp.Key.Length} characters\", null, kvp.Value);\n                }\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPathLengths.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ae379305e9165e84584373a8272c09e7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPrefabTransforms.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPrefabTransforms : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckPrefabTransforms(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new List<GameObject>();\n            var badPrefabsLowOffset = new List<GameObject>();\n\n            foreach (var p in prefabs)\n            {\n                var hasRectTransform = p.TryGetComponent(out RectTransform _);\n                if (hasRectTransform || !_meshUtility.GetCustomMeshesInObject(p).Any())\n                    continue;\n\n                var positionString = p.transform.position.ToString(\"F12\");\n                var rotationString = p.transform.rotation.eulerAngles.ToString(\"F12\");\n                var localScaleString = p.transform.localScale.ToString(\"F12\");\n\n                var vectorZeroString = Vector3.zero.ToString(\"F12\");\n                var vectorOneString = Vector3.one.ToString(\"F12\");\n\n                if (positionString != vectorZeroString || rotationString != vectorZeroString || localScaleString != vectorOneString)\n                {\n                    if (p.transform.position == Vector3.zero && p.transform.rotation.eulerAngles == Vector3.zero && p.transform.localScale == Vector3.one)\n                        badPrefabsLowOffset.Add(p);\n                    else\n                        badPrefabs.Add(p);\n                }\n            }\n\n            if (badPrefabs.Count == 0 && badPrefabsLowOffset.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs were reset!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            if (badPrefabs.Count > 0)\n                result.AddMessage(\"The following prefabs' transforms do not fit the requirements\", null, badPrefabs.ToArray());\n            if (badPrefabsLowOffset.Count > 0)\n                result.AddMessage(\"The following prefabs have unusually low transform values, which might not be accurately displayed \" +\n                    \"in the Inspector window. Please use the 'Debug' Inspector mode to review the Transform component of these prefabs \" +\n                    \"or reset the Transform components using the right-click context menu\", null, badPrefabsLowOffset.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPrefabTransforms.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f712c17a60bf2d049a4e61c8f79e56c2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckScriptCompilation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckScriptCompilation : ITestScript\n    {\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var hasCompilationErrors = EditorUtility.scriptCompilationFailed;\n\n            if (hasCompilationErrors)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"One or more scripts in the project failed to compile.\\n\" +\n                    \"Please check the Console window to see the list of errors\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All scripts in the project compiled successfully!\");\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckScriptCompilation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 59db88f43969db8499299bce7f4fb967\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckShaderCompilation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n#if !UNITY_2023_1_OR_NEWER\nusing UnityEngine.Experimental.Rendering;\n#endif\n#if UNITY_2023_1_OR_NEWER\nusing UnityEngine.Rendering;\n#endif\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckShaderCompilation : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckShaderCompilation(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var shaders = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Shader);\n            var badShaders = shaders.Where(ShaderHasError).ToArray();\n\n            if (badShaders.Length > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following shader files have errors\", null, badShaders);\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found Shaders have no compilation errors!\");\n            }\n\n            return result;\n        }\n\n        private bool ShaderHasError(Object obj)\n        {\n            switch (obj)\n            {\n                case Shader shader:\n                    return ShaderUtil.ShaderHasError(shader);\n                case ComputeShader shader:\n                    return ShaderUtil.GetComputeShaderMessageCount(shader) > 0;\n                case RayTracingShader shader:\n                    return ShaderUtil.GetRayTracingShaderMessageCount(shader) > 0;\n                default:\n                    return false;\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckShaderCompilation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7abb278a6082bde4391e0779394cb85b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTextureDimensions.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckTextureDimensions : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckTextureDimensions(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var textures = _assetUtility.GetObjectsFromAssets<Texture>(_config.ValidationPaths, AssetType.Texture);\n            var badTextures = new List<Texture>();\n\n            foreach (var texture in textures)\n            {\n                if (Mathf.IsPowerOfTwo(texture.width) && Mathf.IsPowerOfTwo(texture.height))\n                    continue;\n\n                var importer = _assetUtility.GetAssetImporter(_assetUtility.ObjectToAssetPath(texture));\n\n                if (importer == null || !(importer is TextureImporter textureImporter)\n                    || textureImporter.textureType == TextureImporterType.Sprite\n                    || textureImporter.textureType == TextureImporterType.GUI)\n                    continue;\n\n                badTextures.Add(texture);\n            }\n\n            if (badTextures.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All texture dimensions are a power of 2!\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following texture dimensions are not a power of 2:\", null, badTextures.ToArray());\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTextureDimensions.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 073f1dacf3da34d4783140ae9d485d5f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTypeNamespaces.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckTypeNamespaces : ITestScript\n    {\n        private readonly string[] ForbiddenNamespaces = new string[] { \"Unity\" };\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IScriptUtilityService _scriptUtility;\n\n        private enum NamespaceEligibility\n        {\n            NoNamespace,\n            Ok,\n            Forbidden\n        }\n\n        private class AnalysisResult\n        {\n            public Dictionary<UnityObject, List<string>> TypesWithoutNamespaces;\n            public Dictionary<UnityObject, List<string>> ForbiddenNamespaces;\n\n            public bool HasIssues => TypesWithoutNamespaces.Count > 0\n                || ForbiddenNamespaces.Count > 0;\n        }\n\n        public CheckTypeNamespaces(GenericTestConfig config, IAssetUtilityService assetUtility, IScriptUtilityService scriptUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _scriptUtility = scriptUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var scriptResult = CheckScripts();\n            var assemblyResult = CheckAssemblies();\n\n            if (scriptResult.HasIssues || assemblyResult.HasIssues)\n            {\n                result.Status = TestResultStatus.Warning;\n\n                // Error conditions for forbidden namespaces\n\n                if (scriptResult.ForbiddenNamespaces.Count > 0)\n                {\n                    result.Status = TestResultStatus.Fail;\n                    result.AddMessage(\"The following scripts contain namespaces starting with a 'Unity' keyword:\");\n                    AddJoinedMessage(result, scriptResult.ForbiddenNamespaces);\n                }\n\n                if (assemblyResult.ForbiddenNamespaces.Count > 0)\n                {\n                    result.Status = TestResultStatus.Fail;\n                    result.AddMessage(\"The following assemblies contain namespaces starting with a 'Unity' keyword:\");\n                    AddJoinedMessage(result, assemblyResult.ForbiddenNamespaces);\n                }\n\n                // Variable severity conditions for no-namespace types\n\n                if (scriptResult.TypesWithoutNamespaces.Count > 0)\n                {\n                    if (result.Status != TestResultStatus.Fail)\n                        result.Status = TestResultStatus.VariableSeverityIssue;\n\n                    result.AddMessage(\"The following scripts contain types not nested under a namespace:\");\n                    AddJoinedMessage(result, scriptResult.TypesWithoutNamespaces);\n                }\n\n                if (assemblyResult.TypesWithoutNamespaces.Count > 0)\n                {\n                    if (result.Status != TestResultStatus.Fail)\n                        result.Status = TestResultStatus.VariableSeverityIssue;\n\n                    result.AddMessage(\"The following assemblies contain types not nested under a namespace:\");\n                    AddJoinedMessage(result, assemblyResult.TypesWithoutNamespaces);\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All scripts contain valid namespaces!\");\n            }\n\n            return result;\n        }\n\n        private AnalysisResult CheckScripts()\n        {\n            var scripts = _assetUtility.GetObjectsFromAssets<MonoScript>(_config.ValidationPaths, AssetType.MonoScript).ToArray();\n            var scriptNamespaces = _scriptUtility.GetTypeNamespacesFromScriptAssets(scripts);\n\n            var scriptsWithoutNamespaces = new Dictionary<UnityObject, List<string>>();\n            var scriptsWithForbiddenNamespaces = new Dictionary<UnityObject, List<string>>();\n\n            foreach (var kvp in scriptNamespaces)\n            {\n                var scriptAsset = kvp.Key;\n                var typesInScriptAsset = kvp.Value;\n\n                var typesWithoutNamespace = new List<string>();\n                var discouragedNamespaces = new List<string>();\n                var forbiddenNamespaces = new List<string>();\n\n                foreach (var t in typesInScriptAsset)\n                {\n                    var eligibility = CheckNamespaceEligibility(t.Namespace);\n\n                    switch (eligibility)\n                    {\n                        case NamespaceEligibility.NoNamespace:\n                            typesWithoutNamespace.Add(t.Name);\n                            break;\n                        case NamespaceEligibility.Forbidden:\n                            if (!forbiddenNamespaces.Contains(t.Namespace))\n                                forbiddenNamespaces.Add(t.Namespace);\n                            break;\n                        case NamespaceEligibility.Ok:\n                            break;\n                    }\n                }\n\n                if (typesWithoutNamespace.Count > 0)\n                    scriptsWithoutNamespaces.Add(scriptAsset, typesWithoutNamespace);\n\n                if (forbiddenNamespaces.Count > 0)\n                    scriptsWithForbiddenNamespaces.Add(scriptAsset, forbiddenNamespaces);\n            }\n\n            return new AnalysisResult\n            {\n                TypesWithoutNamespaces = scriptsWithoutNamespaces,\n                ForbiddenNamespaces = scriptsWithForbiddenNamespaces\n            };\n        }\n\n        private AnalysisResult CheckAssemblies()\n        {\n            var assemblies = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.PrecompiledAssembly).ToList();\n            var assemblyTypes = _scriptUtility.GetTypesFromAssemblies(assemblies);\n\n            var assembliesWithoutNamespaces = new Dictionary<UnityObject, List<string>>();\n            var assembliesWithForbiddenNamespaces = new Dictionary<UnityObject, List<string>>();\n\n            foreach (var kvp in assemblyTypes)\n            {\n                var assemblyAsset = kvp.Key;\n                var typesInAssembly = kvp.Value;\n\n                var typesWithoutNamespace = new List<string>();\n                var discouragedNamespaces = new List<string>();\n                var forbiddenNamespaces = new List<string>();\n\n                foreach (var t in typesInAssembly)\n                {\n                    var eligibility = CheckNamespaceEligibility(t.Namespace);\n\n                    switch (eligibility)\n                    {\n                        case NamespaceEligibility.NoNamespace:\n                            typesWithoutNamespace.Add($\"{GetTypeName(t)} {t.Name}\");\n                            break;\n                        case NamespaceEligibility.Forbidden:\n                            if (!forbiddenNamespaces.Contains(t.Namespace))\n                                forbiddenNamespaces.Add(t.Namespace);\n                            break;\n                        case NamespaceEligibility.Ok:\n                            break;\n                    }\n                }\n\n                if (typesWithoutNamespace.Count > 0)\n                    assembliesWithoutNamespaces.Add(assemblyAsset, typesWithoutNamespace);\n\n                if (forbiddenNamespaces.Count > 0)\n                    assembliesWithForbiddenNamespaces.Add(assemblyAsset, forbiddenNamespaces);\n            }\n\n            return new AnalysisResult\n            {\n                TypesWithoutNamespaces = assembliesWithoutNamespaces,\n                ForbiddenNamespaces = assembliesWithForbiddenNamespaces\n            };\n        }\n\n        private NamespaceEligibility CheckNamespaceEligibility(string fullNamespace)\n        {\n            if (string.IsNullOrEmpty(fullNamespace))\n                return NamespaceEligibility.NoNamespace;\n\n            var split = fullNamespace.Split('.');\n            var topLevelNamespace = split[0];\n            if (ForbiddenNamespaces.Any(x => topLevelNamespace.StartsWith(x, StringComparison.OrdinalIgnoreCase)))\n                return NamespaceEligibility.Forbidden;\n\n            return NamespaceEligibility.Ok;\n        }\n\n        private string GetTypeName(Type type)\n        {\n            if (type.IsClass)\n                return \"class\";\n            if (type.IsInterface)\n                return \"interface\";\n            if (type.IsEnum)\n                return \"enum\";\n            if (type.IsValueType)\n                return \"struct\";\n\n            throw new ArgumentException($\"Received an unrecognizable type {type}. Type must be either a class, interface, struct or enum\");\n        }\n\n        private void AddJoinedMessage(TestResult result, Dictionary<UnityObject, List<string>> assetsWithMessages)\n        {\n            foreach (var kvp in assetsWithMessages)\n            {\n                var message = string.Join(\"\\n\", kvp.Value);\n                result.AddMessage(message, null, kvp.Key);\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTypeNamespaces.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 279249fa7ef8c2446b3a9f013eeedbf0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveExecutableFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveExecutableFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveExecutableFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var executables = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Executable).ToArray();\n\n            if (executables.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No executable files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following executable files were found\", null, executables);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveExecutableFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8e4450592cc60e54286ad089b66db94d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJPGFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveJPGFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveJPGFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var jpgs = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.JPG).ToArray();\n\n            if (jpgs.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No JPG/JPEG textures were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following textures are compressed as JPG/JPEG\", null, jpgs);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJPGFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5634a12b3a8544c4585bbc280ae59ce2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJavaScriptFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveJavaScriptFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveJavaScriptFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var javascriptObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.JavaScript).ToArray();\n\n            if (javascriptObjects.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No UnityScript / JS files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following assets are UnityScript / JS files\", null, javascriptObjects);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJavaScriptFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ab1676bde9afba442b35fd3319c18063\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveLossyAudioFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveLossyAudioFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveLossyAudioFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            string SanitizeForComparison(UnityObject o)\n            {\n                Regex alphanumericRegex = new Regex(\"[^a-zA-Z0-9]\");\n                string path = _assetUtility.ObjectToAssetPath(o);\n                path = path.ToLower();\n\n                int extensionIndex = path.LastIndexOf('.');\n                string extension = path.Substring(extensionIndex + 1);\n                string sanitized = path.Substring(0, extensionIndex);\n\n                int separatorIndex = sanitized.LastIndexOf('/');\n                sanitized = sanitized.Substring(separatorIndex);\n                sanitized = alphanumericRegex.Replace(sanitized, String.Empty);\n                sanitized = sanitized.Replace(extension, String.Empty);\n                sanitized = sanitized.Trim();\n\n                return sanitized;\n            }\n\n            var lossyAudioObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.LossyAudio).ToArray();\n            if (lossyAudioObjects.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No lossy audio files were found!\");\n                return result;\n            }\n\n            // Try to find and match variants\n            var nonLossyAudioObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.NonLossyAudio);\n            HashSet<string> nonLossyPathSet = new HashSet<string>();\n            foreach (var asset in nonLossyAudioObjects)\n            {\n                var path = SanitizeForComparison(asset);\n                nonLossyPathSet.Add(path);\n            }\n\n            var unmatchedAssets = new List<UnityObject>();\n            foreach (var asset in lossyAudioObjects)\n            {\n                var path = SanitizeForComparison(asset);\n                if (!nonLossyPathSet.Contains(path))\n                    unmatchedAssets.Add(asset);\n            }\n\n            if (unmatchedAssets.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No lossy audio files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following lossy audio files were found without identically named non-lossy variants:\", null, unmatchedAssets.ToArray());\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveLossyAudioFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b7205a85061273a4eb50586f13f35d35\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveMixamoFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveMixamoFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveMixamoFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var mixamoFiles = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Mixamo).ToArray();\n\n            if (mixamoFiles.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No Mixamo files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following Mixamo files were found\", null, mixamoFiles);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveMixamoFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9df432e52aa958b44bb5e20c13d16552\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveSpeedTreeFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveSpeedTreeFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveSpeedTreeFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var speedtreeObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.SpeedTree).ToArray();\n\n            if (speedtreeObjects.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No SpeedTree assets have been found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following SpeedTree assets have been found\", null, speedtreeObjects);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveSpeedTreeFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e06bb7e0aa4f9944abc18281c002dff4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveVideoFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveVideoFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveVideoFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var videos = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Video).ToArray();\n\n            if (videos.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No video files were found, looking good!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following video files were found\", null, videos);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveVideoFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f99724c71b0de66419b5d6e8e9bfcc2d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic.meta",
    "content": "fileFormatVersion: 2\nguid: ecfb23f95f16d2347a4063411aad8063\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDemoScenes.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckDemoScenes : ITestScript\n    {\n        private class DemoSceneScanResult\n        {\n            public List<UnityObject> ValidAdbScenes;\n            public List<string> HybridScenePaths;\n            public List<UnityObject> NestedUnityPackages;\n        }\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private ISceneUtilityService _sceneUtility;\n\n        public CheckDemoScenes(GenericTestConfig config, IAssetUtilityService assetUtility, ISceneUtilityService sceneUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _sceneUtility = sceneUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult();\n            var demoSceneScanResult = CheckForDemoScenes(_config);\n\n            // Valid demo scenes were found in ADB\n            if (demoSceneScanResult.ValidAdbScenes.Count > 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"Demo scenes found\", null, demoSceneScanResult.ValidAdbScenes.ToArray());\n                return result;\n            }\n\n            // Valid demo scenes found in UPM package.json\n            if (demoSceneScanResult.HybridScenePaths.Count > 0)\n            {\n                result.Status = TestResultStatus.Pass;\n\n                var upmSampleSceneList = string.Join(\"\\n-\", demoSceneScanResult.HybridScenePaths);\n                upmSampleSceneList = upmSampleSceneList.Insert(0, \"-\");\n\n                result.AddMessage($\"Demo scenes found:\\n{upmSampleSceneList}\");\n                return result;\n            }\n\n            // No valid scenes found, but package contains nested .unitypackages\n            if (demoSceneScanResult.NestedUnityPackages.Count > 0)\n            {\n                result.Status = TestResultStatus.Warning;\n                result.AddMessage(\"Could not find any valid Demo scenes in the selected validation paths.\");\n                result.AddMessage(\"The following nested .unitypackage files were found. \" +\n                    \"If they contain any demo scenes, you can ignore this warning.\", null, demoSceneScanResult.NestedUnityPackages.ToArray());\n                return result;\n            }\n\n            // No valid scenes were found and there is nothing pointing to their inclusion in the package\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"Could not find any valid Demo Scenes in the selected validation paths.\");\n            return result;\n        }\n\n        private DemoSceneScanResult CheckForDemoScenes(GenericTestConfig config)\n        {\n            var scanResult = new DemoSceneScanResult();\n            scanResult.ValidAdbScenes = CheckForDemoScenesInAssetDatabase(config);\n            scanResult.HybridScenePaths = CheckForDemoScenesInUpmSamples(config);\n            scanResult.NestedUnityPackages = CheckForNestedUnityPackages(config);\n\n            return scanResult;\n        }\n\n        private List<UnityObject> CheckForDemoScenesInAssetDatabase(GenericTestConfig config)\n        {\n            var scenePaths = _assetUtility.GetAssetPathsFromAssets(config.ValidationPaths, AssetType.Scene).ToArray();\n            if (scenePaths.Length == 0)\n                return new List<UnityObject>();\n\n            var originalScenePath = _sceneUtility.CurrentScenePath;\n            var validScenePaths = scenePaths.Where(CanBeDemoScene).ToArray();\n            _sceneUtility.OpenScene(originalScenePath);\n\n            if (validScenePaths.Length == 0)\n                return new List<UnityObject>();\n\n            return validScenePaths.Select(x => AssetDatabase.LoadAssetAtPath<UnityObject>(x)).ToList();\n        }\n\n        private bool CanBeDemoScene(string scenePath)\n        {\n            // Check skybox\n            var sceneSkyboxPath = _assetUtility.ObjectToAssetPath(RenderSettings.skybox).Replace(\"\\\\\", \"\").Replace(\"/\", \"\");\n            var defaultSkyboxPath = \"Resources/unity_builtin_extra\".Replace(\"\\\\\", \"\").Replace(\"/\", \"\");\n\n            if (!sceneSkyboxPath.Equals(defaultSkyboxPath, StringComparison.OrdinalIgnoreCase))\n                return true;\n\n            // Check GameObjects\n            _sceneUtility.OpenScene(scenePath);\n            var rootObjects = _sceneUtility.GetRootGameObjects();\n            var count = rootObjects.Length;\n\n            if (count == 0)\n                return false;\n\n            if (count != 2)\n                return true;\n\n            var cameraGOUnchanged = rootObjects.Any(o => o.TryGetComponent<Camera>(out _) && o.GetComponents(typeof(Component)).Length == 3);\n            var lightGOUnchanged = rootObjects.Any(o => o.TryGetComponent<Light>(out _) && o.GetComponents(typeof(Component)).Length == 2);\n\n            return !cameraGOUnchanged || !lightGOUnchanged;\n        }\n\n        private List<string> CheckForDemoScenesInUpmSamples(GenericTestConfig config)\n        {\n            var scenePaths = new List<string>();\n\n            foreach (var path in config.ValidationPaths)\n            {\n                if (!File.Exists($\"{path}/package.json\"))\n                    continue;\n\n                var packageJsonText = File.ReadAllText($\"{path}/package.json\");\n                var json = JObject.Parse(packageJsonText);\n\n                if (!json.ContainsKey(\"samples\") || json[\"samples\"].Type != JTokenType.Array || json[\"samples\"].ToList().Count == 0)\n                    continue;\n\n                foreach (var sample in json[\"samples\"].ToList())\n                {\n                    var samplePath = sample[\"path\"].ToString();\n                    samplePath = $\"{path}/{samplePath}\";\n                    if (!Directory.Exists(samplePath))\n                        continue;\n\n                    var sampleScenePaths = Directory.GetFiles(samplePath, \"*.unity\", SearchOption.AllDirectories);\n                    foreach (var scenePath in sampleScenePaths)\n                    {\n                        // If meta file is not found, the sample will not be included with the exported .unitypackage\n                        if (!File.Exists($\"{scenePath}.meta\"))\n                            continue;\n\n                        if (!scenePaths.Contains(scenePath.Replace(\"\\\\\", \"/\")))\n                            scenePaths.Add(scenePath.Replace(\"\\\\\", \"/\"));\n                    }\n                }\n            }\n\n            return scenePaths;\n        }\n\n        private List<UnityObject> CheckForNestedUnityPackages(GenericTestConfig config)\n        {\n            var unityPackages = _assetUtility.GetObjectsFromAssets(config.ValidationPaths, AssetType.UnityPackage).ToArray();\n            return unityPackages.ToList();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDemoScenes.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f844c2dfa4669ff4eacf5591b544edaf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDocumentation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.IO;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckDocumentation : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckDocumentation(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var textFilePaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.Documentation).ToArray();\n            var documentationFilePaths = textFilePaths.Where(CouldBeDocumentation).ToArray();\n\n            if (textFilePaths.Length == 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"No potential documentation files ('.txt', '.pdf', \" +\n                                  \"'.html', '.rtf', '.md') found within the given path.\");\n            }\n            else if (documentationFilePaths.Length == 0)\n            {\n                result.Status = TestResultStatus.Warning;\n                var textFileObjects = textFilePaths.Select(_assetUtility.AssetPathToObject).ToArray();\n                result.AddMessage(\"The following files have been found to match the documentation file format,\" +\n                    \" but may not be documentation in content\",\n                    null, textFileObjects);\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                var documentationFileObjects = documentationFilePaths.Select(_assetUtility.AssetPathToObject).ToArray();\n                result.AddMessage(\"Found documentation files\", null, documentationFileObjects);\n            }\n\n            return result;\n        }\n\n        private bool CouldBeDocumentation(string filePath)\n        {\n            if (filePath.EndsWith(\".pdf\"))\n                return true;\n\n            using (var fs = File.Open(filePath, FileMode.Open))\n            using (var bs = new BufferedStream(fs))\n            using (var sr = new StreamReader(bs))\n            {\n                string line;\n                while ((line = sr.ReadLine()) != null)\n                {\n                    var mentionsDocumentation = line.IndexOf(\"documentation\", StringComparison.OrdinalIgnoreCase) >= 0;\n                    if (mentionsDocumentation)\n                        return true;\n                }\n            }\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDocumentation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c8425198983eda4c9b35aa0d59ea33c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckPackageSize.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.IO;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPackageSize : ITestScript\n    {\n        private GenericTestConfig _config;\n\n        public CheckPackageSize(GenericTestConfig config)\n        {\n            _config = config;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var packageSize = CalculatePackageSize(_config.ValidationPaths);\n            float packageSizeInGB = packageSize / (1024f * 1024f * 1024f);\n            float maxPackageSizeInGB = Constants.Uploader.MaxPackageSizeBytes / (1024f * 1024f * 1024f);\n\n            if (packageSizeInGB - maxPackageSizeInGB >= 0.1f)\n            {\n                result.Status = TestResultStatus.Warning;\n\n                result.AddMessage($\"The uncompressed size of your package ({packageSizeInGB:0.#} GB) exceeds the maximum allowed package size of {maxPackageSizeInGB:0.#} GB. \" +\n                    $\"Please make sure that the compressed .unitypackage size does not exceed the size limit.\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"Your package does not exceed the maximum allowed package size!\");\n            }\n\n            return result;\n        }\n\n        private long CalculatePackageSize(string[] assetPaths)\n        {\n            long totalSize = 0;\n\n            foreach (var path in assetPaths)\n            {\n                totalSize += CalculatePathSize(path);\n            }\n\n            return totalSize;\n        }\n\n        private long CalculatePathSize(string path)\n        {\n            long size = 0;\n\n            var dirInfo = new DirectoryInfo(path);\n            if (!dirInfo.Exists)\n                return size;\n\n            foreach (var file in dirInfo.EnumerateFiles())\n                size += file.Length;\n\n            foreach (var nestedDir in dirInfo.EnumerateDirectories())\n                size += CalculatePathSize(nestedDir.FullName);\n\n            return size;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckPackageSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8601b99f4afa5049954f3a2dd5996d6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckProjectTemplateAssets.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckProjectTemplateAssets : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        // Constructor also accepts dependency injection of registered IValidatorService types\n        public CheckProjectTemplateAssets(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var assets = _assetUtility.GetObjectsFromAssets<Object>(_config.ValidationPaths, AssetType.All);\n            var invalidAssetsByGuid = CheckGuids(assets);\n            var invalidAssetsByPath = CheckPaths(assets);\n\n            var hasIssues = invalidAssetsByGuid.Length > 0\n                || invalidAssetsByPath.Length > 0;\n\n            if (hasIssues)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n\n                if (invalidAssetsByPath.Length > 0)\n                {\n                    result.AddMessage(\"The following assets were found to have an asset path which is common to project template asset paths. They should be renamed or moved:\", null, invalidAssetsByPath);\n                }\n\n                if (invalidAssetsByGuid.Length > 0)\n                {\n                    result.AddMessage(\"The following assets were found to be using a GUID which is common to project template asset GUIDs. They should be assigned a new GUID:\", null, invalidAssetsByGuid);\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No common assets that might cause asset clashing were found!\");\n            }\n\n            return result;\n        }\n\n        private Object[] CheckGuids(IEnumerable<Object> assets)\n        {\n            var clashingAssets = new List<Object>();\n            foreach (var asset in assets)\n            {\n                if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out var guid, out long _))\n                    continue;\n\n                if (CommonTemplateAssets.Any(x => x.Key.Equals(guid, System.StringComparison.OrdinalIgnoreCase)))\n                    clashingAssets.Add(asset);\n            }\n\n            return clashingAssets.ToArray();\n        }\n\n        private Object[] CheckPaths(IEnumerable<Object> assets)\n        {\n            var clashingAssets = new List<Object>();\n            foreach (var asset in assets)\n            {\n                var assetPath = AssetDatabase.GetAssetPath(asset);\n                if (CommonTemplateAssets.Any(x => x.Value.Equals(assetPath, System.StringComparison.OrdinalIgnoreCase)))\n                    clashingAssets.Add(asset);\n            }\n\n            return clashingAssets.ToArray();\n        }\n\n        private Dictionary<string, string> CommonTemplateAssets = new Dictionary<string, string>()\n        {\n            {\"3f9215ea0144899419cfbc0957140d3f\", \"Assets/DefaultVolumeProfile.asset\"},\n            {\"3d4c13846a3e9bd4c8ccfbd0657ed847\", \"Assets/DefaultVolumeProfile.asset\"},\n            {\"4cee8bca36f2ab74b8feb832747fa6f4\", \"Assets/Editor/com.unity.mobile.notifications/NotificationSettings.asset\"},\n            {\"45a04f37e0f48c744acc0874c4a8918a\", \"Assets/Editor/com.unity.mobile.notifications/NotificationSettings.asset\"},\n            {\"54a3a0570aebe8949bec4966f1376581\", \"Assets/HDRPDefaultResources/DefaultHDRISky.exr\"},\n            {\"e93c35b24eb03c74284e7dc0b755bfcc\", \"Assets/HDRPDefaultResources/DefaultHDRPAsset.asset\"},\n            {\"254320a857a30444da2c99496a186368\", \"Assets/HDRPDefaultResources/DefaultLookDevProfile.asset\"},\n            {\"2bfa7b9d63fa79e4abdc033f54a868d2\", \"Assets/HDRPDefaultResources/DefaultSceneRoot.prefab\"},\n            {\"f9e3ff5a1b8f49c4fa8686e68d2dadae\", \"Assets/HDRPDefaultResources/DefaultSceneRoot.prefab\"},\n            {\"d87f7d7815073e840834a16a518c1237\", \"Assets/HDRPDefaultResources/DefaultSettingsVolumeProfile.asset\"},\n            {\"145290c901d58b343bdeb3b4362c9ff2\", \"Assets/HDRPDefaultResources/DefaultVFXResources.asset\"},\n            {\"acc11144f57719542b5fa25f02e74afb\", \"Assets/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset\"},\n            {\"582adbd84082fdb4faf7cd4beb1ccd14\", \"Assets/HDRPDefaultResources/HDRPDefaultSettings.asset\"},\n            {\"2801c2ff7303a7543a8727f862f6c236\", \"Assets/HDRPDefaultResources/Sky and Fog Settings Profile.asset\"},\n            {\"ea5c25297f0c0a04da0eabb1c26a7509\", \"Assets/HDRPDefaultResources/SkyFogSettingsProfile.asset\"},\n            {\"3590b91b4603b465dbb4216d601bff33\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"289c1b55c9541489481df5cc06664110\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"dc70d2c4f369241dd99afd7c451b813e\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"2bcd2660ca9b64942af0de543d8d7100\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"052faaac586de48259a63d0c4782560b\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"35845fe01580c41289b024647b1d1c53\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"8124e5870f4fd4c779e7a5f994e84ad1\", \"Assets/OutdoorsScene.unity\"},\n            {\"2dd802e4d37c65149922028d3e973832\", \"Assets/Presets/AudioCompressedInMemory.preset\"},\n            {\"e18fd6ecd9cdb524ca99844f39b9d9ac\", \"Assets/Presets/AudioCompressedInMemory.preset\"},\n            {\"86bcce7f5575b54408aa0f3a7d321039\", \"Assets/Presets/AudioStreaming.preset\"},\n            {\"460e573eb8466884baaa0b8475505f83\", \"Assets/Presets/AudioStreaming.preset\"},\n            {\"e8537455c6c08bd4e8bf0be3707da685\", \"Assets/Presets/Defaults/AlbedoTexture_Default.preset\"},\n            {\"7a99f8aa944efe94cb9bd74562b7d5f9\", \"Assets/Presets/Defaults/AlbedoTexture_Default.preset\"},\n            {\"0cd792cc87e492d43b4e95b205fc5cc6\", \"Assets/Presets/Defaults/AudioDecompressOnLoad_Default.preset\"},\n            {\"e7689051185d12f4298e1ebb2693a29f\", \"Assets/Presets/Defaults/AudioDecompressOnLoad.preset\"},\n            {\"463065d4f17d1d94d848aa127b94dd43\", \"Assets/Presets/Defaults/DirectionalLight_Default.preset\"},\n            {\"c1cf8506f04ef2c4a88b64b6c4202eea\", \"Assets/Presets/Defaults/DirectionalLight_Default.preset\"},\n            {\"8fa3055e2a1363246838debd20206d37\", \"Assets/Presets/Defaults/SSSSettings_Default.preset\"},\n            {\"78830bb1431cab940b74be615e2a739f\", \"Assets/Presets/HDRTexture.preset\"},\n            {\"14a57cf3b9fa1c74b884aa7e0dcf1faa\", \"Assets/Presets/NormalTexture.preset\"},\n            {\"1d826a4c23450f946b19c20560595a1f\", \"Assets/Presets/NormalTexture.preset\"},\n            {\"45f7b2e3c78185248b3adbb14429c2ab\", \"Assets/Presets/UtilityTexture.preset\"},\n            {\"78fae3569c6c66c46afc3d9d4fb0b8d4\", \"Assets/Presets/UtilityTexture.preset\"},\n            {\"9303d565bd8aa6948ba775e843320e4d\", \"Assets/Presets/UtilityTexture.preset\"},\n            {\"34f54ff1ff9415249a847506b6f2fec5\", \"Assets/Scenes/PrefabEditingScene.unity\"},\n            {\"cbfe36cfddfde964d9dfce63a355d5dd\", \"Assets/Scenes/samplescene.unity\"},\n            {\"2cda990e2423bbf4892e6590ba056729\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"9fc0d4010bbf28b4594072e72b8655ab\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"3db1837cc97a95e4c98610966fac2b0b\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"3fc8acdd13e6c734bafef6554d6fdbcd\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"8c9cfa26abfee488c85f1582747f6a02\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"c850ee8c3b14cc8459e7e186857cf567\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"99c9720ab356a0642a771bea13969a05\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"d1c3109bdb54ad54c8a2b2838528e640\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"477cc4148fad3449482a3bc3178594e2\", \"Assets/Scenes/SampleSceneLightingSettings.lighting\"},\n            {\"4eb578550bc4f824e97f0a72eac1f3a5\", \"Assets/Scripts/LookWithMouse.cs\"},\n            {\"87f6dfceb3e39a947a312f7eeaa2a113\", \"Assets/Scripts/PlayerMovement.cs\"},\n            {\"be76e5f14cfee674cb30b491fb72b09b\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"6547d18b2bc62c94aa5ec1e87434da4e\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"e8a636f62116c0a40bbfefdf876d4608\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"14e519c409be4a1428028347410f5677\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"a04c28107d77d5e42b7155783b8475b6\", \"Assets/Settings/Cockpit_Renderer.asset\"},\n            {\"ab09877e2e707104187f6f83e2f62510\", \"Assets/Settings/DefaultVolumeProfile.asset\"},\n            {\"238cd62f6b58cb04e9c94749c4a015a7\", \"Assets/Settings/DefaultVolumeProfile.asset\"},\n            {\"5a9a2dc462c7bde4f86d0615a19c2c72\", \"Assets/Settings/DiffusionProfiles/BambooLeaves.asset\"},\n            {\"78322c7f82657514ebe48203160e3f39\", \"Assets/Settings/Foliage.asset\"},\n            {\"3e2e6bfc59709614ab90c0cd7d755e48\", \"Assets/Settings/HDRP Balanced.asset\"},\n            {\"36dd385e759c96147b6463dcd1149c11\", \"Assets/Settings/HDRP High Fidelity.asset\"},\n            {\"168a2336534e4e043b2a210b6f8d379a\", \"Assets/Settings/HDRP Performant.asset\"},\n            {\"4594f4a3fb14247e192bcca6dc23c8ed\", \"Assets/Settings/HDRPDefaultResources/DefaultLookDevProfile.asset\"},\n            {\"14b392ee213d25a48b1feddbd9f5a9be\", \"Assets/Settings/HDRPDefaultResources/DefaultSettingsVolumeProfile.asset\"},\n            {\"879ffae44eefa4412bb327928f1a96dd\", \"Assets/Settings/HDRPDefaultResources/FoliageDiffusionProfile.asset\"},\n            {\"b9f3086da92434da0bc1518f19f0ce86\", \"Assets/Settings/HDRPDefaultResources/HDRenderPipelineAsset.asset\"},\n            {\"ac0316ca287ba459492b669ff1317a6f\", \"Assets/Settings/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset\"},\n            {\"48e911a1e337b44e2b85dbc65b47a594\", \"Assets/Settings/HDRPDefaultResources/SkinDiffusionProfile.asset\"},\n            {\"d03ed43fc9d8a4f2e9fa70c1c7916eb9\", \"Assets/Settings/Lit2DSceneTemplate.scenetemplate\"},\n            {\"65bc7dbf4170f435aa868c779acfb082\", \"Assets/Settings/Mobile_Renderer.asset\"},\n            {\"5e6cbd92db86f4b18aec3ed561671858\", \"Assets/Settings/Mobile_RPAsset.asset\"},\n            {\"23cccccf13c3d4170a9b21e52a9bc86b\", \"Assets/Settings/Mobile/Mobile_High_ScreenRenderer.asset\"},\n            {\"6e8f76111115f44e0a76c2bff3cec258\", \"Assets/Settings/Mobile/Mobile_Low_Renderer.asset\"},\n            {\"aed30aee6a3ceae4090dadd1934d2ad0\", \"Assets/Settings/Mobile/Mobile_Low_ScreenRenderer.asset\"},\n            {\"d7686b11d09df481bac3c76ecc5ea626\", \"Assets/Settings/Mobile/Mobile_Low.asset\"},\n            {\"f288ae1f4751b564a96ac7587541f7a2\", \"Assets/Settings/PC_Renderer.asset\"},\n            {\"4b83569d67af61e458304325a23e5dfd\", \"Assets/Settings/PC_RPAsset.asset\"},\n            {\"42b230d443c6d6c4b89c47f97db59121\", \"Assets/Settings/PC/PC_High_ScreenRenderer.asset\"},\n            {\"13ba41cd2fa191f43890b271bd110ed9\", \"Assets/Settings/PC/PC_Low_Renderer.asset\"},\n            {\"a73f6fa069dd14a42b40cbb01bae63b4\", \"Assets/Settings/PC/PC_Low_ScreenRenderer.asset\"},\n            {\"4eb9ff6b5314098428cfa0be7e36ccda\", \"Assets/Settings/PC/PC_Low.asset\"},\n            {\"573ac53c334415945bf239de2c2f0511\", \"Assets/Settings/PlayerControllerFPS.prefab\"},\n            {\"7ba2b06fb32e5274aad88925a5b8d3f5\", \"Assets/Settings/PostProcessVolumeProfile.asset\"},\n            {\"424799608f7334c24bf367e4bbfa7f9a\", \"Assets/Settings/Renderer2D.asset\"},\n            {\"183cbd347d25080429f42b520742bbd8\", \"Assets/Settings/SampleScenePostProcessingSettings.asset\"},\n            {\"10fc4df2da32a41aaa32d77bc913491c\", \"Assets/Settings/SampleSceneProfile.asset\"},\n            {\"a6560a915ef98420e9faacc1c7438823\", \"Assets/Settings/SampleSceneProfile.asset\"},\n            {\"a123fc0ac58cb774e8592c925f167e7c\", \"Assets/Settings/SampleSceneSkyandFogSettings.asset\"},\n            {\"26bdddf49760c61438938733f07fa2a2\", \"Assets/Settings/Skin.asset\"},\n            {\"8ba92e2dd7f884a0f88b98fa2d235fe7\", \"Assets/Settings/SkyandFogSettingsProfile.asset\"},\n            {\"4a8e21d5c33334b11b34a596161b9360\", \"Assets/Settings/UniversalRenderer.asset\"},\n            {\"18dc0cd2c080841dea60987a38ce93fa\", \"Assets/Settings/UniversalRenderPipelineGlobalSettings.asset\"},\n            {\"bdede76083021864d8ff8bf23b2f37f1\", \"Assets/Settings/UniversalRenderPipelineGlobalSettings.asset\"},\n            {\"19ba41d7c0026c3459d37c2fe90c55a0\", \"Assets/Settings/UniversalRP-HighQuality.asset\"},\n            {\"a31e9f9f9c9d4b9429ed0d1234e22103\", \"Assets/Settings/UniversalRP-LowQuality.asset\"},\n            {\"d847b876476d3d6468f5dfcd34266f96\", \"Assets/Settings/UniversalRP-MediumQuality.asset\"},\n            {\"681886c5eb7344803b6206f758bf0b1c\", \"Assets/Settings/UniversalRP.asset\"},\n            {\"e634585d5c4544dd297acaee93dc2beb\", \"Assets/Settings/URP-Balanced-Renderer.asset\"},\n            {\"e1260c1148f6143b28bae5ace5e9c5d1\", \"Assets/Settings/URP-Balanced.asset\"},\n            {\"c40be3174f62c4acf8c1216858c64956\", \"Assets/Settings/URP-HighFidelity-Renderer.asset\"},\n            {\"7b7fd9122c28c4d15b667c7040e3b3fd\", \"Assets/Settings/URP-HighFidelity.asset\"},\n            {\"707360a9c581a4bd7aa53bfeb1429f71\", \"Assets/Settings/URP-Performant-Renderer.asset\"},\n            {\"d0e2fc18fe036412f8223b3b3d9ad574\", \"Assets/Settings/URP-Performant.asset\"},\n            {\"b62413aeefabaaa41a4b5a71dd7ae1ac\", \"Assets/Settings/VolumeProfiles/CinematicProfile.asset\"},\n            {\"ac0c2cad5778d4544b6a690963e02fe3\", \"Assets/Settings/VolumeProfiles/DefaultVolumeProfile.asset\"},\n            {\"f2d4d916a6612574cad220d125febbf2\", \"Assets/Settings/VolumeProfiles/LowQualityVolumeProfile.asset\"},\n            {\"cef078630d63d0442a070f84d4f13735\", \"Assets/Settings/VolumeProfiles/MarketProfile.asset\"},\n            {\"7ede9c9f109e5c442b7d29e54b4996fc\", \"Assets/Settings/VolumeProfiles/MediaOverrides.asset\"},\n            {\"3532e98caae428047bcefe69a344f72c\", \"Assets/Settings/VolumeProfiles/OutlineEnabled.asset\"},\n            {\"bfc08ba7e35de1a44bb84a32f1a693e1\", \"Assets/Settings/VolumeProfiles/ZenGardenProfile.asset\"},\n            {\"59a34a3881431c246b3564a0f0ca5bb0\", \"Assets/Settings/Volumes/CinematicPhysicalCamera.asset\"},\n            {\"03bc34b71695890468eb021c73b228db\", \"Assets/Settings/Volumes/ScreenshotsTimelineProfile.asset\"},\n            {\"7f342610b85f4164f808a1f380dcc668\", \"Assets/Settings/Volumes/VolumeGlobal.asset\"},\n            {\"bd6d234073408c44ca3828113aac655e\", \"Assets/Settings/Volumes/VolumeRoom1.asset\"},\n            {\"d78a1b031ab26034eb6ec3cbc9fbcec3\", \"Assets/Settings/Volumes/VolumeRoom2.asset\"},\n            {\"5727d3e07f75c3744b6cc8a1e55850a9\", \"Assets/Settings/Volumes/VolumeRoom2Skylight.asset\"},\n            {\"06114ad16a0bc0a41957375ac3bf472e\", \"Assets/Settings/Volumes/VolumeRoom3.asset\"},\n            {\"1584bf21cf81d5147aa00e8a2deaf2fb\", \"Assets/Settings/Volumes/VolumeRoom3Corridor.asset\"},\n            {\"7bca3a07cdd522c4c8020832c20b3eae\", \"Assets/Settings/Volumes/VolumeRoom3Sitting.asset\"},\n            {\"2872d90954412244a8b4a477b939c3ca\", \"Assets/Settings/XR/Loaders/Mock_HMD_Loader.asset\"},\n            {\"f25758a0f79593d4a9b3ee30a17b4c2e\", \"Assets/Settings/XR/Loaders/Oculus_Loader.asset\"},\n            {\"9e9f2958d1b4b4642ace1d0c7770650b\", \"Assets/Settings/XR/Settings/Mock_HMD_Build_Settings.asset\"},\n            {\"290a6e6411d135049940bec2237b8938\", \"Assets/Settings/XR/Settings/Oculus_Settings.asset\"},\n            {\"4c1640683c539c14080cfd43fbeffbda\", \"Assets/Settings/XR/XRGeneralSettings.asset\"},\n            {\"93b439a37f63240aca3dd4e01d978a9f\", \"Assets/UniversalRenderPipelineGlobalSettings.asset\"},\n            {\"38b35347542e5af4c9b140950c5b18db\", \"Assets/UniversalRenderPipelineGlobalSettings.asset\"}\n        };\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckProjectTemplateAssets.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f02d52a702c712e4e8089f7c2e65bae7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage.meta",
    "content": "fileFormatVersion: 2\nguid: 016d62b2cd8346a49815615efd1d6e39\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods.meta",
    "content": "fileFormatVersion: 2\nguid: daedaf78228b5184297e7ca334ea2a12\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorResults.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorResults\n    {\n        event Action OnResultsChanged;\n        event Action OnRequireSerialize;\n\n        void LoadResult(ValidationResult result);\n        IEnumerable<IValidatorTestGroup> GetSortedTestGroups();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorResults.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 91c62333b36d5ef47989289e8f90c056\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorSettings.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorSettings\n    {\n        event Action OnCategoryChanged;\n        event Action OnValidationTypeChanged;\n        event Action OnValidationPathsChanged;\n        event Action OnRequireSerialize;\n\n        void LoadSettings(ValidationSettings settings);\n\n        string GetActiveCategory();\n        void SetActiveCategory(string category);\n        List<string> GetAvailableCategories();\n\n        ValidationType GetValidationType();\n        void SetValidationType(ValidationType validationType);\n\n        List<string> GetValidationPaths();\n        void AddValidationPath(string path);\n        void RemoveValidationPath(string path);\n        void ClearValidationPaths();\n        bool IsValidationPathValid(string path, out string error);\n\n        IValidator CreateValidator();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cc6516196465ac6469258ef8950da607\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTest.cs",
    "content": "using AssetStoreTools.Validator.Data;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorTest\n    {\n        int Id { get; }\n        string Name { get; }\n        string Description { get; }\n        ValidationType ValidationType { get; }\n        TestResult Result { get; }\n\n        void SetResult(TestResult result);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d1e4d9ba8de8cfc4aa42786fbbc5037a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTestGroup.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorTestGroup\n    {\n        string Name { get; }\n        TestResultStatus Status { get; }\n        IEnumerable<IValidatorTest> Tests { get; }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTestGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fa8735b7eb65d3147ab8bdbf922f36cf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions.meta",
    "content": "fileFormatVersion: 2\nguid: d7d9c6cc805e072429392e7a378d2c9c\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateData.cs",
    "content": "using Newtonsoft.Json;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateData\n    {\n        [JsonProperty(\"validation_settings\")]\n        private ValidatorStateSettings _settings;\n        [JsonProperty(\"validation_results\")]\n        private ValidatorStateResults _results;\n\n        public ValidatorStateData()\n        {\n            _settings = new ValidatorStateSettings();\n            _results = new ValidatorStateResults();\n        }\n\n        public ValidatorStateSettings GetSettings()\n        {\n            return _settings;\n        }\n\n        public ValidatorStateResults GetResults()\n        {\n            return _results;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: da7a885e302cb6b43855b68f44f2c0fc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateDataContractResolver.cs",
    "content": "using Newtonsoft.Json.Serialization;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateDataContractResolver : DefaultContractResolver\n    {\n        private static ValidatorStateDataContractResolver _instance;\n        public static ValidatorStateDataContractResolver Instance => _instance ?? (_instance = new ValidatorStateDataContractResolver());\n\n        private NamingStrategy _namingStrategy;\n\n        private ValidatorStateDataContractResolver()\n        {\n            _namingStrategy = new SnakeCaseNamingStrategy();\n        }\n\n        protected override string ResolvePropertyName(string propertyName)\n        {\n            var resolvedName = _namingStrategy.GetPropertyName(propertyName, false);\n            if (resolvedName.StartsWith(\"_\"))\n                return resolvedName.Substring(1);\n\n            return resolvedName;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateDataContractResolver.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 60f0e8d9b2ab86547a288c337fb2be0a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateResults.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateResults\n    {\n        // Primary data\n        [JsonProperty(\"validation_status\")]\n        private ValidationStatus _status;\n        [JsonProperty(\"test_results\")]\n        private SortedDictionary<int, TestResult> _results;\n\n        // Secondary data\n        [JsonProperty(\"project_path\")]\n        private string _projectPath;\n        [JsonProperty(\"had_compilation_errors\")]\n        private bool _hadCompilationErrors;\n\n        public ValidatorStateResults()\n        {\n            _projectPath = string.Empty;\n            _status = ValidationStatus.NotRun;\n            _hadCompilationErrors = false;\n            _results = new SortedDictionary<int, TestResult>();\n        }\n\n        public ValidationStatus GetStatus()\n        {\n            return _status;\n        }\n\n        public void SetStatus(ValidationStatus status)\n        {\n            if (_status == status)\n                return;\n\n            _status = status;\n        }\n\n        public SortedDictionary<int, TestResult> GetResults()\n        {\n            return _results;\n        }\n\n        public void SetResults(IEnumerable<AutomatedTest> tests)\n        {\n            _results.Clear();\n            foreach (var test in tests)\n            {\n                _results.Add(test.Id, test.Result);\n            }\n        }\n\n        public string GetProjectPath()\n        {\n            return _projectPath;\n        }\n\n        public void SetProjectPath(string projectPath)\n        {\n            if (_projectPath == projectPath)\n                return;\n\n            _projectPath = projectPath;\n        }\n\n        public bool GetHadCompilationErrors()\n        {\n            return _hadCompilationErrors;\n        }\n\n        public void SetHadCompilationErrors(bool hadCompilationErrors)\n        {\n            if (_hadCompilationErrors == hadCompilationErrors)\n                return;\n\n            _hadCompilationErrors = hadCompilationErrors;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateResults.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a90c3acfa50e8da4aa3da2b9c669502d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateSettings.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateSettings\n    {\n        [JsonProperty(\"category\")]\n        private string _category;\n        [JsonProperty(\"validation_type\")]\n        private ValidationType _validationType;\n        [JsonProperty(\"validation_paths\")]\n        private List<string> _validationPaths;\n\n        public ValidatorStateSettings()\n        {\n            _category = string.Empty;\n            _validationType = ValidationType.UnityPackage;\n            _validationPaths = new List<string>();\n        }\n\n        public string GetCategory()\n        {\n            return _category;\n        }\n\n        public void SetCategory(string category)\n        {\n            if (_category == category)\n                return;\n\n            _category = category;\n        }\n\n        public ValidationType GetValidationType()\n        {\n            return _validationType;\n        }\n\n        public void SetValidationType(ValidationType validationType)\n        {\n            if (validationType == _validationType)\n                return;\n\n            _validationType = validationType;\n        }\n\n        public List<string> GetValidationPaths()\n        {\n            return _validationPaths;\n        }\n\n        public void SetValidationPaths(List<string> validationPaths)\n        {\n            if (_validationPaths.SequenceEqual(validationPaths))\n                return;\n\n            _validationPaths = validationPaths;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d39d56313ade8a8409aafe95dc84f79a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization.meta",
    "content": "fileFormatVersion: 2\nguid: ec536685238584f41bd268edaaf0ad7d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorResults.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing AssetStoreTools.Validator.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorResults : IValidatorResults\n    {\n        private ValidatorStateResults _stateData;\n\n        private IValidatorSettings _settings;\n        private IEnumerable<IValidatorTest> _tests;\n\n        private readonly TestResultStatus[] _priorityGroups = new TestResultStatus[]\n        {\n            TestResultStatus.Undefined,\n            TestResultStatus.Fail,\n            TestResultStatus.Warning\n        };\n\n        public event Action OnResultsChanged;\n        public event Action OnRequireSerialize;\n\n        public ValidatorResults(IValidatorSettings settings, ValidatorStateResults stateData)\n        {\n            _settings = settings;\n            _stateData = stateData;\n\n            _tests = GetAllTests();\n\n            Deserialize();\n        }\n\n        private IEnumerable<IValidatorTest> GetAllTests()\n        {\n            var tests = new List<IValidatorTest>();\n            var testObjects = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Alphabetical);\n\n            foreach (var testObject in testObjects)\n            {\n                var testSource = new AutomatedTest(testObject);\n                var test = new ValidatorTest(testSource);\n                tests.Add(test);\n            }\n\n            return tests;\n        }\n\n        public void LoadResult(ValidationResult result)\n        {\n            if (result == null)\n                return;\n\n            foreach (var test in _tests)\n            {\n                if (!result.Tests.Any(x => x.Id == test.Id))\n                    continue;\n\n                var matchingResult = result.Tests.First(x => x.Id == test.Id);\n                test.SetResult(matchingResult.Result);\n            }\n\n            OnResultsChanged?.Invoke();\n\n            Serialize(result);\n        }\n\n        public IEnumerable<IValidatorTestGroup> GetSortedTestGroups()\n        {\n            var groups = new List<IValidatorTestGroup>();\n            var testsByStatus = _tests\n                .Where(x => x.ValidationType == ValidationType.Generic || x.ValidationType == _settings.GetValidationType())\n                .GroupBy(x => x.Result.Status).ToDictionary(x => x.Key, x => x.ToList());\n\n            foreach (var kvp in testsByStatus)\n            {\n                var group = new ValidatorTestGroup(kvp.Key, kvp.Value);\n                groups.Add(group);\n            }\n\n            return SortGroups(groups);\n        }\n\n        private IEnumerable<IValidatorTestGroup> SortGroups(IEnumerable<IValidatorTestGroup> unsortedGroups)\n        {\n            var sortedGroups = new List<IValidatorTestGroup>();\n            var groups = unsortedGroups.OrderBy(x => x.Status).ToList();\n\n            // Select priority groups first\n            foreach (var priority in _priorityGroups)\n            {\n                var priorityGroup = groups.FirstOrDefault(x => x.Status == priority);\n                if (priorityGroup == null)\n                    continue;\n\n                sortedGroups.Add(priorityGroup);\n                groups.Remove(priorityGroup);\n            }\n\n            // Add the rest\n            sortedGroups.AddRange(groups);\n\n            return sortedGroups;\n        }\n\n        private void Serialize(ValidationResult result)\n        {\n            _stateData.SetStatus(result.Status);\n            _stateData.SetResults(result.Tests);\n            _stateData.SetProjectPath(result.ProjectPath);\n            _stateData.SetHadCompilationErrors(result.HadCompilationErrors);\n            OnRequireSerialize?.Invoke();\n        }\n\n        private void Deserialize()\n        {\n            if (_stateData == null)\n                return;\n\n            var serializedResults = _stateData.GetResults();\n            foreach (var test in _tests)\n            {\n                if (!serializedResults.Any(x => x.Key == test.Id))\n                    continue;\n\n                var matchingResult = serializedResults.First(x => x.Key == test.Id);\n                test.SetResult(matchingResult.Value);\n            }\n\n            OnResultsChanged?.Invoke();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorResults.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bf2839f8b2340294aae39c2965039d2a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorSettings.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing AssetStoreTools.Validator.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorSettings : IValidatorSettings\n    {\n        private ValidatorStateSettings _stateData;\n\n        private string _category;\n        private ValidationType _validationType;\n        private List<string> _validationPaths;\n\n        public event Action OnCategoryChanged;\n        public event Action OnValidationTypeChanged;\n        public event Action OnValidationPathsChanged;\n        public event Action OnRequireSerialize;\n\n        public ValidatorSettings(ValidatorStateSettings stateData)\n        {\n            _stateData = stateData;\n\n            _category = string.Empty;\n            _validationType = ValidationType.UnityPackage;\n            _validationPaths = new List<string>();\n\n            Deserialize();\n        }\n\n        public void LoadSettings(ValidationSettings settings)\n        {\n            if (settings == null)\n                return;\n\n            var currentProjectValidationSettings = settings as CurrentProjectValidationSettings;\n            if (currentProjectValidationSettings == null)\n                throw new ArgumentException($\"Only {nameof(CurrentProjectValidationSettings)} can be loaded\");\n\n            _category = currentProjectValidationSettings.Category;\n            OnCategoryChanged?.Invoke();\n\n            _validationType = currentProjectValidationSettings.ValidationType;\n            OnValidationTypeChanged?.Invoke();\n\n            _validationPaths = currentProjectValidationSettings.ValidationPaths.ToList();\n            OnValidationPathsChanged?.Invoke();\n\n            Serialize();\n        }\n\n        public string GetActiveCategory()\n        {\n            return _category;\n        }\n\n        public void SetActiveCategory(string category)\n        {\n            if (category == _category)\n                return;\n\n            _category = category;\n            Serialize();\n            OnCategoryChanged?.Invoke();\n        }\n\n        public List<string> GetAvailableCategories()\n        {\n            var categories = new HashSet<string>();\n\n            var testData = ValidatorUtility.GetAutomatedTestCases();\n            foreach (var test in testData)\n            {\n                if (test.CategoryInfo == null)\n                    continue;\n\n                foreach (var filter in test.CategoryInfo.Filter)\n                    categories.Add(ConvertSlashToUnicodeSlash(filter));\n            }\n\n            return categories.OrderBy(x => x).ToList();\n        }\n\n        private string ConvertSlashToUnicodeSlash(string text)\n        {\n            return text.Replace('/', '\\u2215');\n        }\n\n        public ValidationType GetValidationType()\n        {\n            return _validationType;\n        }\n\n        public void SetValidationType(ValidationType validationType)\n        {\n            if (validationType == _validationType)\n                return;\n\n            _validationType = validationType;\n\n            Serialize();\n            OnValidationTypeChanged?.Invoke();\n        }\n\n        public List<string> GetValidationPaths()\n        {\n            return _validationPaths;\n        }\n\n        public void AddValidationPath(string path)\n        {\n            if (string.IsNullOrEmpty(path))\n                return;\n\n            if (_validationPaths.Contains(path))\n                return;\n\n            // Prevent redundancy for new paths\n            var existingPath = _validationPaths.FirstOrDefault(x => path.StartsWith(x + \"/\"));\n            if (existingPath != null)\n            {\n                Debug.LogWarning($\"Path '{path}' is already included with existing path: '{existingPath}'\");\n                return;\n            }\n\n            // Prevent redundancy for already added paths\n            var redundantPaths = _validationPaths.Where(x => x.StartsWith(path + \"/\")).ToArray();\n            foreach (var redundantPath in redundantPaths)\n            {\n                Debug.LogWarning($\"Existing validation path '{redundantPath}' has been made redundant by the inclusion of new validation path: '{path}'\");\n                _validationPaths.Remove(redundantPath);\n            }\n\n            _validationPaths.Add(path);\n\n            Serialize();\n            OnValidationPathsChanged?.Invoke();\n        }\n\n        public void RemoveValidationPath(string path)\n        {\n            if (!_validationPaths.Contains(path))\n                return;\n\n            _validationPaths.Remove(path);\n\n            Serialize();\n            OnValidationPathsChanged?.Invoke();\n        }\n\n        public void ClearValidationPaths()\n        {\n            if (_validationPaths.Count == 0)\n                return;\n\n            _validationPaths.Clear();\n\n            Serialize();\n            OnValidationPathsChanged?.Invoke();\n        }\n\n        public bool IsValidationPathValid(string path, out string error)\n        {\n            error = string.Empty;\n\n            if (string.IsNullOrEmpty(path))\n            {\n                error = \"Path cannot be empty\";\n                return false;\n            }\n\n            var isAssetsPath = path.StartsWith(\"Assets/\")\n                || path.Equals(\"Assets\");\n            var isPackagePath = PackageUtility.GetPackageByManifestPath($\"{path}/package.json\", out _);\n\n            if (!isAssetsPath && !isPackagePath)\n            {\n                error = \"Selected path must be within the Assets folder or point to a root path of a package\";\n                return false;\n            }\n\n            if (!Directory.Exists(path))\n            {\n                error = \"Path does not exist\";\n                return false;\n            }\n\n            if (path.Split('/').Any(x => x.StartsWith(\".\") || x.EndsWith(\"~\")))\n            {\n                error = $\"Path '{path}' cannot be validated as it is a hidden folder and not part of the Asset Database\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public IValidator CreateValidator()\n        {\n            var settings = new CurrentProjectValidationSettings()\n            {\n                Category = _category,\n                ValidationType = _validationType,\n                ValidationPaths = _validationPaths\n            };\n\n            var validator = new CurrentProjectValidator(settings);\n            return validator;\n        }\n\n        private void Serialize()\n        {\n            _stateData.SetCategory(_category);\n            _stateData.SetValidationType(_validationType);\n            _stateData.SetValidationPaths(_validationPaths);\n\n            OnRequireSerialize?.Invoke();\n        }\n\n        private void Deserialize()\n        {\n            if (_stateData == null)\n                return;\n\n            _category = _stateData.GetCategory();\n            _validationType = _stateData.GetValidationType();\n            foreach (var path in _stateData.GetValidationPaths())\n                _validationPaths.Add(path);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 89504c2259614a743a164c5c162a197a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTest.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorTest : IValidatorTest\n    {\n        public int Id { get; private set; }\n        public string Name { get; private set; }\n        public string Description { get; private set; }\n        public ValidationType ValidationType { get; private set; }\n        public TestResult Result { get; private set; }\n\n        public ValidatorTest(AutomatedTest source)\n        {\n            Id = source.Id;\n            Name = source.Title;\n            Description = source.Description;\n            ValidationType = source.ValidationType;\n            Result = source.Result;\n        }\n\n        public void SetResult(TestResult result)\n        {\n            Result = result;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 838e8d45ce997d8489185bc194dfcf25\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTestGroup.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorTestGroup : IValidatorTestGroup\n    {\n        public string Name => Status.ToString();\n        public TestResultStatus Status { get; private set; }\n        public IEnumerable<IValidatorTest> Tests { get; private set; }\n\n        public ValidatorTestGroup(TestResultStatus status, IEnumerable<IValidatorTest> tests)\n        {\n            Status = status;\n            Tests = tests;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTestGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8f5d1fc9ff785904fb2e663e9232a7a5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 461bfd99d0923cd4a8dae2f440af1064\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorButtonElement.cs",
    "content": "using AssetStoreTools.Validator.UI.Data;\nusing System;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorButtonElement : VisualElement\n    {\n        // Data\n        private IValidatorSettings _settings;\n\n        // UI\n        private Button _validateButton;\n\n        public event Action OnValidate;\n\n        public ValidatorButtonElement(IValidatorSettings settings)\n        {\n            _settings = settings;\n            _settings.OnValidationPathsChanged += ValidationPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            _validateButton = new Button(Validate) { text = \"Validate\" };\n            _validateButton.AddToClassList(\"validator-validate-button\");\n\n            Add(_validateButton);\n        }\n\n        private void Validate()\n        {\n            OnValidate?.Invoke();\n        }\n\n        private void ValidationPathsChanged()\n        {\n            var validationPathsPresent = _settings.GetValidationPaths().Count > 0;\n            _validateButton.SetEnabled(validationPathsPresent);\n        }\n\n        private void Deserialize()\n        {\n            ValidationPathsChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorButtonElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 44fac105314df6341bf6a70fb3200baf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorDescriptionElement.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorDescriptionElement : VisualElement\n    {\n        private const string DescriptionFoldoutText = \"Validate your package to ensure your content follows the chosen submission guidelines.\";\n        private const string DescriptionFoldoutContentText = \"The validations below do not cover all of the content standards, and passing all validations does not \" +\n                \"guarantee that your package will be accepted to the Asset Store.\\n\\n\" +\n                \"The tests are not obligatory for submitting your assets, but they can help avoid instant rejection by the \" +\n                \"automated vetting system, or clarify reasons of rejection communicated by the vetting team.\\n\\n\" +\n                \"For more information about the validations, view the message by expanding the tests or contact our support team.\";\n\n        private VisualElement _descriptionSimpleContainer;\n        private Label _descriptionSimpleLabel;\n        private Button _showMoreButton;\n\n        private VisualElement _descriptionFullContainer;\n        private Button _showLessButton;\n\n        public ValidatorDescriptionElement()\n        {\n            AddToClassList(\"validator-description\");\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateSimpleDescription();\n            CreateFullDescription();\n        }\n\n        private void CreateSimpleDescription()\n        {\n            _descriptionSimpleContainer = new VisualElement();\n            _descriptionSimpleContainer.AddToClassList(\"validator-description-simple-container\");\n\n            _descriptionSimpleLabel = new Label(DescriptionFoldoutText);\n            _descriptionSimpleLabel.AddToClassList(\"validator-description-simple-label\");\n\n            _showMoreButton = new Button(ToggleFullDescription) { text = \"Show more...\" };\n            _showMoreButton.AddToClassList(\"validator-description-show-button\");\n            _showMoreButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            _descriptionSimpleContainer.Add(_descriptionSimpleLabel);\n            _descriptionSimpleContainer.Add(_showMoreButton);\n\n            Add(_descriptionSimpleContainer);\n        }\n\n        private void CreateFullDescription()\n        {\n            _descriptionFullContainer = new VisualElement();\n            _descriptionFullContainer.AddToClassList(\"validator-description-full-container\");\n\n            var validatorDescription = new Label()\n            {\n                text = DescriptionFoldoutContentText\n            };\n            validatorDescription.AddToClassList(\"validator-description-full-label\");\n\n            var submissionGuidelinesButton = new Button(OpenSubmissionGuidelinesUrl)\n            {\n                text = \"Submission Guidelines\"\n            };\n            submissionGuidelinesButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            var supportTicketButton = new Button(OpenSupportTicketUrl)\n            {\n                text = \"Contact our Support Team\"\n            };\n            supportTicketButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            _showLessButton = new Button(ToggleFullDescription) { text = \"Show less...\" };\n            _showLessButton.AddToClassList(\"validator-description-hide-button\");\n            _showLessButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            _descriptionFullContainer.Add(validatorDescription);\n            _descriptionFullContainer.Add(submissionGuidelinesButton);\n            _descriptionFullContainer.Add(supportTicketButton);\n            _descriptionFullContainer.Add(_showLessButton);\n\n            _descriptionFullContainer.style.display = DisplayStyle.None;\n            Add(_descriptionFullContainer);\n        }\n\n        private void ToggleFullDescription()\n        {\n            var displayFullDescription = _descriptionFullContainer.style.display == DisplayStyle.None;\n\n            if (displayFullDescription)\n            {\n                _showMoreButton.style.display = DisplayStyle.None;\n                _descriptionFullContainer.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _showMoreButton.style.display = DisplayStyle.Flex;\n                _descriptionFullContainer.style.display = DisplayStyle.None;\n            }\n        }\n\n        private void OpenSubmissionGuidelinesUrl()\n        {\n            Application.OpenURL(Constants.Validator.SubmissionGuidelinesUrl);\n        }\n\n        private void OpenSupportTicketUrl()\n        {\n            Application.OpenURL(Constants.Validator.SupportTicketUrl);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorDescriptionElement.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 9866d77420d947ba852055eed2bac895\ntimeCreated: 1653383883"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorPathsElement.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.UI.Data;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorPathsElement : VisualElement\n    {\n        // Data\n        private IValidatorSettings _settings;\n\n        // UI\n        private ScrollView _pathBoxScrollView;\n\n        public ValidatorPathsElement(IValidatorSettings settings)\n        {\n            AddToClassList(\"validator-paths\");\n\n            _settings = settings;\n            _settings.OnValidationPathsChanged += ValidationPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            var pathSelectionRow = new VisualElement();\n            pathSelectionRow.AddToClassList(\"validator-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"validator-settings-selection-label-help-row\");\n            labelHelpRow.style.alignSelf = Align.FlexStart;\n\n            Label pathLabel = new Label { text = \"Validation paths\" };\n            Image pathLabelTooltip = new Image\n            {\n                tooltip = \"Select the folder (or multiple folders) that your package consists of.\" +\n                          \"\\n\\nAll files and folders of your package should be contained within \" +\n                          \"a single root folder that is named after your package \" +\n                          \"(e.g. 'Assets/[MyPackageName]' or 'Packages/[MyPackageName]')\" +\n                          \"\\n\\nIf your package includes special folders that cannot be nested within \" +\n                          \"the root package folder (e.g. 'WebGLTemplates'), they should be added to this list \" +\n                          \"together with the root package folder\"\n            };\n\n            labelHelpRow.Add(pathLabel);\n            labelHelpRow.Add(pathLabelTooltip);\n\n            var fullPathBox = new VisualElement() { name = \"ValidationPaths\" };\n            fullPathBox.AddToClassList(\"validator-paths-box\");\n\n            _pathBoxScrollView = new ScrollView { name = \"ValidationPathsScrollView\" };\n            _pathBoxScrollView.AddToClassList(\"validator-paths-scroll-view\");\n\n            VisualElement scrollViewBottomRow = new VisualElement();\n            scrollViewBottomRow.AddToClassList(\"validator-paths-scroll-view-bottom-row\");\n\n            var addExtraPathsButton = new Button(BrowsePath) { text = \"Add a path\" };\n            addExtraPathsButton.AddToClassList(\"validator-paths-add-button\");\n            scrollViewBottomRow.Add(addExtraPathsButton);\n\n            fullPathBox.Add(_pathBoxScrollView);\n            fullPathBox.Add(scrollViewBottomRow);\n\n            pathSelectionRow.Add(labelHelpRow);\n            pathSelectionRow.Add(fullPathBox);\n\n            Add(pathSelectionRow);\n        }\n\n        private VisualElement CreateSinglePathElement(string path)\n        {\n            var validationPath = new VisualElement();\n            validationPath.AddToClassList(\"validator-paths-path-row\");\n\n            var folderPathLabel = new Label(path);\n            folderPathLabel.AddToClassList(\"validator-paths-path-row-input-field\");\n\n            var removeButton = new Button(() =>\n            {\n                _settings.RemoveValidationPath(path);\n            });\n            removeButton.text = \"X\";\n            removeButton.AddToClassList(\"validator-paths-path-row-remove-button\");\n\n            validationPath.Add(folderPathLabel);\n            validationPath.Add(removeButton);\n\n            return validationPath;\n        }\n\n        private void BrowsePath()\n        {\n            string absolutePath = EditorUtility.OpenFolderPanel(\"Select a directory\", \"Assets\", \"\");\n\n            if (string.IsNullOrEmpty(absolutePath))\n                return;\n\n            var relativePath = FileUtility.AbsolutePathToRelativePath(absolutePath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n\n            if (!_settings.IsValidationPathValid(relativePath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid path\", error, \"OK\");\n                return;\n            }\n\n            _settings.AddValidationPath(relativePath);\n        }\n\n        private void ValidationPathsChanged()\n        {\n            var validationPaths = _settings.GetValidationPaths();\n\n            _pathBoxScrollView.Clear();\n            foreach (var path in validationPaths)\n            {\n                _pathBoxScrollView.Add(CreateSinglePathElement(path));\n            }\n        }\n\n        private void Deserialize()\n        {\n            ValidationPathsChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorPathsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 370dcd3bc87ace647940b4b07147bf93\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorResultsElement.cs",
    "content": "using AssetStoreTools.Validator.UI.Data;\nusing System.Linq;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorResultsElement : ScrollView\n    {\n        private IValidatorResults _results;\n\n        public ValidatorResultsElement(IValidatorResults results)\n        {\n            AddToClassList(\"validator-test-list\");\n\n            _results = results;\n            _results.OnResultsChanged += ResultsChanged;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            var groups = _results.GetSortedTestGroups().ToList();\n            for (int i = 0; i < groups.Count; i++)\n            {\n                var groupElement = new ValidatorTestGroupElement(groups[i]);\n                Add(groupElement);\n                if (i != groups.Count - 1)\n                    Add(CreateSeparator());\n            }\n        }\n\n        private void ResultsChanged()\n        {\n            Clear();\n            Create();\n        }\n\n        private VisualElement CreateSeparator()\n        {\n            var groupSeparator = new VisualElement { name = \"GroupSeparator\" };\n            groupSeparator.AddToClassList(\"validator-test-list-group-separator\");\n\n            return groupSeparator;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorResultsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 12f80f9088944a149a34b3f078ca859a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorSettingsElement.cs",
    "content": "using AssetStoreTools.Validator.UI.Data;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorSettingsElement : VisualElement\n    {\n        // Data\n        private IValidatorSettings _settings;\n\n        // UI\n        private ToolbarMenu _categoryMenu;\n        private ValidatorPathsElement _validationPathsElement;\n\n        public ValidatorSettingsElement(IValidatorSettings settings)\n        {\n            AddToClassList(\"validator-settings\");\n\n            _settings = settings;\n            _settings.OnCategoryChanged += CategoryChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        public void Create()\n        {\n            CreateCategorySelection();\n            CreateValidationPathSelection();\n        }\n\n        private void CreateCategorySelection()\n        {\n            var categorySelectionBox = new VisualElement();\n            categorySelectionBox.AddToClassList(\"validator-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"validator-settings-selection-label-help-row\");\n\n            Label categoryLabel = new Label { text = \"Category\" };\n            Image categoryLabelTooltip = new Image\n            {\n                tooltip = \"Choose a base category of your package\" +\n                          \"\\n\\nThis can be found in the Publishing Portal when creating the package listing or just \" +\n                          \"selecting a planned one.\" +\n                          \"\\n\\nNote: Different categories could have different severities of several test cases.\"\n            };\n\n            labelHelpRow.Add(categoryLabel);\n            labelHelpRow.Add(categoryLabelTooltip);\n\n            _categoryMenu = new ToolbarMenu { name = \"CategoryMenu\" };\n            _categoryMenu.AddToClassList(\"validator-settings-selection-dropdown\");\n\n            categorySelectionBox.Add(labelHelpRow);\n            categorySelectionBox.Add(_categoryMenu);\n\n            // Append available categories\n            var categories = _settings.GetAvailableCategories();\n            foreach (var category in categories)\n            {\n                _categoryMenu.menu.AppendAction(category, _ => _settings.SetActiveCategory(category));\n            }\n\n            // Append misc category\n            _categoryMenu.menu.AppendAction(\"Other\", _ => _settings.SetActiveCategory(string.Empty));\n\n            Add(categorySelectionBox);\n        }\n\n        private void CreateValidationPathSelection()\n        {\n            _validationPathsElement = new ValidatorPathsElement(_settings);\n            Add(_validationPathsElement);\n        }\n\n        private void CategoryChanged()\n        {\n            var category = _settings.GetActiveCategory();\n            if (!string.IsNullOrEmpty(category))\n                _categoryMenu.text = category;\n            else\n                _categoryMenu.text = \"Other\";\n        }\n\n        private void Deserialize()\n        {\n            if (_settings == null)\n                return;\n\n            // Set initial category\n            CategoryChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorSettingsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 760d25556d755d544bece3a605adea09\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestElement.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.UI.Data;\nusing AssetStoreTools.Validator.Utility;\nusing System.Linq;\nusing UnityEditor.SceneManagement;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.Events;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorTestElement : VisualElement\n    {\n        // Data\n        private IValidatorTest _test;\n        private bool _isExpanded;\n\n        // UI\n        private Button _testFoldoutButton;\n        private Label _testFoldoutExpandStateLabel;\n        private Label _testFoldoutLabel;\n        private Image _testStatusImage;\n\n        private VisualElement _testContent;\n        private VisualElement _resultMessagesBox;\n\n        public ValidatorTestElement(IValidatorTest test)\n        {\n            AddToClassList(\"validator-test\");\n\n            _test = test;\n\n            Create();\n            Unexpand();\n\n            SubscribeToSceneChanges();\n        }\n\n        private void Create()\n        {\n            CreateFoldoutButton();\n            CreateTestContent();\n            CreateTestDescription();\n            CreateTestMessages();\n        }\n\n        private void CreateFoldoutButton()\n        {\n            _testFoldoutButton = new Button(ToggleExpand) { name = _test.Name };\n            _testFoldoutButton.AddToClassList(\"validator-test-foldout\");\n\n            // Expander and Asset Label\n            VisualElement labelExpanderRow = new VisualElement { name = \"labelExpanderRow\" };\n            labelExpanderRow.AddToClassList(\"validator-test-expander\");\n\n            _testFoldoutExpandStateLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _testFoldoutExpandStateLabel.AddToClassList(\"validator-test-expander-arrow\");\n\n            _testFoldoutLabel = new Label { name = \"TestLabel\", text = _test.Name };\n            _testFoldoutLabel.AddToClassList(\"validator-text-expander-label\");\n\n            labelExpanderRow.Add(_testFoldoutExpandStateLabel);\n            labelExpanderRow.Add(_testFoldoutLabel);\n\n            _testStatusImage = new Image\n            {\n                name = \"TestImage\",\n                image = ValidatorUtility.GetStatusTexture(_test.Result.Status)\n            };\n\n            _testStatusImage.AddToClassList(\"validator-test-expander-image\");\n\n            _testFoldoutButton.Add(labelExpanderRow);\n            _testFoldoutButton.Add(_testStatusImage);\n\n            Add(_testFoldoutButton);\n        }\n\n        private void CreateTestContent()\n        {\n            _testContent = new VisualElement();\n            _testContent.AddToClassList(\"validator-test-content\");\n            Add(_testContent);\n        }\n\n        private void CreateTestDescription()\n        {\n            var testCaseDescription = new TextField\n            {\n                name = \"Description\",\n                value = _test.Description,\n                isReadOnly = true,\n                multiline = true,\n                focusable = false,\n                doubleClickSelectsWord = false,\n                tripleClickSelectsLine = false\n            };\n            testCaseDescription.AddToClassList(\"validator-test-content-textfield\");\n\n#if UNITY_2022_1_OR_NEWER\n        testCaseDescription.focusable = true;\n        testCaseDescription.selectAllOnFocus = false;\n        testCaseDescription.selectAllOnMouseUp = false;\n#endif\n\n            _testContent.Add(testCaseDescription);\n        }\n\n        private void CreateTestMessages()\n        {\n            if (_test.Result.MessageCount == 0)\n                return;\n\n            _resultMessagesBox = new VisualElement();\n            _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages\");\n\n            switch (_test.Result.Status)\n            {\n                case TestResultStatus.Pass:\n                    _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages-pass\");\n                    break;\n                case TestResultStatus.Warning:\n                    _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages-warning\");\n                    break;\n                case TestResultStatus.Fail:\n                    _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages-fail\");\n                    break;\n            }\n\n            for (int i = 0; i < _test.Result.MessageCount; i++)\n            {\n                _resultMessagesBox.Add(CreateMessage(_test.Result.GetMessage(i)));\n\n                if (i == _test.Result.MessageCount - 1)\n                    continue;\n\n                var separator = new VisualElement() { name = \"Separator\" };\n                separator.AddToClassList(\"message-separator\");\n                _resultMessagesBox.Add(separator);\n            }\n\n            _testContent.Add(_resultMessagesBox);\n        }\n\n        private VisualElement CreateMessage(TestResultMessage message)\n        {\n            var resultText = message.GetText();\n            var clickAction = message.GetClickAction();\n\n            var resultMessage = new VisualElement { name = \"ResultMessageElement\" };\n            resultMessage.AddToClassList(\"validator-test-content-result-messages-content\");\n\n            var informationButton = new Button();\n            informationButton.AddToClassList(\"validator-test-content-result-messages-content-button\");\n\n            if (clickAction != null)\n            {\n                informationButton.tooltip = clickAction.Tooltip;\n                informationButton.clicked += clickAction.Execute;\n                informationButton.SetEnabled(true);\n            }\n\n            var informationDescription = new Label { name = \"InfoDesc\", text = resultText };\n            informationDescription.AddToClassList(\"validator-test-content-result-messages-content-label\");\n\n            informationButton.Add(informationDescription);\n            resultMessage.Add(informationButton);\n\n            for (int i = 0; i < message.MessageObjectCount; i++)\n            {\n                var obj = message.GetMessageObject(i);\n                if (obj == null)\n                    continue;\n\n                if (obj.GetObject() == null)\n                    continue;\n\n                var objectField = new ObjectField() { objectType = obj.GetType(), value = obj.GetObject() };\n                objectField.RegisterCallback<ChangeEvent<UnityEngine.Object>>((evt) =>\n                    objectField.SetValueWithoutNotify(evt.previousValue));\n                resultMessage.Add(objectField);\n            }\n\n            return resultMessage;\n        }\n\n        private void ToggleExpand()\n        {\n            if (!_isExpanded)\n                Expand();\n            else\n                Unexpand();\n        }\n\n        private void Expand()\n        {\n            _testFoldoutExpandStateLabel.text = \"▼\";\n            _testFoldoutButton.AddToClassList(\"validator-test-foldout-expanded\");\n            _testContent.style.display = DisplayStyle.Flex;\n            _isExpanded = true;\n        }\n\n        private void Unexpand()\n        {\n            _testFoldoutExpandStateLabel.text = \"►\";\n            _testFoldoutButton.RemoveFromClassList(\"validator-test-foldout-expanded\");\n            _testContent.style.display = DisplayStyle.None;\n            _isExpanded = false;\n        }\n\n        private void SubscribeToSceneChanges()\n        {\n            // Some result message objects only exist in specific scenes,\n            // therefore the UI must be refreshed on scene change\n            var windowToSubscribeTo = Resources.FindObjectsOfTypeAll<ValidatorWindow>().FirstOrDefault();\n            UnityAction<Scene, Scene> sceneChanged = null;\n            sceneChanged = new UnityAction<Scene, Scene>((_, __) => RefreshObjects(windowToSubscribeTo));\n            EditorSceneManager.activeSceneChangedInEditMode += sceneChanged;\n\n            void RefreshObjects(ValidatorWindow subscribedWindow)\n            {\n                // Remove callback if validator window instance changed\n                var activeWindow = Resources.FindObjectsOfTypeAll<ValidatorWindow>().FirstOrDefault();\n                if (subscribedWindow == null || subscribedWindow != activeWindow)\n                {\n                    EditorSceneManager.activeSceneChangedInEditMode -= sceneChanged;\n                    return;\n                }\n\n                if (_resultMessagesBox != null)\n                    _testContent.Remove(_resultMessagesBox);\n\n                CreateTestMessages();\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 56c93e6f23ba5724da8cc38f832be4e0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestGroupElement.cs",
    "content": "﻿using AssetStoreTools.Validator.UI.Data;\nusing AssetStoreTools.Validator.Utility;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorTestGroupElement : VisualElement\n    {\n        // Data\n        private IValidatorTestGroup _group;\n        private bool _isExpanded;\n\n        // UI\n        private Button _groupFoldoutButton;\n        private Label _groupExpandStateLabel;\n        private Label _groupFoldoutLabel;\n        private Image _groupStatusImage;\n\n        private VisualElement _groupContent;\n        private List<ValidatorTestElement> _testElements;\n\n        public ValidatorTestGroupElement(IValidatorTestGroup group)\n        {\n            AddToClassList(\"validator-test-list-group\");\n\n            _group = group;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateGroupFoldout();\n            CreateGroupContent();\n        }\n\n        private void CreateGroupFoldout()\n        {\n            _groupFoldoutButton = new Button(ToggleExpand);\n            _groupFoldoutButton.AddToClassList(\"validator-test-list-group-expander\");\n\n            _groupExpandStateLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _groupExpandStateLabel.AddToClassList(\"validator-test-list-group-expander-arrow\");\n\n            _groupStatusImage = new Image\n            {\n                name = \"TestImage\",\n                image = ValidatorUtility.GetStatusTexture(_group.Status)\n            };\n            _groupStatusImage.AddToClassList(\"validator-test-list-group-expander-image\");\n\n            _groupFoldoutLabel = new Label() { text = $\"{_group.Name} ({_group.Tests.Count()})\" };\n            _groupFoldoutLabel.AddToClassList(\"validator-test-list-group-expander-label\");\n\n            _groupFoldoutButton.Add(_groupExpandStateLabel);\n            _groupFoldoutButton.Add(_groupStatusImage);\n            _groupFoldoutButton.Add(_groupFoldoutLabel);\n\n            Add(_groupFoldoutButton);\n        }\n\n        private void CreateGroupContent()\n        {\n            _groupContent = new VisualElement();\n            _groupContent.AddToClassList(\"validator-test-list-group-content\");\n\n            Add(_groupContent);\n\n            _testElements = new List<ValidatorTestElement>();\n            foreach (var test in _group.Tests)\n            {\n                var testElement = new ValidatorTestElement(test);\n                _testElements.Add(testElement);\n                _groupContent.Add(testElement);\n            }\n        }\n\n        private void ToggleExpand()\n        {\n            if (!_isExpanded)\n                Expand();\n            else\n                Unexpand();\n        }\n\n        private void Expand()\n        {\n            _groupExpandStateLabel.text = \"▼\";\n            _groupContent.style.display = DisplayStyle.Flex;\n            _isExpanded = true;\n        }\n\n        private void Unexpand()\n        {\n            _groupExpandStateLabel.text = \"►\";\n            _groupContent.style.display = DisplayStyle.None;\n            _isExpanded = false;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestGroupElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d7c7a8788d0ea324e843a475244d8e18\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements.meta",
    "content": "fileFormatVersion: 2\nguid: 7ee7e5be29b8b184ba2abcd3ed38454e\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/ValidatorWindow.cs",
    "content": "﻿using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.UI.Views;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI\n{\n\n    internal class ValidatorWindow : AssetStoreToolsWindow\n    {\n        protected override string WindowTitle => \"Asset Store Validator\";\n\n        private ICachingService _cachingService;\n\n        private ValidatorTestsView _validationTestsView;\n\n        protected override void Init()\n        {\n            minSize = new Vector2(350, 350);\n\n            this.SetAntiAliasing(4);\n\n            VisualElement root = rootVisualElement;\n\n            // Clean it out, in case the window gets initialized again\n            root.Clear();\n\n            // Getting a reference to the USS Document and adding stylesheet to the root\n            root.styleSheets.Add(StyleSelector.ValidatorWindow.ValidatorWindowStyle);\n            root.styleSheets.Add(StyleSelector.ValidatorWindow.ValidatorWindowTheme);\n\n            GetServices();\n            ConstructWindow();\n        }\n\n        private void GetServices()\n        {\n            _cachingService = ValidatorServiceProvider.Instance.GetService<ICachingService>();\n        }\n\n        private void ConstructWindow()\n        {\n            _validationTestsView = new ValidatorTestsView(_cachingService);\n            rootVisualElement.Add(_validationTestsView);\n        }\n\n        public void Load(ValidationSettings settings, ValidationResult result)\n        {\n            _validationTestsView.LoadSettings(settings);\n            _validationTestsView.LoadResult(result);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/ValidatorWindow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a0dc99b826513dd4f868f1cf405c3923\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Views/ValidatorTestsView.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.UI.Data;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing AssetStoreTools.Validator.UI.Elements;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Views\n{\n    internal class ValidatorTestsView : VisualElement\n    {\n        // Data\n        private ValidatorStateData _stateData;\n        private IValidatorSettings _settings;\n        private IValidatorResults _results;\n\n        private ICachingService _cachingService;\n\n        // UI\n        private ValidatorSettingsElement _validatorSettingsElement;\n        private ValidatorButtonElement _validatorButtonElement;\n        private ValidatorResultsElement _validationTestListElement;\n\n        public ValidatorTestsView(ICachingService cachingService)\n        {\n            _cachingService = cachingService;\n\n            if (!_cachingService.GetCachedValidatorStateData(out _stateData))\n                _stateData = new ValidatorStateData();\n\n            _settings = new ValidatorSettings(_stateData.GetSettings());\n            _settings.OnRequireSerialize += Serialize;\n\n            _results = new ValidatorResults(_settings, _stateData.GetResults());\n            _results.OnRequireSerialize += Serialize;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateValidatorDescription();\n            CreateValidationSettings();\n            CreateValidationButton();\n            CreateValidatorResults();\n        }\n\n        private void CreateValidatorDescription()\n        {\n            var validationInfoElement = new ValidatorDescriptionElement();\n            Add(validationInfoElement);\n        }\n\n        private void CreateValidationSettings()\n        {\n            _validatorSettingsElement = new ValidatorSettingsElement(_settings);\n            Add(_validatorSettingsElement);\n        }\n\n        private void CreateValidationButton()\n        {\n            _validatorButtonElement = new ValidatorButtonElement(_settings);\n            _validatorButtonElement.OnValidate += Validate;\n            Add(_validatorButtonElement);\n        }\n\n        private void CreateValidatorResults()\n        {\n            _validationTestListElement = new ValidatorResultsElement(_results);\n            Add(_validationTestListElement);\n        }\n\n        private void Validate()\n        {\n            var validator = _settings.CreateValidator();\n            var result = validator.Validate();\n\n            if (result.Status == ValidationStatus.Failed)\n            {\n                EditorUtility.DisplayDialog(\"Validation failed\", result.Exception.Message, \"OK\");\n                return;\n            }\n\n            LoadResult(result);\n        }\n\n        public void LoadSettings(ValidationSettings settings)\n        {\n            _settings.LoadSettings(settings);\n        }\n\n        public void LoadResult(ValidationResult result)\n        {\n            _results.LoadResult(result);\n        }\n\n        private void Serialize()\n        {\n            _cachingService.CacheValidatorStateData(_stateData);\n        }\n    }\n}"
  },
  {
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  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Utility/ValidatorUtility.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing static AssetStoreTools.Constants;\nusing ValidatorConstants = AssetStoreTools.Constants.Validator;\n\nnamespace AssetStoreTools.Validator.Utility\n{\n    internal static class ValidatorUtility\n    {\n        public enum SortType\n        {\n            Id,\n            Alphabetical\n        }\n\n        public static ValidationTestScriptableObject[] GetAutomatedTestCases() => GetAutomatedTestCases(SortType.Id);\n\n        public static ValidationTestScriptableObject[] GetAutomatedTestCases(SortType sortType)\n        {\n            string[] guids = AssetDatabase.FindAssets(\"t:AutomatedTestScriptableObject\", new[] { ValidatorConstants.Tests.TestDefinitionsPath });\n            ValidationTestScriptableObject[] tests = new ValidationTestScriptableObject[guids.Length];\n            for (int i = 0; i < tests.Length; i++)\n            {\n                string testPath = AssetDatabase.GUIDToAssetPath(guids[i]);\n                AutomatedTestScriptableObject test = AssetDatabase.LoadAssetAtPath<AutomatedTestScriptableObject>(testPath);\n\n                tests[i] = test;\n            }\n\n            switch (sortType)\n            {\n                default:\n                case SortType.Id:\n                    tests = tests.Where(x => x != null).OrderBy(x => x.Id).ToArray();\n                    break;\n                case SortType.Alphabetical:\n                    tests = tests.Where(x => x != null).OrderBy(x => x.Title).ToArray();\n                    break;\n            }\n\n            return tests;\n        }\n\n        public static MonoScript GenerateTestScript(string testName, ValidationType validationType)\n        {\n            var derivedType = nameof(ITestScript);\n            var configType = string.Empty;\n            var scriptPath = string.Empty;\n            switch (validationType)\n            {\n                case ValidationType.Generic:\n                    configType = nameof(GenericTestConfig);\n                    scriptPath = ValidatorConstants.Tests.GenericTestMethodsPath;\n                    break;\n                case ValidationType.UnityPackage:\n                    configType = nameof(GenericTestConfig);\n                    scriptPath = ValidatorConstants.Tests.UnityPackageTestMethodsPath;\n                    break;\n                default:\n                    throw new System.Exception(\"Undefined validation type\");\n            }\n\n            var newScriptPath = $\"{scriptPath}/{testName}\";\n            if (!newScriptPath.EndsWith(\".cs\"))\n                newScriptPath += \".cs\";\n\n            var existingScript = AssetDatabase.LoadAssetAtPath<MonoScript>(newScriptPath);\n            if (existingScript != null)\n                return existingScript;\n\n            var scriptContent =\n                $\"using AssetStoreTools.Validator.Data;\\n\" +\n                $\"using AssetStoreTools.Validator.TestDefinitions;\\n\\n\" +\n                $\"namespace AssetStoreTools.Validator.TestMethods\\n\" +\n                $\"{{\\n\" +\n                $\"    internal class {testName} : {derivedType}\\n\" +\n                $\"    {{\\n\" +\n                $\"        private {configType} _config;\\n\\n\" +\n                $\"        // Constructor also accepts dependency injection of registered {nameof(IValidatorService)} types\\n\" +\n                $\"        public {testName}({configType} config)\\n\" +\n                $\"        {{\\n\" +\n                $\"            _config = config;\\n\" +\n                $\"        }}\\n\\n\" +\n                $\"        public {nameof(TestResult)} {nameof(ITestScript.Run)}()\\n\" +\n                $\"        {{\\n\" +\n                $\"            var result = new {nameof(TestResult)}() {{ {nameof(TestResult.Status)} = {nameof(TestResultStatus)}.{nameof(TestResultStatus.Undefined)} }};\\n\" +\n                $\"            return result;\\n\" +\n                $\"        }}\\n\" +\n                $\"    }}\\n\" +\n                $\"}}\\n\";\n\n            File.WriteAllText(newScriptPath, scriptContent);\n            AssetDatabase.Refresh();\n            return AssetDatabase.LoadAssetAtPath<MonoScript>(newScriptPath);\n        }\n\n        public static string GetLongestProjectPath()\n        {\n            var longPaths = GetProjectPaths(new string[] { \"Assets\", \"Packages\" });\n            return longPaths.Aggregate(\"\", (max, cur) => max.Length > cur.Length ? max : cur);\n        }\n\n        public static IEnumerable<string> GetProjectPaths(string[] rootPaths)\n        {\n            var longPaths = new List<string>();\n            var guids = AssetDatabase.FindAssets(\"*\", rootPaths);\n\n            foreach (var guid in guids)\n            {\n                var path = AssetDatabase.GUIDToAssetPath(guid);\n                longPaths.Add(path);\n            }\n\n            return longPaths;\n        }\n\n        public static Texture GetStatusTexture(TestResultStatus status)\n        {\n            var iconTheme = \"\";\n            if (!EditorGUIUtility.isProSkin)\n                iconTheme = \"_d\";\n\n            switch (status)\n            {\n                case TestResultStatus.Pass:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/success{iconTheme}.png\");\n                case TestResultStatus.Warning:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/warning{iconTheme}.png\");\n                case TestResultStatus.Fail:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/error{iconTheme}.png\");\n                default:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/undefined{iconTheme}.png\");\n            }\n        }\n    }\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/ValidatorBase.cs",
    "content": "using AssetStoreTools.Validator.Categories;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing AssetStoreTools.Validator.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator\n{\n    internal abstract class ValidatorBase : IValidator\n    {\n        public ValidationSettings Settings { get; private set; }\n\n        private CategoryEvaluator _categoryEvaluator;\n        private List<AutomatedTest> _automatedTests;\n\n        protected ICachingService CachingService;\n\n        public ValidatorBase(ValidationSettings settings)\n        {\n            Settings = settings;\n            _categoryEvaluator = new CategoryEvaluator(settings?.Category);\n\n            CachingService = ValidatorServiceProvider.Instance.GetService<ICachingService>();\n\n            CreateAutomatedTestCases();\n        }\n\n        private void CreateAutomatedTestCases()\n        {\n            var testData = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Alphabetical);\n            _automatedTests = new List<AutomatedTest>();\n\n            foreach (var t in testData)\n            {\n                var test = new AutomatedTest(t);\n                _automatedTests.Add(test);\n            }\n        }\n\n        protected abstract void ValidateSettings();\n        protected abstract ValidationResult GenerateValidationResult();\n\n        public ValidationResult Validate()\n        {\n            try\n            {\n                ValidateSettings();\n            }\n            catch (Exception e)\n            {\n                return new ValidationResult() { Status = ValidationStatus.Failed, Exception = e };\n            }\n\n            var result = GenerateValidationResult();\n            return result;\n        }\n\n        protected List<AutomatedTest> GetApplicableTests(params ValidationType[] validationTypes)\n        {\n            return _automatedTests.Where(x => validationTypes.Any(y => y == x.ValidationType)).ToList();\n        }\n\n        protected ValidationResult RunTests(List<AutomatedTest> tests, ITestConfig config)\n        {\n            var completedTests = new List<AutomatedTest>();\n\n            for (int i = 0; i < tests.Count; i++)\n            {\n                var test = tests[i];\n\n                EditorUtility.DisplayProgressBar(\"Validating\", $\"Running validation: {i + 1} - {test.Title}\", (float)i / _automatedTests.Count);\n\n                test.Run(config);\n\n                // Adjust result based on categories\n                var updatedStatus = _categoryEvaluator.Evaluate(test);\n                test.Result.Status = updatedStatus;\n\n                // Add the result\n                completedTests.Add(test);\n\n#if AB_BUILDER\n                EditorUtility.UnloadUnusedAssetsImmediate();\n#endif\n            }\n\n            EditorUtility.UnloadUnusedAssetsImmediate();\n            EditorUtility.ClearProgressBar();\n\n            var projectPath = Application.dataPath.Substring(0, Application.dataPath.Length - \"/Assets\".Length);\n            var hasCompilationErrors = EditorUtility.scriptCompilationFailed;\n            var result = new ValidationResult()\n            {\n                Status = ValidationStatus.RanToCompletion,\n                Tests = completedTests,\n                ProjectPath = projectPath,\n                HadCompilationErrors = hasCompilationErrors\n            };\n\n            return result;\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Styles/Style.uss",
    "content": "/* Validator Description */\n\n.validator-description {\n\tflex-direction: column;\n    flex-shrink: 0;\n\n    margin: 10px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.validator-description-simple-container {\n    flex-direction: column;\n    flex-wrap: wrap;\n}\n\n.validator-description-simple-label {\n    white-space: normal;\n}\n\n.validator-description-full-container {\n    margin-top: 12px;\n}\n\n.validator-description-full-label {\n    white-space: normal;\n    margin-bottom: 10px;\n}\n\n.validator-description-hyperlink-button {\n    margin: 0;\n    padding: 0;\n    \n    align-self: flex-start;\n    cursor: link;\n}\n\n.validator-description-show-button {\n    margin-top: 12px;\n}\n\n.validator-description-hide-button {\n    margin-top: 12px;\n}\n\n/* Validator Settings */\n\n.validator-settings {\n    flex-direction: column;\n    flex-shrink: 0;\n\n    margin: 0px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.validator-settings-selection-row {\n    flex-direction: row;\n    flex-grow: 1;\n    \n    margin-top: 10px;\n    padding: 0 3px 0 2px;\n}\n\n.validator-settings-selection-label-help-row {\n    flex-direction: row;\n    flex-shrink: 1;\n    flex-grow: 0;\n\n    align-self: center;\n    align-items: center;\n    justify-content: flex-start;\n\n    width: 120px;\n}\n\n.validator-settings-selection-label-help-row > Label {\n    -unity-font-style: bold;\n}\n\n.validator-settings-selection-label-help-row > Image {\n    height: 16px;\n    width: 16px;\n}\n\n.validator-settings-selection-dropdown {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-self: stretch;\n\n    margin-right: 0;\n    margin-left: 3px;\n    padding: 1px 4px;\n}\n\n/* Validate Button */\n\n.validator-validate-button {\n    align-self: stretch;\n    \n    height: 25px;\n    margin-left: 2px;\n}\n\n/* Validation Paths */\n\n.validator-paths {\n    flex-direction: column;\n    flex-grow: 1;\n    flex-shrink: 0;\n    \n    margin-bottom: 10px;\n    padding: 0;\n}\n\n.validator-paths-box {\n    flex-grow: 1;\n    flex-direction: column;\n}\n\n.validator-paths-scroll-view {\n    flex-grow: 1;\n    height: 100px;\n    margin-left: 3px;\n}\n\n.validator-paths-scroll-view > .unity-scroll-view__content-viewport\n{\n    margin-left: 1px;\n}\n\n.validator-paths-scroll-view > * > .unity-scroll-view__content-container\n{\n    padding: 0 0 0 0;\n}\n\n.validator-paths-scroll-view > * > .unity-scroll-view__vertical-scroller\n{\n    margin: -1px 0;\n}\n\n.validator-paths-scroll-view-bottom-row {\n    flex-direction: row-reverse;\n    margin: -1px 0 0 3px;\n}\n\n.validator-paths-add-button {\n    margin: 3px 0 0 0;\n    align-self: center;\n}\n\n.validator-paths-path-row {\n    flex-direction: row;\n    flex-grow: 1;\n\n    margin-top: 2px;\n    padding: 0 5px 0 2px;\n}\n\n.validator-paths-path-row-input-field {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    padding-left: 5px;\n\n    white-space: normal;\n    -unity-text-align: middle-left;\n}\n\n.validator-paths-path-row-remove-button {\n    width: 20px;\n    height: 20px;\n    margin-left: 2px;\n    margin-right: 1px;\n    padding: 1px 0 0 0;\n}\n\n/* Tests List & Groups */\n\n.validator-test-list {\n    flex-grow: 1;\n    flex-shrink: 1;\n}\n\n.validator-test-list-group-separator {\n    height: 2px;\n    margin: 5px 15px;\n}\n\n.validator-test-list-group {\n    overflow: hidden;\n}\n\n.validator-test-list-group-expander {\n    flex-direction: row;\n    flex-grow: 0;\n    flex-shrink: 0;\n\n    align-items: center;\n\n    min-width: 200px;\n    min-height: 30px;\n\n    margin: 10px -1px 2px -1px;\n}\n\n.validator-test-list-group-expander-arrow {\n    align-self: center;\n\n    width: 30px;\n    height: 30px;\n    \n    margin: 0;\n    padding: 0;\n}\n\n.validator-test-list-group-expander-image {\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    width: 17px;\n    height: 17px;\n\n    margin: 0 7px 0 2px;\n}\n\n.validator-test-list-group-expander-label {\n    font-size: 14px;\n}\n\n.validator-test-list-group-content {\n    margin: -2px -2px -2px -2px;\n}\n\n/* Validation Test */\n\n.validator-test {\n    flex-direction: column;\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    padding: 2px 0;\n}\n\n.validator-test-foldout {\n    flex-direction: row;\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-items: center;\n    justify-content: space-between;\n\n    min-width: 200px;\n    min-height: 35px;\n\n    margin: 0;\n    padding: 5px 10px;\n}\n\n.validator-test-expander {\n    flex-direction: row;\n    flex-grow: 1;\n}\n\n.validator-test-expander-arrow {\n    font-size: 11px;\n    align-self: center;\n\n    width: 30px;\n    height: 30px;\n    \n    margin: 0;\n    padding: 0;\n}\n\n.validator-text-expander-label {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    -unity-text-align: middle-left;\n    -unity-font-style: bold;\n    white-space: normal;\n}\n\n.validator-test-expander-image {\n    flex-shrink: 0;\n    \n    width: 14px;\n    height: 14px;\n    \n    margin: 0 10px;\n}\n\n.validator-test-content {\n    flex-grow: 1;\n    flex-shrink: 0;\n\n    margin: 0;\n    padding: 5px 30px;\n}\n\n.validator-test-content-textfield {\n    white-space: normal;\n}\n\n.validator-test-content-result-messages {\n    flex-direction: column;\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    margin: 10px 0 5px 0;\n    padding: 0 3px 3px 3px;\n}\n\n.validator-test-content-result-messages-content {\n    flex-basis: auto;\n    flex-direction: column;\n    \n    margin-top: 3px;\n}\n\n.validator-test-content-result-messages-content-button {\n    align-self: stretch;\n    \n    -unity-font-style: normal;\n    -unity-text-align: middle-left;\n\n    margin: 0;\n}\n\n.validator-test-content-result-messages-content-label {\n    white-space: normal;\n}\n\n.validator-test-content-result-messages-separator {\n    height: 3px;\n    margin: 5px -3px 0 -3px;\n}"
  },
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    "content": "fileFormatVersion: 2\nguid: 2c67a10c292c653428af654599fc15aa\nScriptedImporter:\n  internalIDToNameTable: []\n  externalObjects: {}\n  serializedVersion: 2\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n  script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}\n  disableValidation: 0\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 2019.4/Packages/com.unity.asset-store-tools/Editor/Validator/Styles/ThemeDark.uss",
    "content": ".primary-colors\n{\n    /* Light - lighter */\n    background-color: rgb(220, 220, 220);\n    /* Light - middle */\n    background-color: rgb(200, 200, 200);\n    /* Light - darker */\n    background-color: rgb(180, 180, 180);\n\n    /* Dark - lighter */\n    background-color: rgb(78, 78, 78);\n    /* Dark - middle */\n    background-color: rgb(68, 68, 68);\n    /* Dark - darker */\n    background-color: rgb(58, 58, 58);\n\n    /* Border color - light */\n    border-color: rgb(200, 200, 200);\n    /* Border color - dark */\n    border-color: rgb(33, 33, 33);\n}\n\n/* Validator Description */\n\n.validator-description-hyperlink-button {\n    color: rgb(68, 113, 229);\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-description-hyperlink-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.validator-description-hyperlink-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Validator Settings */\n\n.validator-settings-selection-label-help-row > Image {\n    --unity-image: resource(\"d__Help@2x\");\n}\n\n.validator-settings-selection-dropdown {\n    color: rgb(238, 238, 238);\n    background-color: rgb(88, 88, 88);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n}\n\n/* Validation Paths */\n\n.validator-paths-scroll-view {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.validator-paths-scroll-view > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.validator-paths-path-row-input-field:hover {\n    background-color: rgb(78, 78, 78);\n}\n\n/* Tests List & Groups */\n\n.validator-test-list {\n    flex-grow: 1;\n    flex-shrink: 1;\n}\n\n.validator-test-list-group-separator {\n    background-color: rgb(104, 104, 104);\n}\n\n.validator-test-list-group-expander {\n    border-width: 0;\n    border-color: rgba(0, 0, 0, 0);\n\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-list-group-expander-arrow {\n    color: rgb(104, 104, 104);\n}\n\n.validator-test-list-group-expander-label {\n    color: rgb(255, 255, 255);\n    -unity-font-style: bold;\n}\n\n/* Validation Test */\n\n.validator-test-foldout {\n    border-width: 0;\n    border-radius: 0;\n    background-color: rgb(56, 56, 56);\n}\n\n.validator-test-foldout:hover {\n    background-color: rgb(68, 68, 68);\n}\n\n.validator-test-foldout:active {\n    background-color: rgb(48, 48, 48);\n}\n\n.validator-test-foldout-expanded {\n    background-color: rgb(68, 68, 68);\n}\n\n.validator-test-expander-arrow {\n    color: rgb(104, 104, 104);\n}\n\n.validator-test-content {\n    background-color: rgb(68, 68, 68);\n}\n\n.validator-test-content-textfield > .unity-base-field__input {\n    border-width: 0;\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-content-result-messages {\n    border-left-width: 2px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.validator-test-content-result-messages-pass {\n    border-color: rgb(40, 200, 40);\n}\n\n.validator-test-content-result-messages-warning {\n    border-color: rgb(200, 140, 40);\n}\n\n.validator-test-content-result-messages-fail {\n    border-color: rgb(200, 40, 40);\n}\n\n.validator-test-content-result-messages-content-button {\n    border-width: 0;\n    border-radius: 0;\n    \n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-content-result-messages-content-button:hover {\n    background-color: rgb(78, 78, 78);\n}\n\n.validator-test-content-result-messages-content-button:active {\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-content-result-messages-separator {\n    background-color: rgb(68, 68, 68);\n}"
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    "content": "fileFormatVersion: 2\nguid: d09164f0be2befd40aac764571737ff7\nScriptedImporter:\n  internalIDToNameTable: []\n  externalObjects: {}\n  serializedVersion: 2\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n  script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}\n  disableValidation: 0\n"
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    "content": "%YAML 1.1\n%TAG !u! tag:unity3d.com,2011:\n--- !u!114 &11400000\nMonoBehaviour:\n  m_ObjectHideFlags: 0\n  m_CorrespondingSourceObject: {fileID: 0}\n  m_PrefabInstance: {fileID: 0}\n  m_PrefabAsset: {fileID: 0}\n  m_GameObject: {fileID: 0}\n  m_Enabled: 1\n  m_EditorHideFlags: 0\n  m_Script: {fileID: 11500000, guid: d813ff809ae82f643bf975031305d541, type: 3}\n  m_Name: Check Compressed Files\n  m_EditorClassIdentifier: \n  HasBeenInitialized: 1\n  Id: 22\n  Title: Check Compressed Files\n  Description: \"Package should not contain nested .unitypackage or archive files\n    that obscure most of, or the entirety of the content.\\n\\n.unitypackage files\n    are acceptable for including setup preferences, settings, supplemental files\n    for other Asset Store products, or alternative render pipeline content\\n\\n.zip\n    files are acceptable if they are compressing files that do not natively function\n    in the Unity Editor. (For example, Blender, HTML Documentation, or Visual Studio\n    Projects). Such files should include 'source' in the file name (e.g. \\\"Blender_source.zip\\\"\n    or \\\"PSDSource.zip\\\").\"\n  CategoryInfo:\n    IsFailFilter: 1\n    IsInclusiveFilter: 1\n    AppliesToSubCategories: 1\n    Filter: []\n  TestScript: {fileID: 11500000, guid: 84b23febe0d923842aef73b95da5f25b, type: 3}\n"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/CHANGELOG.md",
    "content": "# Changelog\nAll notable changes to this package will be documented in this file.\n\n## [12.0.1] - 2025-01-16\n\n### Preview Generator changes\n- Updated generated preview collection UI to display the asset extension\n- Fixed an issue with some prefab and model asset types not generating previews\n- Fixed an error that could occur when changing scenes after deleting a preview source asset\n\n## [12.0.0] - 2025-01-13\n\n### General changes\n- The code comprising the Asset Store Publishing Tools has been refactored.\n- Added dependency on Newtonsoft Json\n\n### Uploader changes\n- Updated window to retain its state if closed unless a domain reload occurs\n- Added option to generate higher resolution asset previews when exporting\n- Fixed a rare issue where authentication would fail\n- Minor UI tweaks\n\n### Validator changes\n- Added validation tests for:\n    - Package naming\n\t- Project Template assets\n- Updated the Type Namespace validation test to check for Unity top level namespaces\n\n### Exporter changes\n- Updated how asset previews are generated/included for the  package that is being exported\n\n### Preview Generator\n- Added a Preview Generator window that can be used to pre-generate and inspect package previews before exporting\n\n## [11.4.4] - 2024-11-29\n\n### Validator Changes\n- The validator UI window description section can now be expanded or shrunk to take up less screen space\n- Updated severity of the Model Importer Logs validation test\n\n### Exporter Changes\n- Updated exporter to always exclude hidden files and folders beginning with the dot symbol (e.g.: .hiddenFolder/ or .hiddenfile.txt)\n- Updated exporter to explicitly exclude extended attribute files when exporting packages on macOS systems\n\n### Other\n- Moved the Asset Store Tools toolbar items into the Tools section\n- Fixed several window-related compilation warnings when using Unity 6 versions of the Editor\n\n## [11.4.3] - 2024-08-01\n\n### Validator Changes\n- Hotfix: Remove non-ascii characters from the demo scene validation\n\n## [11.4.2] - 2024-07-30\n\n### Validator Changes\n- Check for nested .unitypackage files in the demo scene validation\n- Prevent normal map test from erroring when misc importer types are detected\n- Remove Templates category from the uncompressed images requirement list\n\n## [11.4.1] - 2024-05-10\n\n### Exporter Changes\n- Fixed an issue with bundled plugin folder contents not being exported\n\n### Other\n- Miscellaneous internal changes\n\n## [11.4.0] - 2024-01-23\n\n### Uploader Changes\n- Added prevention of uploading packages larger than 6 GB\n- Added a prompt to allow automatically generating meta files within hidden folders\n- Fixed some obsolete API usage warnings in newer Unity versions\n\n### Validator Changes\n- Added validation tests for:\n    - Animation Clip take names\n\t- Model import logs\n\t- Uncompressed Package size\n- Updated the fail severity of Audio Clipping validation test\n- Updated the Demo Scene test to treat default scenes with custom skyboxes as valid demo scenes\n- Fixed some obsolete API usage warnings in newer Unity versions\n\n### Other\n- Added an option to check for Asset Store Publishing Tools updates\n\n## [11.3.1] - 2023-08-14\n\n### Uploader Changes\n- Added the option to select indirect package dependencies from the project (e.g. Mathematics package installed by the Burst package)\n\n### Validator Changes\n- Updated the Texture Dimensions test to ignore 'Sprite' and 'Editor GUI' texture types\n\n### Exporter Changes\n- Updated exporter to ignore the 'ProjectSettings/ProjectVersion.txt' asset when exporting 'Complete Project' category packages\n\n## [11.3.0] - 2023-07-04\n\n### Uploader Changes\n\n- Added the option to validate a pre-exported package\n- Added the option to export a .unitypackage file without uploading\n- Updated the dependency selection UI\n\n### Validator Changes\n\n- Added the option to validate several asset paths at once\n    - Note: when validating package that is comprised of several folders (e.g. Assets/MyPackage + \n\tAssets/StreamingAssets + Assets/WebGLTemplates), please select all applicable paths that would be included in the package\n- Added several new validation tests for:\n    - File Menu Names\n\t- Compressed files \n\t- Model Types\n\t- Texture Dimensions\n\t- Particle Systems\n\t- Normal Map Textures\n    - Audio Clipping\n    - Path Lengths\n    - Script Compilation\t\n- Updated validation test severities based on package category\n- Updated validation tests to each have their own test logic class\n- Updated validation tests to be displayed in alphabetical order\n- Fixed several issues with the namespace check test\n- Fixed scenes in Samples~ folders not being taken into account for the sample scene check test\n- Other internal changes\n\n### Exporter Changes\n\n- Package exporter is now a separate module (similar to Uploader and Validator)\n- Fixed hidden folders being included when exporting package content\n    - Note: this prevents an issue with the Unity Editor, where exported hidden folders would appear in the Project window \n\tas empty folders when imported, despite having content on disk. Content nested within hidden folders is still collected, \n\tprovided it contains unique .meta files\n\n## [11.2.2] - 2023-02-23\n\n### Validator Changes\n\n- Updated the 'LOD Setup' test to address some issues\n\t- Added additional checks for LOD renderers (inactive renderer check, LOD Group reference check, relative hierarchy position to LOD Group check)\n\t- LOD Group Component is no longer required to be on the root of the Prefab\n\t- Updated the test result message interface when invalid Prefabs are found\n\n## [11.2.1] - 2023-01-17\n\n### Uploader Changes\n\n- Added a more informative error when exporting content with clashing guid meta files in hidden folders\n- Fixed a compilation issue for Unity 2020.1 and 2020.2\n- Fixed a rare error condition when queueing multiple package uploads in quick succession\n- Fixed Asset Store Uploader state not being properly reset if the uploading process fails\n\n### Validator Changes\n\n- Updated the Asset Store Validator description\n- Fixed a rare memory overflow issue when performing package validation\n\n## [11.2.0] - 2022-11-03\n\n### Uploader Changes\n\n- Uploader will now use the custom package exporter by default\n    - An option to use the legacy (native) exporter can be found in the Asset Store Publishing Tools' settings window\n- When exporting from the Assets folder, package dependencies can now be selected individually instead of being a choice between 'All' or 'None'\n    - This option is only available with the custom exporter\n- Changed the way the Uploader reports completed uploading tasks\n    - Modal pop-up has been replaced by a new UI view state\n\t- Added an option to the Asset Store Publishing Tools' Settings to display the pop-up after a completed upload\n- Changed exported .unitypackage files to have distinguishable file names\n- Fixed the Uploader window indefinitely stalling at 100% upload progress when a response from the Asset Store server is not received\n- Fixed native package exporter producing broken packages when the export path contained hidden folders\n- Fixed an issue with high CPU usage when uploading packages\n- Fixed Asset Store Publishing Tools' settings not being saved between Editor sessions on macOS\n- Other minor changes and tweaks\n\n### Validator Changes\n\n- Added two new tests:\n    - 'Types have namespaces': checks whether scripts and native libraries under the validated path are nested under a namespace\n\t- 'Consistent line endings': checks whether scripts under the validated path have consistent line endings. This is similar to the warning from the Unity Editor compilation pipeline when a script contains both Windows and UNIX line endings.\n- Improved 'Reset Prefabs' test to display and be more informative about prefabs with unusually low transform values\n- Improved 'SpeedTree asset inclusion' test to search for '.st' files\n- Improved 'Documentation inclusion' test to treat '.md' files as valid documentation files\n- Improved 'Lossy audio file inclusion' test to treat '.aif' and '.aiff' files as valid non-lossy audio files\n- Improved 'Lossy audio file inclusion' test to search the project for non-lossy variants of existing lossy audio files\n- Removed 'Duplicate animation names' test\n- Tweaked validation severities for several tests\n- Other minor changes and tweaks\n\n## [11.1.0] - 2022-09-14\n\n### Uploader Changes\n\n- Package Publisher Portal links can now be opened for all packages regardless of package status\n- External Dependency Manager can now be selected as a 'Special Folder' if found in the root Assets folder\n\n### Validator Changes\n\n- Added category selection for the Validator\n    - Categories help determine the outcome of package validation more accurately. For example, documentation is not crucial for art packages, but is required for tooling packages.\n- Added a list of prefabs with missing mesh references to 'Meshes have Prefabs' test when the test fails\n- Corrected the message for a passing 'Shader compilation errors' test\n- Improved the floating point precision accuracy of 'Reset Prefabs' test\n- Fixed 'Missing Components in Assets' test checking all project folders instead of only the set path\n- Fixed 'Prefabs for meshes' test not checking meshes in certain paths\n- Fixed 'Reset Prefabs' test failing because of Prefabs with a Rect Transform Component\n- Fixed 'Reset Prefabs' test ignoring Transform rotation\n- Fixed test description text overlapping in some cases\n- Other minor changes and tweaks\n\n## [11.0.2] - 2022-08-09\n\n- Corrected some namespaces which were causing issues when deriving classes from Editor class\n\n## [11.0.1] - 2022-08-05\n\n### Uploader Changes\n\n- Added Settings window (Asset Store Tools > Settings)\n- Added Soft/Junction Symlink support (enable through Settings)\n- Added workflow and path selection serialization (workflow saved locally, paths locally and online)\n- No more logs when using the `-nullable` compiler option (thanks @alfish)\n- Some API refactoring in preparation for CLI support\n- Other minor fixes/improvements\n\n**Note:** when updating Asset Store Tools from the Package Manager, don't forget to remove the old version from the project (V11.0.0) before importing the new one (V11.0.1)\n\n\n## [11.0.0] - 2022-07-20\n\n### Uploader changes\n\n- UI has been reworked using UI Toolkit\n- New login window, allowing to login using Unity Cloud Services\n- Improved top bar, including search and sorting\n- Draft packages moved to the top\n- Added category, size, and last modified date next to the package\n- Added a link to the publishing portal next to the package\n- New uploading flow: “Pre-exported .unitypackage”\n- Previous uploading flow (folder selection) has been renamed to “From Assets Folder”\n- Dependencies check has been renamed to “Include Package Manifest” for clarity\n- Special Folders can now be selected and uploaded together with the package’s main folder (i.e. StreamingAssets, Plugins)\n- You can now upload to multiple packages at the same time without waiting for the first one to finish\n- Package can now be validated in the Uploading window by pressing the “Validate” button\n- Added refresh and logout buttons to the bottom toolbar for easier access\n- Packages caching - package information will no longer be redownloaded every time you open the Uploader window during the same Editor session\n- (Experimental) Custom exporter - will export your package ~2 times faster, but may miss some asset previews in the final product. To enable it - click three dots on the top left side of the window and enable “Use Custom Exporting”\n\n\n### Validator changes\n\n- UI has been reworked using UI Toolkit\n- New tests based on the new guidelines\n- Updated tests’ titles, descriptions, and error reporting\n\n## [5.0.5] - 2021-11-04\n\n- Fixed namespace issues\n\n## [5.0.4] - 2020-07-28\n\n- Fixed issues with Unity 2020.1\n\n## [5.0.3] - 2020-05-07\n\n- Remove \"Remove Standard Assets\" check\n\n## [5.0.2] - 2020-04-21 \n\n- Enable auto login with Unity account\n- Upload package with thread\n\n## [5.0.1] - 2020-03-23\n\n- Fix domain resolve issue\n\n## [5.0.0] - 2019-10-09\n\n- Added \"Package Validator\" tool\n- Added Help window\n- Added logout confirmation popup\n- Updated toolbar menu layout\n- Removed \"Mass Labeler\" tool\n- Updated layout of Login and Package Upload windows\n- Error messages are now more elaborate and user-friendly\n- Removed deprecated \"Main Assets\" step from the Package Upload window\n- Package Upload window now has a step for including package manager dependencies\n- Tooltips are now added to each upload process step\n\n\n## [4.1.0] - 2018-05-14\n\n- Made Tool compatible with 2017.1\n\n## [4.0.7] - 2017-07-10\n\n- Tweaked menu items.\n\n## [4.0.6] - 2016-07-15\n\n- Improved error messages.\n\n## [4.0.5] - 2016-03-17\n\n- Enabling upload of fbm files.\n\n## [4.0.4] - 2015-11-16\n\n- Login improvements\n\n## [4.0.3] - 2015-11-16\n\n- Prepare the Tools for Unity 5.3\n\n## [4.0.2] - 2015-10-23\n\n- Fixed issue where Upload button would not work for some projects.\n- Fixed issues for publishers that only had one package.\n\n## [4.0.0] - 2015-09-01\n\n- Replaced Package Manager with Package Upload. Package management is now handled by Publisher Administration"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/CHANGELOG.md.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/AuthenticationBase.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Api\n{\n    internal abstract class AuthenticationBase : IAuthenticationType\n    {\n        protected Uri LoginUrl = ApiUtility.CreateUri(Constants.Api.AuthenticateUrl, true);\n        protected FormUrlEncodedContent AuthenticationContent;\n\n        protected FormUrlEncodedContent GetAuthenticationContent(params KeyValuePair<string, string>[] content)\n        {\n            var baseContent = Constants.Api.DefaultAssetStoreQuery();\n\n            try { baseContent.Add(\"license_hash\", ApiUtility.GetLicenseHash()); } catch { ASDebug.LogWarning(\"Could not retrieve license hash\"); }\n            try { baseContent.Add(\"hardware_hash\", ApiUtility.GetHardwareHash()); } catch { ASDebug.LogWarning(\"Could not retrieve hardware hash\"); }\n\n            foreach (var extraContent in content)\n            {\n                baseContent.Add(extraContent.Key, extraContent.Value);\n            }\n\n            return new FormUrlEncodedContent(baseContent);\n        }\n\n        protected AuthenticationResponse ParseResponse(HttpResponseMessage response)\n        {\n            try\n            {\n                response.EnsureSuccessStatusCode();\n                var responseString = response.Content.ReadAsStringAsync().Result;\n                return new AuthenticationResponse(responseString);\n            }\n            catch (HttpRequestException e)\n            {\n                return new AuthenticationResponse(response.StatusCode, e) { Success = false };\n            }\n        }\n\n        public abstract Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken = default);\n    }\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreApi.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing System;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IAssetStoreApi\n    {\n        Task<AssetStoreToolsVersionResponse> GetLatestAssetStoreToolsVersion(CancellationToken cancellationToken = default);\n        Task<AuthenticationResponse> Authenticate(IAuthenticationType authenticationType, CancellationToken cancellationToken = default);\n        void Deauthenticate();\n        Task<PackagesDataResponse> GetPackages(CancellationToken cancellationToken = default);\n        Task<CategoryDataResponse> GetCategories(CancellationToken cancellationToken = default);\n        Task<PackageThumbnailResponse> GetPackageThumbnail(Package package, CancellationToken cancellationToken = default);\n        Task<RefreshedPackageDataResponse> RefreshPackageMetadata(Package package, CancellationToken cancellationToken = default);\n        Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(Package package, CancellationToken cancellationToken = default);\n        Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress = null, CancellationToken cancellationToken = default);\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreApi.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreClient.cs",
    "content": "using System;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IAssetStoreClient\n    {\n        void SetSessionId(string sessionId);\n        void ClearSessionId();\n\n        Task<HttpResponseMessage> Get(Uri uri, CancellationToken cancellationToken = default);\n        Task<HttpResponseMessage> Post(Uri uri, HttpContent content, CancellationToken cancellationToken = default);\n        Task<HttpResponseMessage> Put(Uri uri, HttpContent content, CancellationToken cancellationToken = default);\n        Task<HttpResponseMessage> Send(HttpRequestMessage request, CancellationToken cancellationToken = default);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAssetStoreClient.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAuthenticationType.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IAuthenticationType\n    {\n        Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IAuthenticationType.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/IPackageUploader.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal interface IPackageUploader\n    {\n        Task<PackageUploadResponse> Upload(IAssetStoreClient client, IProgress<float> progress, CancellationToken cancellationToken = default);\n    }\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions/PackageUploaderBase.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System;\nusing System.IO;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal abstract class PackageUploaderBase : IPackageUploader\n    {\n        protected const int UploadChunkSizeBytes = 32768;\n        protected const int UploadResponseTimeoutMs = 10000;\n\n        protected abstract void ValidateSettings();\n        public abstract Task<PackageUploadResponse> Upload(IAssetStoreClient client, IProgress<float> progress = null, CancellationToken cancellationToken = default);\n\n        protected void EnsureSuccessResponse(HttpResponseMessage response)\n        {\n            try\n            {\n                response.EnsureSuccessStatusCode();\n            }\n            catch\n            {\n                throw new Exception(response.Content.ReadAsStringAsync().Result);\n            }\n        }\n\n        protected void WaitForUploadCompletion(Task<HttpResponseMessage> response, FileStream requestFileStream, IProgress<float> progress, CancellationToken cancellationToken)\n        {\n            // Progress tracking\n            int updateIntervalMs = 100;\n            bool allBytesSent = false;\n            DateTime timeOfCompletion = default;\n\n            while (!response.IsCompleted)\n            {\n                float uploadProgress = (float)requestFileStream.Position / requestFileStream.Length * 100;\n                progress?.Report(uploadProgress);\n                Thread.Sleep(updateIntervalMs);\n\n                // A timeout for rare cases, when package uploading reaches 100%, but Put task IsComplete value remains 'False'\n                if (requestFileStream.Position == requestFileStream.Length)\n                {\n                    if (!allBytesSent)\n                    {\n                        allBytesSent = true;\n                        timeOfCompletion = DateTime.UtcNow;\n                    }\n                    else if (DateTime.UtcNow.Subtract(timeOfCompletion).TotalMilliseconds > UploadResponseTimeoutMs)\n                    {\n                        throw new TimeoutException();\n                    }\n                }\n            }\n        }\n    }\n}\n"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Abstractions.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/ApiUtility.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditorInternal;\n\nnamespace AssetStoreTools.Api\n{\n    internal class ApiUtility\n    {\n        public static Uri CreateUri(string url, bool includeDefaultAssetStoreQuery) => CreateUri(url, null, includeDefaultAssetStoreQuery);\n        public static Uri CreateUri(string url, IDictionary<string, string> queryParameters, bool includeDefaultAssetStoreQuery)\n        {\n            IDictionary<string, string> fullQueryParameters = includeDefaultAssetStoreQuery ?\n                    Constants.Api.DefaultAssetStoreQuery() : new Dictionary<string, string>();\n\n            if (queryParameters != null && queryParameters.Count > 0)\n            {\n                foreach (var kvp in queryParameters)\n                    fullQueryParameters.Add(kvp);\n            }\n\n            var builder = new UriBuilder(url);\n            if (fullQueryParameters.Count == 0)\n                return builder.Uri;\n\n            var fullQueryParameterString = string.Empty;\n            foreach (var queryParam in fullQueryParameters)\n            {\n                var escapedValue = queryParam.Value != null ? Uri.EscapeDataString(queryParam.Value) : string.Empty;\n                fullQueryParameterString += $\"{queryParam.Key}={escapedValue}&\";\n            }\n            fullQueryParameterString = fullQueryParameterString.Remove(fullQueryParameterString.Length - 1);\n\n            builder.Query = fullQueryParameterString;\n            return builder.Uri;\n        }\n\n        public static List<Package> CombinePackageData(List<Package> mainPackageData, List<PackageAdditionalData> extraPackageData, List<Category> categoryData)\n        {\n            foreach (var package in mainPackageData)\n            {\n                var extraData = extraPackageData.FirstOrDefault(x => package.PackageId == x.PackageId);\n\n                if (extraData == null)\n                {\n                    ASDebug.LogWarning($\"Could not find extra data for Package {package.PackageId}\");\n                    continue;\n                }\n\n                var categoryId = extraData.CategoryId;\n                var category = categoryData.FirstOrDefault(x => x.Id.ToString() == categoryId);\n                if (category != null)\n                    package.Category = category.Name;\n                else\n                    package.Category = \"Unknown\";\n\n                package.Modified = extraData.Modified;\n                package.Size = extraData.Size;\n            }\n\n            return mainPackageData;\n        }\n\n        public static string GetLicenseHash()\n        {\n            return InternalEditorUtility.GetAuthToken().Substring(0, 40);\n        }\n\n        public static string GetHardwareHash()\n        {\n            return InternalEditorUtility.GetAuthToken().Substring(40, 40);\n        }\n    }\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreApi.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Linq;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class AssetStoreApi : IAssetStoreApi\n    {\n        private IAssetStoreClient _client;\n\n        public AssetStoreApi(IAssetStoreClient client)\n        {\n            _client = client;\n        }\n\n        public async Task<AssetStoreToolsVersionResponse> GetLatestAssetStoreToolsVersion(CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.AssetStoreToolsLatestVersionUrl, false);\n                var response = await _client.Get(uri, cancellationToken);\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new AssetStoreToolsVersionResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new AssetStoreToolsVersionResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new AssetStoreToolsVersionResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<AuthenticationResponse> Authenticate(IAuthenticationType authenticationType, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var loginResponse = await authenticationType.Authenticate(_client, cancellationToken);\n                if (loginResponse.Success)\n                {\n                    _client.SetSessionId(loginResponse.User.SessionId);\n                }\n\n                return loginResponse;\n            }\n            catch (OperationCanceledException e)\n            {\n                return new AuthenticationResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new AuthenticationResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public void Deauthenticate()\n        {\n            _client.ClearSessionId();\n        }\n\n        public async Task<PackagesDataResponse> GetPackages(CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var mainDataResponse = await GetPackageDataMain(cancellationToken);\n                if (!mainDataResponse.Success)\n                    throw mainDataResponse.Exception;\n                var additionalDataResponse = await GetPackageDataExtra(cancellationToken);\n                if (!additionalDataResponse.Success)\n                    throw additionalDataResponse.Exception;\n                var categoryDataResponse = await GetCategories(cancellationToken);\n                if (!categoryDataResponse.Success)\n                    throw categoryDataResponse.Exception;\n\n                var joinedData = ApiUtility.CombinePackageData(mainDataResponse.Packages, additionalDataResponse.Packages, categoryDataResponse.Categories);\n                return new PackagesDataResponse() { Success = true, Packages = joinedData };\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackagesDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackagesDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        private async Task<PackagesDataResponse> GetPackageDataMain(CancellationToken cancellationToken)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetPackagesUrl, true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new PackagesDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackagesDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackagesDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        private async Task<PackagesAdditionalDataResponse> GetPackageDataExtra(CancellationToken cancellationToken)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetPackagesAdditionalDataUrl, true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new PackagesAdditionalDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackagesAdditionalDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackagesAdditionalDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<CategoryDataResponse> GetCategories(CancellationToken cancellationToken)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetCategoriesUrl, true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new CategoryDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new CategoryDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new CategoryDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<PackageThumbnailResponse> GetPackageThumbnail(Package package, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                if (string.IsNullOrEmpty(package.IconUrl))\n                    throw new Exception($\"Could not retrieve thumbnail for package {package.PackageId} - icon url is null\");\n\n                var response = await _client.Get(new Uri(package.IconUrl), cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseBytes = response.Content.ReadAsByteArrayAsync().Result;\n                return new PackageThumbnailResponse(responseBytes);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageThumbnailResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageThumbnailResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<RefreshedPackageDataResponse> RefreshPackageMetadata(Package package, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var refreshedPackage = JObject.FromObject(package).DeepClone().ToObject<Package>();\n\n                var packagesResponse = await GetPackageDataExtra(cancellationToken);\n                if (!packagesResponse.Success)\n                    throw packagesResponse.Exception;\n\n                // Find the updated package data in the latest data json\n                var packageRefreshSource = packagesResponse.Packages.FirstOrDefault(x => x.PackageId == refreshedPackage.PackageId);\n                if (packageRefreshSource == null)\n                    return new RefreshedPackageDataResponse() { Success = false, Exception = new MissingMemberException($\"Unable to find downloaded package data for package id {package.PackageId}\") };\n\n                // Retrieve the category map\n                var categoryData = await GetCategories(cancellationToken);\n                if (!categoryData.Success)\n                    return new RefreshedPackageDataResponse() { Success = false, Exception = packagesResponse.Exception };\n\n                // Update the package data\n                refreshedPackage.Name = packageRefreshSource.Name;\n                refreshedPackage.Status = packageRefreshSource.Status;\n                var newCategory = categoryData.Categories.FirstOrDefault(x => x.Id.ToString() == packageRefreshSource.CategoryId);\n                refreshedPackage.Category = newCategory != null ? newCategory.Name : \"Unknown\";\n                refreshedPackage.Modified = packageRefreshSource.Modified;\n                refreshedPackage.Size = packageRefreshSource.Size;\n\n                return new RefreshedPackageDataResponse() { Success = true, Package = refreshedPackage };\n            }\n            catch (OperationCanceledException)\n            {\n                return new RefreshedPackageDataResponse() { Success = false, Cancelled = true };\n            }\n            catch (Exception e)\n            {\n                return new RefreshedPackageDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(Package package, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                var uri = ApiUtility.CreateUri(Constants.Api.GetPackageUploadedVersionsUrl(package.PackageId, package.VersionId), true);\n                var response = await _client.Get(uri, cancellationToken);\n\n                cancellationToken.ThrowIfCancellationRequested();\n                response.EnsureSuccessStatusCode();\n\n                var responseStr = response.Content.ReadAsStringAsync().Result;\n                return new PackageUploadedUnityVersionDataResponse(responseStr);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageUploadedUnityVersionDataResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadedUnityVersionDataResponse() { Success = false, Exception = e };\n            }\n        }\n\n        public async Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress = null, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                return await uploader.Upload(_client, progress, cancellationToken);\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageUploadResponse() { Success = false, Cancelled = true, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadResponse() { Success = false, Exception = e };\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreApi.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 684fca3fffd79d944a32d9b3adbfc007\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreClient.cs",
    "content": "using System;\nusing System.Net;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class AssetStoreClient : IAssetStoreClient\n    {\n        private HttpClient _httpClient;\n\n        public AssetStoreClient()\n        {\n            ServicePointManager.DefaultConnectionLimit = 500;\n            _httpClient = new HttpClient();\n            _httpClient.DefaultRequestHeaders.ConnectionClose = false;\n            _httpClient.DefaultRequestHeaders.Add(\"Accept\", \"application/json\");\n            _httpClient.Timeout = TimeSpan.FromMinutes(1320);\n        }\n\n        public void SetSessionId(string sessionId)\n        {\n            ClearSessionId();\n\n            if (!string.IsNullOrEmpty(sessionId))\n                _httpClient.DefaultRequestHeaders.Add(\"X-Unity-Session\", sessionId);\n        }\n\n        public void ClearSessionId()\n        {\n            _httpClient.DefaultRequestHeaders.Remove(\"X-Unity-Session\");\n        }\n\n        public Task<HttpResponseMessage> Get(Uri uri, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.GetAsync(uri, cancellationToken);\n        }\n\n        public Task<HttpResponseMessage> Post(Uri uri, HttpContent content, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.PostAsync(uri, content, cancellationToken);\n        }\n\n        public Task<HttpResponseMessage> Put(Uri uri, HttpContent content, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.PutAsync(uri, content, cancellationToken);\n        }\n\n        public Task<HttpResponseMessage> Send(HttpRequestMessage request, CancellationToken cancellationToken = default)\n        {\n            return _httpClient.SendAsync(request, cancellationToken);\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/AssetStoreClient.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 80b4527c908161a4b9f06dc393b502f9\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/CloudTokenAuthentication.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class CloudTokenAuthentication : AuthenticationBase\n    {\n        public CloudTokenAuthentication(string cloudToken)\n        {\n            AuthenticationContent = GetAuthenticationContent(\n                new KeyValuePair<string, string>(\"user_access_token\", cloudToken)\n                );\n        }\n\n        public override async Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken)\n        {\n            var result = await client.Post(LoginUrl, AuthenticationContent, cancellationToken);\n            cancellationToken.ThrowIfCancellationRequested();\n\n            return ParseResponse(result);\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/CloudTokenAuthentication.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 99f1baec74f26a34bb972b19c92d523f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/CredentialsAuthentication.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class CredentialsAuthentication : AuthenticationBase\n    {\n        public CredentialsAuthentication(string email, string password)\n        {\n            AuthenticationContent = GetAuthenticationContent(\n                new KeyValuePair<string, string>(\"user\", email),\n                new KeyValuePair<string, string>(\"pass\", password)\n                );\n        }\n\n        public override async Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken)\n        {\n            var result = await client.Post(LoginUrl, AuthenticationContent, cancellationToken);\n            cancellationToken.ThrowIfCancellationRequested();\n\n            return ParseResponse(result);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/CredentialsAuthentication.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 353e556b63fd441428f387bc85aa612c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/Category.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class Category\n    {\n        public int Id { get; set; }\n        public string Name { get; set; }\n        public string Status { get; set; }\n\n        public class AssetStoreCategoryResolver : DefaultContractResolver\n        {\n            private Dictionary<string, string> _propertyConversions;\n\n            public AssetStoreCategoryResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(Category.Name), \"assetstore_name\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n\n        public class CachedCategoryResolver : DefaultContractResolver\n        {\n            private static CachedCategoryResolver _instance;\n            public static CachedCategoryResolver Instance => _instance ?? (_instance = new CachedCategoryResolver());\n\n            private Dictionary<string, string> _propertyConversion;\n\n            private CachedCategoryResolver()\n            {\n                this.NamingStrategy = new SnakeCaseNamingStrategy();\n                _propertyConversion = new Dictionary<string, string>()\n                {\n                    { nameof(Category.Name), \"name\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversion.ContainsKey(propertyName))\n                    return _propertyConversion[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/Category.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5897866bc65f5834dab1f17371daada7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/Package.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class Package\n    {\n        public string PackageId { get; set; }\n        public string VersionId { get; set; }\n        public string Name { get; set; }\n        public string Status { get; set; }\n        public string Category { get; set; }\n        public bool IsCompleteProject { get; set; }\n        public string RootGuid { get; set; }\n        public string RootPath { get; set; }\n        public string ProjectPath { get; set; }\n        public string Modified { get; set; }\n        public string Size { get; set; }\n        public string IconUrl { get; set; }\n\n        public class AssetStorePackageResolver : DefaultContractResolver\n        {\n            private static AssetStorePackageResolver _instance;\n            public static AssetStorePackageResolver Instance => _instance ?? (_instance = new AssetStorePackageResolver());\n\n            private Dictionary<string, string> _propertyConversions;\n\n            private AssetStorePackageResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(Package.VersionId), \"id\" },\n                    { nameof(Package.IsCompleteProject), \"is_complete_project\" },\n                    { nameof(Package.RootGuid), \"root_guid\" },\n                    { nameof(Package.RootPath), \"root_path\" },\n                    { nameof(Package.ProjectPath), \"project_path\" },\n                    { nameof(Package.IconUrl), \"icon_url\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n\n        public class CachedPackageResolver : DefaultContractResolver\n        {\n            private static CachedPackageResolver _instance;\n            public static CachedPackageResolver Instance => _instance ?? (_instance = new CachedPackageResolver());\n\n            private Dictionary<string, string> _propertyConversion;\n\n            private CachedPackageResolver()\n            {\n                this.NamingStrategy = new SnakeCaseNamingStrategy();\n                _propertyConversion = new Dictionary<string, string>()\n                {\n                    { nameof(Package.PackageId), \"package_id\" },\n                    { nameof(Package.VersionId), \"version_id\" },\n                    { nameof(Package.IsCompleteProject), \"is_complete_project\" },\n                    { nameof(Package.RootGuid), \"root_guid\" },\n                    { nameof(Package.RootPath), \"root_path\" },\n                    { nameof(Package.IconUrl), \"icon_url\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversion.ContainsKey(propertyName))\n                    return _propertyConversion[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/Package.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e9f0b99820061b49abf6e8cf544a727\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/PackageAdditionalData.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class PackageAdditionalData\n    {\n        public string Name { get; set; }\n        public string Status { get; set; }\n        public string PackageId { get; set; }\n        public string VersionId { get; set; }\n        public string CategoryId { get; set; }\n        public string Modified { get; set; }\n        public string Size { get; set; }\n\n        public class AssetStorePackageResolver : DefaultContractResolver\n        {\n            private static AssetStorePackageResolver _instance;\n            public static AssetStorePackageResolver Instance => _instance ?? (_instance = new AssetStorePackageResolver());\n\n            private Dictionary<string, string> _propertyConversions;\n\n            private AssetStorePackageResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(PackageAdditionalData.PackageId), \"id\" },\n                    { nameof(PackageAdditionalData.CategoryId), \"category_id\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/PackageAdditionalData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0663f29f3fcd0e34ab77338d1bdbb528\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/User.cs",
    "content": "using Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Models\n{\n    internal class User\n    {\n        public string Id { get; set; }\n        public string SessionId { get; set; }\n        public string Name { get; set; }\n        public string Username { get; set; }\n        public string PublisherId { get; set; }\n        public bool IsPublisher => !string.IsNullOrEmpty(PublisherId);\n\n        public override string ToString()\n        {\n            return\n                $\"{nameof(Id)}: {Id}\\n\" +\n                $\"{nameof(Name)}: {Name}\\n\" +\n                $\"{nameof(Username)}: {Username}\\n\" +\n                $\"{nameof(PublisherId)}: {PublisherId}\\n\" +\n                $\"{nameof(IsPublisher)}: {IsPublisher}\\n\" +\n                $\"{nameof(SessionId)}: [HIDDEN]\";\n        }\n\n        public class AssetStoreUserResolver : DefaultContractResolver\n        {\n            private static AssetStoreUserResolver _instance;\n            public static AssetStoreUserResolver Instance => _instance ?? (_instance = new AssetStoreUserResolver());\n\n            private Dictionary<string, string> _propertyConversions;\n\n            private AssetStoreUserResolver()\n            {\n                _propertyConversions = new Dictionary<string, string>()\n                {\n                    { nameof(User.SessionId), \"xunitysession\" },\n                    { nameof(User.PublisherId), \"publisher\" }\n                };\n            }\n\n            protected override string ResolvePropertyName(string propertyName)\n            {\n                if (_propertyConversions.ContainsKey(propertyName))\n                    return _propertyConversions[propertyName];\n\n                return base.ResolvePropertyName(propertyName);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models/User.cs.meta",
    "content": "fileFormatVersion: 2\nguid: caf38df5cd685a345a1ebec8f7651c93\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Models.meta",
    "content": "fileFormatVersion: 2\nguid: 1f83e4b5507886f4b873c22c146b8f6a\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreResponse.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    /// <summary>\n    /// A structure used to return the success outcome and the result of Asset Store API calls\n    /// </summary>\n    internal class AssetStoreResponse\n    {\n        public bool Success { get; set; } = false;\n        public bool Cancelled { get; set; } = false;\n        public Exception Exception { get; set; }\n\n        public AssetStoreResponse() { }\n\n        public AssetStoreResponse(Exception e) : this()\n        {\n            Exception = e;\n        }\n\n        protected void ValidateAssetStoreResponse(string json)\n        {\n            var dict = JsonConvert.DeserializeObject<JObject>(json);\n            if (dict == null)\n                throw new Exception(\"Response is empty\");\n\n            // Some json responses return an error field on error\n            if (dict.ContainsKey(\"error\"))\n            {\n                // Server side error message\n                // Do not write to console since this is an error that \n                // is \"expected\" ie. can be handled by the gui.\n                throw new Exception(dict.GetValue(\"error\").ToString());\n            }\n            // Some json responses return status+message fields instead of an error field. Go figure.\n            else if (dict.ContainsKey(\"status\") && dict.GetValue(\"status\").ToString() != \"ok\"\n                && dict.ContainsKey(\"message\"))\n            {\n                throw new Exception(dict.GetValue(\"message\").ToString());\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ee338db031a0cfb459f7cac7f41a5d75\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreToolsVersionResponse.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class AssetStoreToolsVersionResponse : AssetStoreResponse\n    {\n        public string Version { get; set; }\n\n        public AssetStoreToolsVersionResponse() : base() { }\n        public AssetStoreToolsVersionResponse(Exception e) : base(e) { }\n\n        public AssetStoreToolsVersionResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseVersion(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseVersion(string json)\n        {\n            var dict = JsonConvert.DeserializeObject<JObject>(json);\n            if (!dict.ContainsKey(\"version\"))\n                throw new Exception(\"Version was not found\");\n\n            Version = dict.GetValue(\"version\").ToString();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AssetStoreToolsVersionResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 40558675926f913478a654350149209e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AuthenticationResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing System;\nusing System.Net;\nusing System.Net.Http;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class AuthenticationResponse : AssetStoreResponse\n    {\n        public User User { get; set; }\n\n        public AuthenticationResponse() : base() { }\n\n        public AuthenticationResponse(Exception e) : base(e) { }\n\n        public AuthenticationResponse(HttpStatusCode statusCode, HttpRequestException fallbackException)\n        {\n            string message;\n            switch (statusCode)\n            {\n                case HttpStatusCode.Unauthorized:\n                    message = \"Incorrect email and/or password. Please try again.\";\n                    break;\n                case HttpStatusCode.InternalServerError:\n                    message = \"Authentication request failed\\nIf you were logging in with your Unity Cloud account, please make sure you are still logged in.\\n\" +\n                        \"This might also be caused by too many invalid login attempts - if that is the case, please try again later.\";\n                    break;\n                default:\n                    Exception = fallbackException;\n                    return;\n            }\n\n            Exception = new Exception(message);\n        }\n\n        public AuthenticationResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = User.AssetStoreUserResolver.Instance\n                };\n                User = JsonConvert.DeserializeObject<User>(json, serializerSettings);\n                ValidateLoginData();\n                ValidatePublisher();\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ValidateLoginData()\n        {\n            if (string.IsNullOrEmpty(User.Id)\n                || string.IsNullOrEmpty(User.SessionId)\n                || string.IsNullOrEmpty(User.Name)\n                || string.IsNullOrEmpty(User.Username))\n                throw new Exception(\"Could not parse the necessary publisher information from the response.\");\n        }\n\n        private void ValidatePublisher()\n        {\n            if (!User.IsPublisher)\n                throw new Exception($\"Your Unity ID {User.Name} is not currently connected to a publisher account. \" +\n                          $\"Please create a publisher profile.\");\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/AuthenticationResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ec3a5cb59a7e78646b07f800d317874d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/CategoryDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class CategoryDataResponse : AssetStoreResponse\n    {\n        public List<Category> Categories { get; set; }\n\n        public CategoryDataResponse() : base() { }\n        public CategoryDataResponse(Exception e) : base(e) { }\n\n        public CategoryDataResponse(string json)\n        {\n            try\n            {\n                var categoryArray = JsonConvert.DeserializeObject<JArray>(json);\n\n                Categories = new List<Category>();\n                var serializer = new JsonSerializer()\n                {\n                    ContractResolver = new Category.AssetStoreCategoryResolver()\n                };\n\n                foreach (var categoryData in categoryArray)\n                {\n                    var category = categoryData.ToObject<Category>(serializer);\n                    Categories.Add(category);\n                }\n\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/CategoryDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e3789323453f1604286b436f77bdca97\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageThumbnailResponse.cs",
    "content": "using System;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackageThumbnailResponse : AssetStoreResponse\n    {\n        public Texture2D Thumbnail { get; set; }\n        public PackageThumbnailResponse() : base() { }\n        public PackageThumbnailResponse(Exception e) : base(e) { }\n\n        public PackageThumbnailResponse(byte[] textureBytes)\n        {\n            try\n            {\n                var tex = new Texture2D(1, 1, TextureFormat.RGBA32, false);\n                var success = tex.LoadImage(textureBytes);\n                if (!success)\n                    throw new Exception(\"Could not retrieve image from the provided texture bytes\");\n\n                Thumbnail = tex;\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageThumbnailResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dacfba636b3757e408514b850d715e18\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageUploadedUnityVersionDataResponse.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackageUploadedUnityVersionDataResponse : AssetStoreResponse\n    {\n        public List<string> UnityVersions { get; set; }\n\n        public PackageUploadedUnityVersionDataResponse() : base() { }\n        public PackageUploadedUnityVersionDataResponse(Exception e) : base(e) { }\n\n        public PackageUploadedUnityVersionDataResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseVersionData(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseVersionData(string json)\n        {\n            var data = JsonConvert.DeserializeObject<JObject>(json);\n            try\n            {\n                var content = data.GetValue(\"content\").ToObject<JObject>();\n                UnityVersions = content.GetValue(\"unity_versions\").ToObject<List<string>>();\n            }\n            catch\n            {\n                throw new Exception(\"Could not parse the unity versions array\");\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackageUploadedUnityVersionDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2552f659a600e124aa952f3ba760ddf3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesAdditionalDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackagesAdditionalDataResponse : AssetStoreResponse\n    {\n        public List<PackageAdditionalData> Packages { get; set; }\n\n        public PackagesAdditionalDataResponse() : base() { }\n        public PackagesAdditionalDataResponse(Exception e) : base(e) { }\n\n        public PackagesAdditionalDataResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseExtraData(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseExtraData(string json)\n        {\n            var packageDict = JsonConvert.DeserializeObject<JObject>(json);\n            if (!packageDict.ContainsKey(\"packages\"))\n                throw new Exception(\"Response did not not contain the list of packages\");\n\n            Packages = new List<PackageAdditionalData>();\n            var serializer = new JsonSerializer()\n            {\n                ContractResolver = PackageAdditionalData.AssetStorePackageResolver.Instance\n            };\n\n            var packageArray = packageDict.GetValue(\"packages\").ToObject<JArray>();\n            foreach (var packageData in packageArray)\n            {\n                var package = packageData.ToObject<PackageAdditionalData>(serializer);\n\n                // Some fields are based on the latest version in the json\n                var latestVersion = packageData[\"versions\"].ToObject<JArray>().Last;\n\n                package.VersionId = latestVersion[\"id\"].ToString();\n                package.Modified = latestVersion[\"modified\"].ToString();\n                package.Size = latestVersion[\"size\"].ToString();\n\n                Packages.Add(package);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesAdditionalDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 88d58ad5e0eea6345b5c83f30ee8ebd5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackagesDataResponse : AssetStoreResponse\n    {\n        public List<Package> Packages { get; set; }\n\n        public PackagesDataResponse() : base() { }\n        public PackagesDataResponse(Exception e) : base(e) { }\n\n        public PackagesDataResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                ParseMainData(json);\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Exception = e;\n            }\n        }\n\n        private void ParseMainData(string json)\n        {\n            var packageDict = JsonConvert.DeserializeObject<JObject>(json);\n            if (!packageDict.ContainsKey(\"packages\"))\n                throw new Exception(\"Response did not not contain the list of packages\");\n\n            Packages = new List<Package>();\n            var serializer = new JsonSerializer()\n            {\n                ContractResolver = Package.AssetStorePackageResolver.Instance\n            };\n\n            foreach (var packageToken in packageDict[\"packages\"])\n            {\n                var property = (JProperty)packageToken;\n                var packageData = property.Value.ToObject<Package>(serializer);\n\n                // Package Id is the key of the package object\n                packageData.PackageId = property.Name;\n\n                // Package Icon Url is returned without the https: prefix\n                if (!string.IsNullOrEmpty(packageData.IconUrl))\n                    packageData.IconUrl = $\"https:{packageData.IconUrl}\";\n\n                Packages.Add(packageData);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/PackagesDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 705ec748e689148479f54666993cd79d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/RefreshedPackageDataResponse.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class RefreshedPackageDataResponse : AssetStoreResponse\n    {\n        public Package Package { get; set; }\n        public RefreshedPackageDataResponse() { }\n        public RefreshedPackageDataResponse(Exception e) : base(e) { }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/RefreshedPackageDataResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 20f710024d5ed514db02672f12ac361c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/UploadResponse.cs",
    "content": "using System;\n\nnamespace AssetStoreTools.Api.Responses\n{\n    internal class PackageUploadResponse : AssetStoreResponse\n    {\n        public UploadStatus Status { get; set; }\n\n        public PackageUploadResponse() : base() { }\n        public PackageUploadResponse(Exception e) : base(e) { }\n\n        public PackageUploadResponse(string json)\n        {\n            try\n            {\n                ValidateAssetStoreResponse(json);\n                Status = UploadStatus.Success;\n                Success = true;\n            }\n            catch (Exception e)\n            {\n                Success = false;\n                Status = UploadStatus.Fail;\n                Exception = e;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses/UploadResponse.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8f1758cfa8119cf49a61b010a04352e4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/Responses.meta",
    "content": "fileFormatVersion: 2\nguid: 49581213e7b6ca645955cce8ce23ac4b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/SessionAuthentication.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class SessionAuthentication : AuthenticationBase\n    {\n        public SessionAuthentication(string sessionId)\n        {\n            AuthenticationContent = GetAuthenticationContent(\n                new KeyValuePair<string, string>(\"reuse_session\", sessionId)\n                );\n        }\n\n        public override async Task<AuthenticationResponse> Authenticate(IAssetStoreClient client, CancellationToken cancellationToken)\n        {\n            var result = await client.Post(LoginUrl, AuthenticationContent, cancellationToken);\n            cancellationToken.ThrowIfCancellationRequested();\n\n            return ParseResponse(result);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/SessionAuthentication.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 02e970f660088cc4b89003608d59cd06\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/UnityPackageUploader.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Net.Http;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Api\n{\n    internal class UnityPackageUploadSettings\n    {\n        public string VersionId { get; set; }\n        public string UnityPackagePath { get; set; }\n        public string RootGuid { get; set; }\n        public string RootPath { get; set; }\n        public string ProjectPath { get; set; }\n    }\n\n    internal class UnityPackageUploader : PackageUploaderBase\n    {\n        private UnityPackageUploadSettings _settings;\n        private Uri _uploadUri;\n\n        public UnityPackageUploader(UnityPackageUploadSettings settings)\n        {\n            _settings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            if (string.IsNullOrEmpty(_settings.VersionId))\n                throw new Exception(\"Version Id is unset\");\n\n            if (string.IsNullOrEmpty(_settings.UnityPackagePath)\n                || !File.Exists(_settings.UnityPackagePath))\n                throw new Exception(\"Package file could not be found\");\n\n            if (!_settings.UnityPackagePath.EndsWith(\".unitypackage\"))\n                throw new Exception(\"Provided package file is not .unitypackage\");\n        }\n\n        public override async Task<PackageUploadResponse> Upload(IAssetStoreClient client, IProgress<float> progress = null, CancellationToken cancellationToken = default)\n        {\n            try\n            {\n                ValidateSettings();\n\n                var endpoint = Constants.Api.UploadUnityPackageUrl(_settings.VersionId);\n                var query = new Dictionary<string, string>()\n                {\n                    { \"root_guid\", _settings.RootGuid },\n                    { \"root_path\", _settings.RootPath },\n                    { \"project_path\", _settings.ProjectPath }\n                };\n\n                _uploadUri = ApiUtility.CreateUri(endpoint, query, true);\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadResponse() { Success = false, Status = UploadStatus.Fail, Exception = e };\n            }\n\n            return await Task.Run(() => UploadTask(client, progress, cancellationToken));\n        }\n\n        private PackageUploadResponse UploadTask(IAssetStoreClient client, IProgress<float> progress, CancellationToken cancellationToken)\n        {\n            try\n            {\n                using (FileStream requestFileStream = new FileStream(_settings.UnityPackagePath, FileMode.Open, FileAccess.Read))\n                {\n                    var content = new StreamContent(requestFileStream, UploadChunkSizeBytes);\n\n                    var response = client.Put(_uploadUri, content, cancellationToken);\n                    WaitForUploadCompletion(response, requestFileStream, progress, cancellationToken);\n\n                    cancellationToken.ThrowIfCancellationRequested();\n                    EnsureSuccessResponse(response.Result);\n\n                    var responseStr = response.Result.Content.ReadAsStringAsync().Result;\n                    return new PackageUploadResponse(responseStr);\n                }\n            }\n            catch (OperationCanceledException e)\n            {\n                return new PackageUploadResponse() { Success = false, Cancelled = true, Status = UploadStatus.Cancelled, Exception = e };\n            }\n            catch (TimeoutException e)\n            {\n                return new PackageUploadResponse() { Success = true, Status = UploadStatus.ResponseTimeout, Exception = e };\n            }\n            catch (Exception e)\n            {\n                return new PackageUploadResponse() { Success = false, Exception = e, Status = UploadStatus.Fail };\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/UnityPackageUploader.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 95bd0284375397f41a2065e07d4ba526\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/UploadStatus.cs",
    "content": "namespace AssetStoreTools.Api\n{\n    internal enum UploadStatus\n    {\n        Default = 0,\n        Success = 1,\n        Fail = 2,\n        Cancelled = 3,\n        ResponseTimeout = 4\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api/UploadStatus.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0a121831a941cb64a8a9d21ca6fda9c3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Api.meta",
    "content": "fileFormatVersion: 2\nguid: d48a2325d352e7a4cae56d3f8eeaab2d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/AssemblyInfo.cs",
    "content": "using System.Runtime.CompilerServices;\n[assembly: InternalsVisibleTo(\"AssetStoreTools.Tests\")]\n[assembly: InternalsVisibleTo(\"DynamicProxyGenAssembly2\")]\n[assembly: InternalsVisibleTo(\"ab-builder\")]\n[assembly: InternalsVisibleTo(\"Inspector-Editor\")]\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/AssemblyInfo.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ccfd7faf75ab3c74a98015e772288d86\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/AssetStoreTools.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.UI;\nusing AssetStoreTools.Uploader;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.UI;\nusing System;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools\n{\n    internal static class AssetStoreTools\n    {\n        [MenuItem(\"Tools/Asset Store/Uploader\", false, 0)]\n        public static void ShowAssetStoreToolsUploader()\n        {\n            Type inspectorType = Type.GetType(\"UnityEditor.InspectorWindow,UnityEditor.dll\");\n            var wnd = EditorWindow.GetWindow<UploaderWindow>(inspectorType);\n            wnd.Show();\n        }\n\n        [MenuItem(\"Tools/Asset Store/Validator\", false, 1)]\n        public static void ShowAssetStoreToolsValidator()\n        {\n            Type inspectorType = Type.GetType(\"UnityEditor.InspectorWindow,UnityEditor.dll\");\n            var wnd = EditorWindow.GetWindow<ValidatorWindow>(typeof(UploaderWindow), inspectorType);\n            wnd.Show();\n        }\n\n        public static void ShowAssetStoreToolsValidator(ValidationSettings settings, ValidationResult result)\n        {\n            ShowAssetStoreToolsValidator();\n            EditorWindow.GetWindow<ValidatorWindow>().Load(settings, result);\n        }\n\n        [MenuItem(\"Tools/Asset Store/Preview Generator\", false, 2)]\n        public static void ShowAssetStoreToolsPreviewGenerator()\n        {\n            Type inspectorType = Type.GetType(\"UnityEditor.InspectorWindow,UnityEditor.dll\");\n            var wnd = EditorWindow.GetWindow<PreviewGeneratorWindow>(inspectorType);\n            wnd.Show();\n        }\n\n        public static void ShowAssetStoreToolsPreviewGenerator(PreviewGenerationSettings settings)\n        {\n            ShowAssetStoreToolsPreviewGenerator();\n            EditorWindow.GetWindow<PreviewGeneratorWindow>().Load(settings);\n        }\n\n        [MenuItem(\"Tools/Asset Store/Publisher Portal\", false, 20)]\n        public static void OpenPublisherPortal()\n        {\n            Application.OpenURL(\"https://publisher.unity.com/\");\n        }\n\n        [MenuItem(\"Tools/Asset Store/Submission Guidelines\", false, 21)]\n        public static void OpenSubmissionGuidelines()\n        {\n            Application.OpenURL(\"https://assetstore.unity.com/publishing/submission-guidelines/\");\n        }\n\n        [MenuItem(\"Tools/Asset Store/Provide Feedback\", false, 22)]\n        public static void OpenFeedback()\n        {\n            Application.OpenURL(\"https://forum.unity.com/threads/new-asset-store-tools-version-coming-july-20th-2022.1310939/\");\n        }\n\n        [MenuItem(\"Tools/Asset Store/Check for Updates\", false, 45)]\n        public static void OpenUpdateChecker()\n        {\n            var wnd = EditorWindow.GetWindowWithRect<ASToolsUpdater>(new Rect(Screen.width / 2, Screen.height / 2, 400, 150), true);\n            wnd.Show();\n        }\n\n        [MenuItem(\"Tools/Asset Store/Settings\", false, 50)]\n        public static void OpenSettings()\n        {\n            ASToolsPreferencesProvider.OpenSettings();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/AssetStoreTools.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6060eef206afc844caaa1732538e8890\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/AssetStoreToolsWindow.cs",
    "content": "﻿using UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools\n{\n    internal abstract class AssetStoreToolsWindow : EditorWindow\n    {\n        protected abstract string WindowTitle { get; }\n\n        private void DefaultInit()\n        {\n            titleContent = new GUIContent(WindowTitle);\n            Init();\n        }\n\n        protected abstract void Init();\n\n        private void OnEnable()\n        {\n            DefaultInit();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/AssetStoreToolsWindow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c1057a05baaa45942808573065c02a03\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Constants.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\n\nnamespace AssetStoreTools\n{\n    internal class Constants\n    {\n#if UNITY_EDITOR_OSX\n        public static readonly string UnityPath = System.IO.Path.Combine(EditorApplication.applicationPath, \"Contents\", \"MacOS\", \"Unity\");\n#else\n        public static readonly string UnityPath = EditorApplication.applicationPath;\n#endif\n        public static readonly string RootProjectPath = Application.dataPath.Substring(0, Application.dataPath.Length - \"Assets\".Length);\n\n        private static bool GetArgument(string argumentName, out string argumentValue)\n        {\n            argumentValue = string.Empty;\n            var args = Environment.GetCommandLineArgs();\n\n            for (int i = 0; i < args.Length; i++)\n            {\n                if (!args[i].Equals(argumentName, StringComparison.OrdinalIgnoreCase))\n                    continue;\n\n                if (i + 1 >= args.Length)\n                    return false;\n\n                argumentValue = args[i + 1];\n                break;\n            }\n\n            return !string.IsNullOrEmpty(argumentValue);\n        }\n\n        public class Api\n        {\n            public static readonly string ApiVersion = $\"V{PackageInfo.FindForAssetPath(\"Packages/com.unity.asset-store-tools\").version}\";\n            public const string AssetStoreToolsLatestVersionUrl = \"https://api.assetstore.unity3d.com/package/latest-version/115\";\n\n            private const string AssetStoreBaseUrlDefault = \"https://kharma.unity3d.com\";\n            private const string AssetStoreBaseUrlOverrideArgument = \"-assetStoreUrl\";\n            public static readonly string AssetStoreBaseUrl = !GetArgument(AssetStoreBaseUrlOverrideArgument, out var overriddenUrl)\n                ? AssetStoreBaseUrlDefault\n                : overriddenUrl;\n\n            public static readonly string AuthenticateUrl = $\"{AssetStoreBaseUrl}/login\";\n            public static readonly string GetPackagesUrl = $\"{AssetStoreBaseUrl}/api/asset-store-tools/metadata/0.json\";\n            public static readonly string GetPackagesAdditionalDataUrl = $\"{AssetStoreBaseUrl}/api/management/packages.json\";\n            public static readonly string GetCategoriesUrl = $\"{AssetStoreBaseUrl}/api/management/categories.json\";\n\n            public static string GetPackageUploadedVersionsUrl(string packageId, string versionId) =>\n                $\"{AssetStoreBaseUrl}/api/content/preview/{packageId}/{versionId}.json\";\n            public static string UploadUnityPackageUrl(string versionId) =>\n                $\"{AssetStoreBaseUrl}/api/asset-store-tools/package/{versionId}/unitypackage.json\";\n\n            public static IDictionary<string, string> DefaultAssetStoreQuery()\n            {\n                var dict = new Dictionary<string, string>()\n                {\n                    { \"unityversion\", Application.unityVersion },\n                    { \"toolversion\", ApiVersion }\n                };\n                return dict;\n            }\n        }\n\n        public class Updater\n        {\n            public const string AssetStoreToolsUrl = \"https://assetstore.unity.com/packages/tools/utilities/asset-store-publishing-tools-115\";\n        }\n\n        public class Cache\n        {\n            public const string SessionTokenKey = \"kharma.sessionid\";\n            public const string TempCachePath = \"Temp/AssetStoreToolsCache\";\n            public const string PersistentCachePath = \"Library/AssetStoreToolsCache\";\n\n            public const string PackageDataFileName = \"PackageMetadata.json\";\n            public const string CategoryDataFile = \"Categories.json\";\n            public const string ValidationResultFile = \"ValidationStateData.asset\";\n\n            public static string PackageThumbnailFileName(string packageId) => $\"{packageId}.png\";\n            public static string WorkflowStateDataFileName(string packageId) => $\"{packageId}-workflowStateData.asset\";\n        }\n\n        public class Uploader\n        {\n            public const string MinRequiredUnitySupportVersion = \"2021.3\";\n            public const long MaxPackageSizeBytes = 6576668672; // 6 GB + 128MB of headroom\n            public const string AccountRegistrationUrl = \"https://publisher.unity.com/access\";\n            public const string AccountForgottenPasswordUrl = \"https://id.unity.com/password/new\";\n\n            public class Analytics\n            {\n                public const string VendorKey = \"unity.assetStoreTools\";\n                public const int MaxEventsPerHour = 20;\n                public const int MaxNumberOfElements = 1000;\n\n                public class AuthenticationAnalytics\n                {\n                    public const string EventName = \"assetStoreToolsLogin\";\n                    public const int EventVersion = 1;\n                }\n\n                public class PackageUploadAnalytics\n                {\n                    public const string EventName = \"assetStoreTools\";\n                    public const int EventVersion = 3;\n                }\n            }\n        }\n\n        public class Validator\n        {\n            public const string SubmissionGuidelinesUrl = \"https://assetstore.unity.com/publishing/submission-guidelines#Overview\";\n            public const string SupportTicketUrl = \"https://support.unity.com/hc/en-us/requests/new?ticket_form_id=65905\";\n\n            public class Tests\n            {\n                public const string TestDefinitionsPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Tests\";\n                public const string TestMethodsPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods\";\n\n                public static readonly string GenericTestMethodsPath = $\"{TestMethodsPath}/Generic\";\n                public static readonly string UnityPackageTestMethodsPath = $\"{TestMethodsPath}/UnityPackage\";\n            }\n        }\n\n        public class Previews\n        {\n            public const string PreviewDatabaseFile = \"PreviewDatabase.json\";\n\n            public static readonly string DefaultOutputPath = $\"{Cache.TempCachePath}/AssetPreviews\";\n            public const FileNameFormat DefaultFileNameFormat = FileNameFormat.Guid;\n\n            public class Native\n            {\n                public static readonly string DefaultOutputPath = $\"{Previews.DefaultOutputPath}/Native\";\n                public const PreviewFormat DefaultFormat = PreviewFormat.PNG;\n                public const bool DefaultWaitForPreviews = true;\n                public const bool DefaultChunkedPreviewLoading = true;\n                public const int DefaultChunkSize = 100;\n            }\n\n            public class Custom\n            {\n                public static readonly string DefaultOutputPath = $\"{Previews.DefaultOutputPath}/Custom\";\n                public const PreviewFormat DefaultFormat = PreviewFormat.JPG;\n                public const int DefaultWidth = 300;\n                public const int DefaultHeight = 300;\n                public const int DefaultDepth = 32;\n\n                public const int DefaultNativeWidth = 900;\n                public const int DefaultNativeHeight = 900;\n\n                public static readonly Color DefaultAudioSampleColor = new Color(1f, 0.55f, 0);\n                public static readonly Color DefaultAudioBackgroundColor = new Color(0.32f, 0.32f, 0.32f);\n            }\n        }\n\n        public class WindowStyles\n        {\n            public const string UploaderStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Uploader/Styles\";\n            public const string ValidatorStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Styles\";\n            public const string ValidatorIconsPath = \"Packages/com.unity.asset-store-tools/Editor/Validator/Icons\";\n            public const string PreviewGeneratorStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Previews/Styles\";\n            public const string UpdaterStylesPath = \"Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater\";\n        }\n\n        public class Debug\n        {\n            public const string DebugModeKey = \"ASTDebugMode\";\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Constants.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a4ee1f78505bda748ae24b3dfd2606ca\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPackageExporter.cs",
    "content": "using System.Threading.Tasks;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal interface IPackageExporter\n    {\n        PackageExporterSettings Settings { get; }\n\n        Task<PackageExporterResult> Export();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPackageExporter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 41bc3a111ed1fd64c8b9acef211d9e51\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPreviewInjector.cs",
    "content": "﻿namespace AssetStoreTools.Exporter\n{\n    internal interface IPreviewInjector\n    {\n        void Inject(string temporaryPackagePath);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/IPreviewInjector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dcff58dc716351f43b2709cfacdfebba\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterBase.cs",
    "content": "﻿using AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal abstract class PackageExporterBase : IPackageExporter\n    {\n        public PackageExporterSettings Settings { get; private set; }\n\n        public const string ProgressBarTitle = \"Exporting Package\";\n        public const string ProgressBarStepSavingAssets = \"Saving Assets...\";\n        public const string ProgressBarStepGatheringFiles = \"Gathering files...\";\n        public const string ProgressBarStepGeneratingPreviews = \"Generating previews...\";\n        public const string ProgressBarStepCompressingPackage = \"Compressing package...\";\n\n        private static readonly string[] PluginFolderExtensions = { \"androidlib\", \"bundle\", \"plugin\", \"framework\", \"xcframework\" };\n\n        public PackageExporterBase(PackageExporterSettings settings)\n        {\n            Settings = settings;\n        }\n\n        public async Task<PackageExporterResult> Export()\n        {\n            try\n            {\n                ValidateSettings();\n            }\n            catch (Exception e)\n            {\n                return new PackageExporterResult() { Success = false, Exception = e };\n            }\n\n            return await ExportImpl();\n        }\n\n        protected virtual void ValidateSettings()\n        {\n            if (Settings == null)\n                throw new ArgumentException(\"Settings cannot be null\");\n\n            if (string.IsNullOrEmpty(Settings.OutputFilename))\n                throw new ArgumentException(\"Output path cannot be null\");\n\n            if (Settings.OutputFilename.EndsWith(\"/\") || Settings.OutputFilename.EndsWith(\"\\\\\"))\n                throw new ArgumentException(\"Output path must be a valid filename and not end with a directory separator character\");\n        }\n\n        protected abstract Task<PackageExporterResult> ExportImpl();\n\n        protected string[] GetAssetPaths(string rootPath)\n        {\n            // To-do: slight optimization is possible in the future by having a list of excluded folders/file extensions\n            List<string> paths = new List<string>();\n\n            // Add files within given directory\n            var filePaths = Directory.GetFiles(rootPath).Select(p => p.Replace('\\\\', '/')).ToArray();\n            paths.AddRange(filePaths);\n\n            // Add directories within given directory\n            var directoryPaths = Directory.GetDirectories(rootPath).Select(p => p.Replace('\\\\', '/')).ToArray();\n            foreach (var nestedDirectory in directoryPaths)\n                paths.AddRange(GetAssetPaths(nestedDirectory));\n\n            // Add the given directory itself if it is not empty\n            if (filePaths.Length > 0 || directoryPaths.Length > 0)\n                paths.Add(rootPath);\n\n            return paths.ToArray();\n        }\n\n        protected string GetAssetGuid(string assetPath, bool generateIfPlugin, bool scrapeFromMeta)\n        {\n            if (!FileUtility.ShouldHaveMeta(assetPath))\n                return string.Empty;\n\n            // Skip ProjectVersion.txt file specifically as it may introduce\n            // project compatibility issues when imported\n            if (string.Compare(assetPath, \"ProjectSettings/ProjectVersion.txt\", StringComparison.OrdinalIgnoreCase) == 0)\n                return string.Empty;\n\n            // Attempt retrieving guid from the Asset Database first\n            var guid = AssetDatabase.AssetPathToGUID(assetPath);\n            if (guid != string.Empty)\n                return guid;\n\n            // Some special folders (e.g. SomeName.framework) do not have meta files inside them.\n            // Their contents should be exported with any arbitrary GUID so that Unity Importer could pick them up\n            if (generateIfPlugin && PathBelongsToPlugin(assetPath))\n                return GUID.Generate().ToString();\n\n            // Files in hidden folders (e.g. Samples~) are not part of the Asset Database,\n            // therefore GUIDs need to be scraped from the .meta file.\n            // Note: only do this for non-native exporter since the native exporter\n            // will not be able to retrieve the asset path from a hidden folder\n            if (scrapeFromMeta)\n            {\n                var metaPath = $\"{assetPath}.meta\";\n\n                if (!File.Exists(metaPath))\n                    return string.Empty;\n\n                using (StreamReader reader = new StreamReader(metaPath))\n                {\n                    string line;\n                    while ((line = reader.ReadLine()) != string.Empty)\n                    {\n                        if (!line.StartsWith(\"guid:\"))\n                            continue;\n                        var metaGuid = line.Substring(\"guid:\".Length).Trim();\n                        return metaGuid;\n                    }\n                }\n            }\n\n            return string.Empty;\n        }\n\n        private bool PathBelongsToPlugin(string assetPath)\n        {\n            return PluginFolderExtensions.Any(extension => assetPath.ToLower().Contains($\".{extension}/\"));\n        }\n\n        protected virtual void PostExportCleanup()\n        {\n            EditorUtility.ClearProgressBar();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aab20a0b596e60b40b1f7f7e0f54858e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterSettings.cs",
    "content": "﻿namespace AssetStoreTools.Exporter\n{\n    internal abstract class PackageExporterSettings\n    {\n        public string OutputFilename;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions/PackageExporterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 82c350daaabdc784e95e09cdc8511e23\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/Abstractions.meta",
    "content": "fileFormatVersion: 2\nguid: 2072d354c04b19c48b22593536b3ebcf\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultExporterSettings.cs",
    "content": "using AssetStoreTools.Previews.Generators;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class DefaultExporterSettings : PackageExporterSettings\n    {\n        public string[] ExportPaths;\n        public string[] Dependencies;\n        public IPreviewGenerator PreviewGenerator;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultExporterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 92cbd0e60b4bb9049bcf1e9fd92ccae6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultPackageExporter.cs",
    "content": "﻿using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Utility;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\nusing System.Diagnostics;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\nusing CacheConstants = AssetStoreTools.Constants.Cache;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class DefaultPackageExporter : PackageExporterBase\n    {\n        private const string TemporaryExportPathName = \"CustomExport\";\n\n        private DefaultExporterSettings _defaultExportSettings;\n\n        public DefaultPackageExporter(DefaultExporterSettings settings) : base(settings)\n        {\n            _defaultExportSettings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_defaultExportSettings.ExportPaths == null || _defaultExportSettings.ExportPaths.Length == 0)\n                throw new ArgumentException(\"Export paths array cannot be empty\");\n        }\n\n        protected override async Task<PackageExporterResult> ExportImpl()\n        {\n            return await this.Export();\n        }\n\n        private new async Task<PackageExporterResult> Export()\n        {\n            ASDebug.Log(\"Using custom package exporter\");\n\n            // Save assets before exporting\n            EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepSavingAssets, 0.1f);\n            AssetDatabase.SaveAssets();\n\n            try\n            {\n                // Create a temporary export path\n                PostExportCleanup();\n                var temporaryExportPath = GetTemporaryExportPath();\n                if (!Directory.Exists(temporaryExportPath))\n                    Directory.CreateDirectory(temporaryExportPath);\n\n                // Construct an unzipped package structure\n                CreateTempPackageStructure(temporaryExportPath);\n\n                var previewGenerationResult = await GeneratePreviews();\n                InjectPreviews(previewGenerationResult, temporaryExportPath);\n\n                // Build a .unitypackage file from the temporary folder\n                CreateUnityPackage(temporaryExportPath, _defaultExportSettings.OutputFilename);\n\n                EditorUtility.RevealInFinder(_defaultExportSettings.OutputFilename);\n\n                ASDebug.Log($\"Package file has been created at {_defaultExportSettings.OutputFilename}\");\n                return new PackageExporterResult() { Success = true, ExportedPath = _defaultExportSettings.OutputFilename, PreviewGenerationResult = previewGenerationResult };\n            }\n            catch (Exception e)\n            {\n                return new PackageExporterResult() { Success = false, Exception = e };\n            }\n            finally\n            {\n                PostExportCleanup();\n            }\n        }\n\n        private string GetTemporaryExportPath()\n        {\n            return $\"{CacheConstants.TempCachePath}/{TemporaryExportPathName}\";\n        }\n\n        private void CreateTempPackageStructure(string tempOutputPath)\n        {\n            EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepGatheringFiles, 0.4f);\n            var pathGuidPairs = GetPathGuidPairs(_defaultExportSettings.ExportPaths);\n\n            foreach (var pair in pathGuidPairs)\n            {\n                var originalAssetPath = pair.Key;\n                var outputAssetPath = $\"{tempOutputPath}/{pair.Value}\";\n\n                if (Directory.Exists(outputAssetPath))\n                {\n                    var path1 = File.ReadAllText($\"{outputAssetPath}/pathname\");\n                    var path2 = originalAssetPath;\n                    throw new InvalidOperationException($\"Multiple assets with guid {pair.Value} have been detected \" +\n                        $\"when exporting the package. Please resolve the guid conflicts and try again:\\n{path1}\\n{path2}\");\n                }\n\n                Directory.CreateDirectory(outputAssetPath);\n\n                // Every exported asset has a pathname file\n                using (StreamWriter writer = new StreamWriter($\"{outputAssetPath}/pathname\"))\n                    writer.Write(originalAssetPath);\n\n                // Only files (not folders) have an asset file\n                if (File.Exists(originalAssetPath))\n                    File.Copy(originalAssetPath, $\"{outputAssetPath}/asset\");\n\n                // Most files and folders have an asset.meta file (but ProjectSettings folder assets do not)\n                if (File.Exists($\"{originalAssetPath}.meta\"))\n                    File.Copy($\"{originalAssetPath}.meta\", $\"{outputAssetPath}/asset.meta\");\n\n                // To-do: handle previews in hidden folders as they are not part of the AssetDatabase\n                var previewObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(originalAssetPath);\n                if (previewObject == null)\n                    continue;\n            }\n\n            if (_defaultExportSettings.Dependencies == null || _defaultExportSettings.Dependencies.Length == 0)\n                return;\n\n            var exportDependenciesDict = new JObject();\n            var allRegistryPackages = PackageUtility.GetAllRegistryPackages();\n\n            foreach (var exportDependency in _defaultExportSettings.Dependencies)\n            {\n                var registryPackage = allRegistryPackages.FirstOrDefault(x => x.name == exportDependency);\n                if (registryPackage == null)\n                {\n                    // Package is either not from a registry source or does not exist in the project\n                    UnityEngine.Debug.LogWarning($\"Found an unsupported Package Manager dependency: {exportDependency}.\\n\" +\n                                             \"This dependency is not supported in the project's manifest.json and will be skipped.\");\n                    continue;\n                }\n\n                exportDependenciesDict[registryPackage.name] = registryPackage.version;\n            }\n\n            if (exportDependenciesDict.Count == 0)\n                return;\n\n            var exportManifestJson = new JObject();\n            exportManifestJson[\"dependencies\"] = exportDependenciesDict;\n\n            var tempManifestDirectoryPath = $\"{tempOutputPath}/packagemanagermanifest\";\n            Directory.CreateDirectory(tempManifestDirectoryPath);\n            var tempManifestFilePath = $\"{tempManifestDirectoryPath}/asset\";\n\n            File.WriteAllText(tempManifestFilePath, exportManifestJson.ToString());\n        }\n\n        private Dictionary<string, string> GetPathGuidPairs(string[] exportPaths)\n        {\n            var pathGuidPairs = new Dictionary<string, string>();\n\n            foreach (var exportPath in exportPaths)\n            {\n                var assetPaths = GetAssetPaths(exportPath);\n\n                foreach (var assetPath in assetPaths)\n                {\n                    var guid = GetAssetGuid(assetPath, true, true);\n                    if (string.IsNullOrEmpty(guid))\n                        continue;\n\n                    pathGuidPairs.Add(assetPath, guid);\n                }\n            }\n\n            return pathGuidPairs;\n        }\n\n        private async Task<PreviewGenerationResult> GeneratePreviews()\n        {\n            if (_defaultExportSettings.PreviewGenerator == null)\n                return null;\n\n            void ReportProgress(float progress)\n            {\n                EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepGeneratingPreviews, progress);\n            }\n\n            _defaultExportSettings.PreviewGenerator.OnProgressChanged += ReportProgress;\n            var result = await _defaultExportSettings.PreviewGenerator.Generate();\n            _defaultExportSettings.PreviewGenerator.OnProgressChanged -= ReportProgress;\n            EditorUtility.ClearProgressBar();\n\n            if (!result.Success)\n            {\n                UnityEngine.Debug.LogWarning($\"An error was encountered while generating previews. Exported package may be missing previews.\\n{result.Exception}\");\n            }\n\n            return result;\n        }\n\n        private void InjectPreviews(PreviewGenerationResult result, string temporaryExportPath)\n        {\n            if (result == null || !result.Success)\n                return;\n\n            var injector = new PreviewInjector(result);\n            injector.Inject(temporaryExportPath);\n        }\n\n        private void CreateUnityPackage(string pathToArchive, string outputPath)\n        {\n            if (Directory.GetDirectories(pathToArchive).Length == 0)\n                throw new InvalidOperationException(\"Unable to export package. The specified path is empty\");\n\n            EditorUtility.DisplayProgressBar(ProgressBarTitle, ProgressBarStepCompressingPackage, 0.8f);\n\n            // Archiving process working path will be set to the\n            // temporary package path so adjust the output path accordingly\n            if (!Path.IsPathRooted(outputPath))\n                outputPath = $\"{Application.dataPath.Substring(0, Application.dataPath.Length - \"/Assets\".Length)}/{outputPath}\";\n\n#if UNITY_EDITOR_WIN\n            CreateUnityPackageUniversal(pathToArchive, outputPath);\n#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX\n            CreateUnityPackageOsxLinux(pathToArchive, outputPath);\n#endif\n        }\n\n        private void CreateUnityPackageUniversal(string pathToArchive, string outputPath)\n        {\n            var _7zPath = EditorApplication.applicationContentsPath;\n#if UNITY_EDITOR_WIN\n            _7zPath = Path.Combine(_7zPath, \"Tools\", \"7z.exe\");\n#elif UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX\n            _7zPath = Path.Combine(_7zPath, \"Tools\", \"7za\");\n#endif\n            if (!File.Exists(_7zPath))\n                throw new FileNotFoundException(\"Archiving utility was not found in your Unity installation directory\");\n\n            var argumentsTar = $\"a -r -ttar -y -bd archtemp.tar .\";\n            var result = StartProcess(_7zPath, argumentsTar, pathToArchive);\n            if (result != 0)\n                throw new Exception(\"Failed to compress the package\");\n\n            // Create a GZIP archive\n            var argumentsGzip = $\"a -tgzip -bd -y \\\"{outputPath}\\\" archtemp.tar\";\n            result = StartProcess(_7zPath, argumentsGzip, pathToArchive);\n            if (result != 0)\n                throw new Exception(\"Failed to compress the package\");\n        }\n\n#if UNITY_EDITOR_OSX || UNITY_EDITOR_LINUX\n        private void CreateUnityPackageOsxLinux(string pathToArchive, string outputPath)\n        {\n            var tarPath = \"/usr/bin/tar\";\n\n            if (!File.Exists(tarPath))\n            {\n                // Fallback to the universal export method\n                ASDebug.LogWarning(\"'/usr/bin/tar' executable not found. Falling back to 7za\");\n                CreateUnityPackageUniversal(pathToArchive, outputPath);\n                return;\n            }\n\n            // Create a TAR archive\n            var arguments = $\"-czpf \\\"{outputPath}\\\" .\";\n            var result = StartProcess(tarPath, arguments, pathToArchive);\n            if (result != 0)\n                throw new Exception(\"Failed to compress the package\");\n        }\n#endif\n\n        private int StartProcess(string processPath, string arguments, string workingDirectory)\n        {\n            var info = new ProcessStartInfo()\n            {\n                FileName = processPath,\n                Arguments = arguments,\n                WorkingDirectory = workingDirectory,\n                CreateNoWindow = true,\n                UseShellExecute = false\n            };\n\n#if UNITY_EDITOR_OSX\n            // Prevent OSX-specific archive pollution\n            info.EnvironmentVariables.Add(\"COPYFILE_DISABLE\", \"1\");\n#endif\n\n            using (Process process = Process.Start(info))\n            {\n                process.WaitForExit();\n                return process.ExitCode;\n            }\n        }\n\n        protected override void PostExportCleanup()\n        {\n            base.PostExportCleanup();\n\n            var tempExportPath = GetTemporaryExportPath();\n            if (Directory.Exists(tempExportPath))\n                Directory.Delete(tempExportPath, true);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/DefaultPackageExporter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 32f50122a1b2bc2428cf8fba321e2414\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyExporterSettings.cs",
    "content": "namespace AssetStoreTools.Exporter\n{\n    internal class LegacyExporterSettings : PackageExporterSettings\n    {\n        public string[] ExportPaths;\n        public bool IncludeDependencies;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyExporterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c7dea1cfe45989e4eab6fc5fd18c1e10\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyPackageExporter.cs",
    "content": "﻿using AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Reflection;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class LegacyPackageExporter : PackageExporterBase\n    {\n        private const string ExportMethodWithoutDependencies = \"UnityEditor.PackageUtility.ExportPackage\";\n        private const string ExportMethodWithDependencies = \"UnityEditor.PackageUtility.ExportPackageAndPackageManagerManifest\";\n\n        private LegacyExporterSettings _legacyExportSettings;\n\n        public LegacyPackageExporter(LegacyExporterSettings settings) : base(settings)\n        {\n            _legacyExportSettings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_legacyExportSettings.ExportPaths == null || _legacyExportSettings.ExportPaths.Length == 0)\n                throw new ArgumentException(\"Export paths array cannot be empty\");\n        }\n\n        protected override async Task<PackageExporterResult> ExportImpl()\n        {\n            return await this.Export();\n        }\n\n        private async new Task<PackageExporterResult> Export()\n        {\n            ASDebug.Log(\"Using native package exporter\");\n\n            try\n            {\n                var guids = GetGuids(_legacyExportSettings.ExportPaths, out bool onlyFolders);\n\n                if (guids.Length == 0 || onlyFolders)\n                    throw new ArgumentException(\"Package Exporting failed: provided export paths are empty or only contain empty folders\");\n\n                string exportMethod = ExportMethodWithoutDependencies;\n                if (_legacyExportSettings.IncludeDependencies)\n                    exportMethod = ExportMethodWithDependencies;\n\n                var split = exportMethod.Split('.');\n                var assembly = Assembly.Load(split[0]); // UnityEditor\n                var typeName = $\"{split[0]}.{split[1]}\"; // UnityEditor.PackageUtility\n                var methodName = split[2]; // ExportPackage or ExportPackageAndPackageManagerManifest\n\n                var type = assembly.GetType(typeName);\n                var method = type.GetMethod(methodName, BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public,\n                    null, new Type[] { typeof(string[]), typeof(string) }, null);\n\n                ASDebug.Log(\"Invoking native export method\");\n\n                method?.Invoke(null, new object[] { guids, _legacyExportSettings.OutputFilename });\n\n                // The internal exporter methods are asynchronous, therefore\n                // we need to wait for exporting to finish before returning\n                await Task.Run(() =>\n                {\n                    while (!File.Exists(_legacyExportSettings.OutputFilename))\n                        Thread.Sleep(100);\n                });\n\n                ASDebug.Log($\"Package file has been created at {_legacyExportSettings.OutputFilename}\");\n                return new PackageExporterResult() { Success = true, ExportedPath = _legacyExportSettings.OutputFilename };\n            }\n            catch (Exception e)\n            {\n                return new PackageExporterResult() { Success = false, Exception = e };\n            }\n            finally\n            {\n                PostExportCleanup();\n            }\n        }\n\n        private string[] GetGuids(string[] exportPaths, out bool onlyFolders)\n        {\n            var guids = new List<string>();\n            onlyFolders = true;\n\n            foreach (var exportPath in exportPaths)\n            {\n                var assetPaths = GetAssetPaths(exportPath);\n\n                foreach (var assetPath in assetPaths)\n                {\n                    var guid = GetAssetGuid(assetPath, false, false);\n                    if (string.IsNullOrEmpty(guid))\n                        continue;\n\n                    guids.Add(guid);\n                    if (onlyFolders == true && (File.Exists(assetPath)))\n                        onlyFolders = false;\n                }\n            }\n\n            return guids.ToArray();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/LegacyPackageExporter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3200380dff2de104aa79620e4b41dc70\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporterResult.cs",
    "content": "﻿using AssetStoreTools.Previews.Data;\nusing System;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class PackageExporterResult\n    {\n        public bool Success;\n        public string ExportedPath;\n        public PreviewGenerationResult PreviewGenerationResult;\n        public Exception Exception;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/PackageExporterResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e685b1c322eab4540919d4fc970e812d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/PreviewInjector.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\n\nnamespace AssetStoreTools.Exporter\n{\n    internal class PreviewInjector : IPreviewInjector\n    {\n        private PreviewGenerationResult _result;\n\n        public PreviewInjector(PreviewGenerationResult result)\n        {\n            _result = result;\n        }\n\n        public void Inject(string temporaryPackagePath)\n        {\n            if (_result == null || !_result.Success)\n                return;\n\n            var previews = _result.Previews.Where(x => x.Type == _result.GenerationType && x.Exists());\n            InjectFilesIntoGuidFolders(previews, temporaryPackagePath);\n        }\n\n        private void InjectFilesIntoGuidFolders(IEnumerable<PreviewMetadata> previews, string temporaryPackagePath)\n        {\n            foreach (var assetFolder in Directory.EnumerateDirectories(temporaryPackagePath))\n            {\n                var guid = assetFolder.Replace(\"\\\\\", \"/\").Split('/').Last();\n                var generatedPreview = previews.FirstOrDefault(x => x.Guid.Equals(guid));\n\n                if (generatedPreview == null)\n                    continue;\n\n                // Note: Unity Importer and Asset Store only operate with .png extensions\n                File.Copy(generatedPreview.Path, $\"{assetFolder}/preview.png\", true);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter/PreviewInjector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 772db784128e32d4792bb680258c71df\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Exporter.meta",
    "content": "fileFormatVersion: 2\nguid: 5f5ca981958937a43997a9f365759edf\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/CustomPreviewGenerationSettings.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class CustomPreviewGenerationSettings : PreviewGenerationSettings\n    {\n        public override GenerationType GenerationType => GenerationType.Custom;\n\n        public int Width;\n        public int Height;\n        public int Depth;\n\n        public int NativeWidth;\n        public int NativeHeight;\n\n        public Color AudioSampleColor;\n        public Color AudioBackgroundColor;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/CustomPreviewGenerationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2ccb1292c1c4ba94cb6f4022ecfdfa50\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/FileNameFormat.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal enum FileNameFormat\n    {\n        Guid = 0,\n        FullAssetPath = 1,\n        AssetName = 2,\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/FileNameFormat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 38a1babecfeaf524f98e8d67882acf48\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/GenerationType.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal enum GenerationType\n    {\n        Unknown = 0,\n        Native = 1,\n        Custom = 2\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/GenerationType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 66697a5d16404d948ba3191ddfc60bd9\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/NativePreviewGenerationSettings.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal class NativePreviewGenerationSettings : PreviewGenerationSettings\n    {\n        public override GenerationType GenerationType => GenerationType.Native;\n        public bool WaitForPreviews;\n        public bool ChunkedPreviewLoading;\n        public int ChunkSize;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/NativePreviewGenerationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5b2ef019acae6fe43b5565858e15433a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewDatabase.cs",
    "content": "using System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class PreviewDatabase\n    {\n        public List<PreviewMetadata> Previews;\n\n        public PreviewDatabase()\n        {\n            Previews = new List<PreviewMetadata>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewDatabase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cf8cef28a68324742a7e4b47efc87563\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewFormat.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal enum PreviewFormat\n    {\n        JPG = 0,\n        PNG = 1\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewFormat.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0500e4459ebfe8448a13194af49f89fa\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationResult.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class PreviewGenerationResult\n    {\n        public GenerationType GenerationType;\n        public bool Success;\n        public IEnumerable<PreviewMetadata> GeneratedPreviews;\n        public IEnumerable<PreviewMetadata> Previews;\n        public Exception Exception;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e040f2cdf0177824dacb158b23a63374\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationSettings.cs",
    "content": "namespace AssetStoreTools.Previews.Data\n{\n    internal abstract class PreviewGenerationSettings\n    {\n        public abstract GenerationType GenerationType { get; }\n        public string[] InputPaths;\n        public string OutputPath;\n        public PreviewFormat Format;\n        public FileNameFormat PreviewFileNamingFormat;\n        public bool OverwriteExisting;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewGenerationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7e578ae6616505a4795da8f632d63229\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewMetadata.cs",
    "content": "using System.IO;\n\nnamespace AssetStoreTools.Previews.Data\n{\n    internal class PreviewMetadata\n    {\n        public GenerationType Type;\n        public string Guid;\n        public string Name;\n        public string Path;\n\n        public bool Exists()\n        {\n            return File.Exists(Path);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data/PreviewMetadata.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4ff6be4e277d8314e921baff52ea25bc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Data.meta",
    "content": "fileFormatVersion: 2\nguid: ae99e2e3b5a83d1469110306c96f4c58\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannel.cs",
    "content": "using System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom\n{\n    internal class AudioChannel\n    {\n        private int _yMin;\n        private int _yMax;\n\n        private int _yBaseline;\n        private int _yAmplitude;\n\n        private List<float> _samples;\n\n        public AudioChannel(int minY, int maxY, List<float> samples)\n        {\n            _yMin = minY;\n            _yMax = maxY;\n\n            _yBaseline = (_yMin + _yMax) / 2;\n            _yAmplitude = _yMax - _yBaseline;\n\n            _samples = samples;\n        }\n\n        public IEnumerable<AudioChannelCoordinate> GetCoordinateData(int desiredWidth)\n        {\n            var coordinates = new List<AudioChannelCoordinate>();\n            var step = Mathf.RoundToInt((float)_samples.Count / desiredWidth);\n\n            for (int i = 0; i < desiredWidth; i++)\n            {\n                var startIndex = i * step;\n                var endIndex = (i + 1) * step;\n                var sampleChunk = CreateChunk(startIndex, endIndex);\n\n                if (sampleChunk.Count() == 0)\n                    break;\n\n                DownsampleMax(sampleChunk, out var aboveBaseline, out var belowBaseline);\n\n                var yAboveBaseline = SampleToCoordinate(aboveBaseline);\n                var yBelowBaseline = SampleToCoordinate(belowBaseline);\n\n                coordinates.Add(new AudioChannelCoordinate(i, _yBaseline, yAboveBaseline, yBelowBaseline));\n            }\n\n            // If there weren't enough samples to complete the desired width - fill out the rest with zeroes\n            for (int i = coordinates.Count; i < desiredWidth; i++)\n                coordinates.Add(new AudioChannelCoordinate(i, _yBaseline, 0, 0));\n\n            return coordinates;\n        }\n\n        private IEnumerable<float> CreateChunk(int startIndex, int endIndex)\n        {\n            var chunk = new List<float>();\n            for (int i = startIndex; i < endIndex; i++)\n            {\n                if (i >= _samples.Count)\n                    break;\n\n                chunk.Add(_samples[i]);\n            }\n\n            return chunk;\n        }\n\n        private void DownsampleMax(IEnumerable<float> samples, out float valueAboveBaseline, out float valueBelowBaseline)\n        {\n            valueAboveBaseline = 0;\n            valueBelowBaseline = 0;\n\n            foreach (var sample in samples)\n            {\n                if (sample > 0 && sample > valueAboveBaseline)\n                {\n                    valueAboveBaseline = sample;\n                    continue;\n                }\n\n                if (sample < 0 && sample < valueBelowBaseline)\n                {\n                    valueBelowBaseline = sample;\n                    continue;\n                }\n            }\n        }\n\n        private int SampleToCoordinate(float sample)\n        {\n            return _yBaseline + (int)(sample * _yAmplitude);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannel.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 82fab55b08a1be94cb2e18f3feae91ec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannelCoordinate.cs",
    "content": "namespace AssetStoreTools.Previews.Generators.Custom\n{\n    internal struct AudioChannelCoordinate\n    {\n        public int X { get; private set; }\n        public int YBaseline { get; private set; }\n        public int YAboveBaseline { get; private set; }\n        public int YBelowBaseline { get; private set; }\n\n        public AudioChannelCoordinate(int x, int yBaseline, int yAboveBaseline, int yBelowBaseline)\n        {\n            X = x;\n            YBaseline = yBaseline;\n            YAboveBaseline = yAboveBaseline;\n            YBelowBaseline = yBelowBaseline;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/AudioChannelCoordinate.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b54462f6af82a2644944d6e4bde23c9e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/ISceneScreenshotter.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal interface ISceneScreenshotter\n    {\n        SceneScreenshotterSettings Settings { get; }\n\n        string Screenshot(string outputPath);\n        string Screenshot(GameObject target, string outputPath);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/ISceneScreenshotter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 045ac265a792af243918af0849ee2ac8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MaterialScreenshotter.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal class MaterialScreenshotter : SceneScreenshotterBase\n    {\n        public MaterialScreenshotter(SceneScreenshotterSettings settings) : base(settings) { }\n\n        public override void PositionCamera(GameObject target)\n        {\n            var renderers = target.GetComponentsInChildren<Renderer>();\n            if (renderers == null || renderers.Length == 0)\n                return;\n\n            var bounds = GetGlobalBounds(renderers);\n\n            var materialSphereRadius = bounds.extents.y * 1.1f;\n\n            var angle = Camera.fieldOfView / 2;\n            var sinAngle = Mathf.Sin(angle * Mathf.Deg2Rad);\n            var distance = materialSphereRadius / sinAngle;\n\n            Camera.transform.position = new Vector3(bounds.center.x, bounds.center.y + distance, bounds.center.z);\n            Camera.transform.LookAt(bounds.center);\n            Camera.transform.RotateAround(bounds.center, Vector3.left, 60);\n            Camera.transform.RotateAround(bounds.center, Vector3.up, -45);\n\n            Camera.nearClipPlane = 0.01f;\n            Camera.farClipPlane = 10000;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MaterialScreenshotter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c2bd7b01b0cebeb43a6fbc53377f0ea6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MeshScreenshotter.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal class MeshScreenshotter : SceneScreenshotterBase\n    {\n        public MeshScreenshotter(SceneScreenshotterSettings settings) : base(settings) { }\n\n        public override void PositionCamera(GameObject target)\n        {\n            var renderers = target.GetComponentsInChildren<Renderer>();\n            if (renderers == null || renderers.Length == 0)\n                return;\n\n            var bounds = GetGlobalBounds(renderers);\n\n            var encapsulatingSphereDiameter = (bounds.max - bounds.min).magnitude;\n            var encapsulatingSphereRadius = encapsulatingSphereDiameter / 2;\n\n            var angle = Camera.fieldOfView / 2;\n            var sinAngle = Mathf.Sin(angle * Mathf.Deg2Rad);\n            var distance = encapsulatingSphereRadius / sinAngle;\n\n            Camera.transform.position = new Vector3(bounds.center.x, bounds.center.y + distance, bounds.center.z);\n            Camera.transform.LookAt(bounds.center);\n            Camera.transform.RotateAround(bounds.center, Vector3.left, 65);\n            Camera.transform.RotateAround(bounds.center, Vector3.up, 235);\n\n            Camera.nearClipPlane = 0.01f;\n            Camera.farClipPlane = 10000;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/MeshScreenshotter.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f0339d22d91b7c94ebc18b1de6f1e287\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterBase.cs",
    "content": "using AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal abstract class SceneScreenshotterBase : ISceneScreenshotter\n    {\n        public SceneScreenshotterSettings Settings { get; }\n\n        protected Camera Camera => GetCamera();\n        private Camera _camera;\n\n        public SceneScreenshotterBase(SceneScreenshotterSettings settings)\n        {\n            Settings = settings;\n        }\n\n        private Camera GetCamera()\n        {\n            if (_camera == null)\n            {\n#if UNITY_2022_3_OR_NEWER\n                _camera = GameObject.FindFirstObjectByType<Camera>(FindObjectsInactive.Include);\n#else\n                _camera = GameObject.FindObjectOfType<Camera>();\n#endif\n            }\n\n            return _camera;\n        }\n\n        public virtual void ValidateSettings()\n        {\n            if (Settings.Width <= 0)\n                throw new ArgumentException(\"Width should be larger than 0\");\n\n            if (Settings.Height <= 0)\n                throw new ArgumentException(\"Height should be larger than 0\");\n\n            if (Settings.Depth <= 0)\n                throw new ArgumentException(\"Depth should be larger than 0\");\n\n            if (Settings.NativeWidth <= 0)\n                throw new ArgumentException(\"Native width should be larger than 0\");\n\n            if (Settings.NativeHeight <= 0)\n                throw new ArgumentException(\"Native height should be larger than 0\");\n        }\n\n        public abstract void PositionCamera(GameObject target);\n\n        public string Screenshot(string outputPath)\n        {\n            ValidateSettings();\n\n            var texture = GraphicsUtility.GetTextureFromCamera(Camera, Settings.NativeWidth, Settings.NativeHeight, Settings.Depth);\n\n            if (Settings.Width < Settings.NativeWidth || Settings.Height < Settings.NativeHeight)\n                texture = GraphicsUtility.ResizeTexture(texture, Settings.Width, Settings.Height);\n\n            var extension = PreviewConvertUtility.ConvertExtension(Settings.Format);\n            var writtenPath = $\"{outputPath}.{extension}\";\n            var bytes = PreviewConvertUtility.ConvertTexture(texture, Settings.Format);\n            File.WriteAllBytes(writtenPath, bytes);\n\n            return writtenPath;\n        }\n\n        public string Screenshot(GameObject target, string outputPath)\n        {\n            PositionCamera(target);\n            PositionLighting(target);\n            return Screenshot(outputPath);\n        }\n\n        private void PositionLighting(GameObject target)\n        {\n#if UNITY_2022_3_OR_NEWER\n            var light = GameObject.FindFirstObjectByType<Light>(FindObjectsInactive.Include);\n#else\n            var light = GameObject.FindObjectOfType<Light>();\n#endif\n            light.transform.position = Camera.transform.position;\n            light.transform.LookAt(target.transform);\n            light.transform.RotateAround(target.transform.position, Vector3.forward, 60f);\n        }\n\n        protected Bounds GetGlobalBounds(IEnumerable<Renderer> renderers)\n        {\n            var center = Vector3.zero;\n\n            foreach (var renderer in renderers)\n            {\n                center += renderer.bounds.center;\n            }\n            center /= renderers.Count();\n\n            var globalBounds = new Bounds(center, Vector3.zero);\n\n            foreach (var renderer in renderers)\n            {\n                globalBounds.Encapsulate(renderer.bounds);\n            }\n\n            return globalBounds;\n        }\n\n        protected Bounds GetNormalizedBounds(Bounds bounds)\n        {\n            var largestExtent = Mathf.Max(bounds.extents.x, bounds.extents.y, bounds.extents.z);\n            var normalizedBounds = new Bounds()\n            {\n                center = bounds.center,\n                extents = new Vector3(largestExtent, largestExtent, largestExtent)\n            };\n\n            return normalizedBounds;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ce77aefdce8a37f498d17d73da53d0a4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.Screenshotters\n{\n    internal class SceneScreenshotterSettings\n    {\n        public int Width;\n        public int Height;\n        public int Depth;\n\n        public int NativeWidth;\n        public int NativeHeight;\n\n        public PreviewFormat Format;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters/SceneScreenshotterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aa34806e243bad949892d06dd47295e2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/Screenshotters.meta",
    "content": "fileFormatVersion: 2\nguid: c07070deed666d54cb72a89a5fcd7ef7\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypeGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class AudioTypeGeneratorSettings : TypeGeneratorSettings\n    {\n        public int Width;\n        public int Height;\n\n        public Color SampleColor;\n        public Color BackgroundColor;\n        public PreviewFormat Format;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypeGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5b7ab1b072d95be4daf221ee23af1c80\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class AudioTypePreviewGenerator : TypePreviewGeneratorBase\n    {\n        private AudioTypeGeneratorSettings _settings;\n        private Texture2D _texture;\n\n        public override event Action<int, int> OnAssetProcessed;\n\n        public AudioTypePreviewGenerator(AudioTypeGeneratorSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        public override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_settings.Width <= 0)\n                throw new ArgumentException(\"Width must be larger than 0\");\n\n            if (_settings.Height <= 0)\n                throw new ArgumentException(\"Height must be larger than 0\");\n        }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var assets = new List<UnityEngine.Object>();\n            var materialGuids = AssetDatabase.FindAssets(\"t:audioclip\", Settings.InputPaths);\n            foreach (var guid in materialGuids)\n            {\n                var audioClip = AssetDatabase.LoadAssetAtPath<AudioClip>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested audio clips\n                if (!AssetDatabase.IsMainAsset(audioClip))\n                    continue;\n\n                // Skip materials with an error shader\n                if (!IsLoadTypeSupported(audioClip))\n                {\n                    Debug.LogWarning($\"Audio clip '{audioClip}' is using a load type which cannot retrieve sample data. Preview will not be generated.\");\n                    continue;\n                }\n\n                assets.Add(audioClip);\n            }\n\n            return assets;\n        }\n\n        private bool IsLoadTypeSupported(AudioClip audioClip)\n        {\n            if (audioClip.loadType == AudioClipLoadType.DecompressOnLoad)\n                return true;\n\n            return false;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var audioClips = assets.ToList();\n            for (int i = 0; i < audioClips.Count; i++)\n            {\n                var audioClip = audioClips[i] as AudioClip;\n                if (audioClip != null)\n                {\n                    var texture = GenerateAudioClipTexture(audioClip);\n\n                    var outputPath = GenerateOutputPathWithExtension(audioClip, _settings.PreviewFileNamingFormat, _settings.Format);\n                    var bytes = PreviewConvertUtility.ConvertTexture(texture, _settings.Format);\n                    File.WriteAllBytes(outputPath, bytes);\n                    generatedPreviews.Add(ObjectToMetadata(audioClip, outputPath));\n                }\n\n                OnAssetProcessed?.Invoke(i, audioClips.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private Texture2D GenerateAudioClipTexture(AudioClip audioClip)\n        {\n            if (!audioClip.LoadAudioData())\n                throw new Exception(\"Could not load audio data\");\n\n            try\n            {\n                if (_texture == null)\n                    _texture = new Texture2D(_settings.Width, _settings.Height);\n                else\n#if UNITY_2021_3_OR_NEWER || UNITY_2022_1_OR_NEWER || UNITY_2021_2_OR_NEWER\n                    _texture.Reinitialize(_settings.Width, _settings.Height);\n#else\n                    _texture.Resize(_settings.Width, _settings.Height);\n#endif\n\n                FillTextureBackground();\n                FillTextureForeground(audioClip);\n\n                _texture.Apply();\n                return _texture;\n            }\n            finally\n            {\n                audioClip.UnloadAudioData();\n            }\n        }\n\n        private void FillTextureBackground()\n        {\n            for (int i = 0; i < _texture.width; i++)\n            {\n                for (int j = 0; j < _texture.height; j++)\n                {\n                    _texture.SetPixel(i, j, _settings.BackgroundColor);\n                }\n            }\n        }\n\n        private void FillTextureForeground(AudioClip audioClip)\n        {\n            var channels = CreateChannels(audioClip);\n\n            for (int i = 0; i < channels.Count; i++)\n            {\n                DrawChannel(channels[i]);\n            }\n        }\n\n        private List<AudioChannel> CreateChannels(AudioClip audioClip)\n        {\n            var channelSamples = GetChannelSamples(audioClip);\n            var sectionSize = _texture.height / audioClip.channels;\n\n            var channels = new List<AudioChannel>();\n\n            for (int i = 0; i < audioClip.channels; i++)\n            {\n                var channelMaxY = (_texture.height - 1) - i * sectionSize;\n                var channelMinY = _texture.height - (i + 1) * sectionSize;\n                var channel = new AudioChannel(channelMinY, channelMaxY, channelSamples[i]);\n                channels.Add(channel);\n            }\n\n            return channels;\n        }\n\n        private List<List<float>> GetChannelSamples(AudioClip audioClip)\n        {\n            var channelSamples = new List<List<float>>();\n            var allSamples = new float[audioClip.samples * audioClip.channels];\n\n            if (!audioClip.GetData(allSamples, 0))\n                throw new Exception(\"Could not retrieve audio samples\");\n\n            for (int i = 0; i < audioClip.channels; i++)\n            {\n                var samples = new List<float>();\n                var sampleIndex = i;\n                while (sampleIndex < allSamples.Length)\n                {\n                    samples.Add(allSamples[sampleIndex]);\n                    sampleIndex += audioClip.channels;\n                }\n\n                channelSamples.Add(samples);\n            }\n\n            return channelSamples;\n        }\n\n        private void DrawChannel(AudioChannel channel)\n        {\n            var sectionData = channel.GetCoordinateData(_texture.width);\n\n            foreach (var data in sectionData)\n            {\n                DrawVerticalColumn(data.X, data.YBaseline, data.YAboveBaseline, data.YBelowBaseline, _settings.SampleColor);\n            }\n        }\n\n        private void DrawVerticalColumn(int x, int yBaseline, int y1, int y2, Color color)\n        {\n            _texture.SetPixel(x, yBaseline, color);\n\n            var startIndex = y1 < y2 ? y1 : y2;\n            var endIndex = y1 < y2 ? y2 : y1;\n\n            for (int i = startIndex; i < endIndex; i++)\n            {\n                _texture.SetPixel(x, i, color);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/AudioTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9ddf69bb2dca51a42aff247b3a471bb3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ITypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal interface ITypePreviewGenerator\n    {\n        TypeGeneratorSettings Settings { get; }\n\n        event Action<int, int> OnAssetProcessed;\n\n        Task<List<PreviewMetadata>> Generate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ITypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7d9cd368dc73a23478390ee1332cb0be\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/MaterialTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class MaterialTypePreviewGenerator : TypePreviewGeneratorFromScene\n    {\n        public override event Action<int, int> OnAssetProcessed;\n\n        public MaterialTypePreviewGenerator(TypePreviewGeneratorFromSceneSettings settings) : base(settings) { }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var assets = new List<UnityEngine.Object>();\n            var materialGuids = AssetDatabase.FindAssets(\"t:material\", Settings.InputPaths);\n            foreach (var guid in materialGuids)\n            {\n                var mat = AssetDatabase.LoadAssetAtPath<Material>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested materials\n                if (!AssetDatabase.IsMainAsset(mat))\n                    continue;\n\n                // Skip materials with an error shader\n                if (IsShaderInvalid(mat.shader))\n                {\n                    Debug.LogWarning($\"Material '{mat}' is using an erroring shader. Preview will not be generated.\");\n                    continue;\n                }\n\n                assets.Add(mat);\n            }\n\n            return assets;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var materials = assets.ToList();\n            var sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);\n\n            var hasMeshRenderer = sphere.TryGetComponent<Renderer>(out var meshRenderer);\n            if (!hasMeshRenderer)\n                throw new Exception($\"Could not find a MeshRenderer for {sphere}\");\n\n            for (int i = 0; i < materials.Count; i++)\n            {\n                ThrowIfSceneChanged();\n\n                var material = materials[i] as Material;\n\n                if (material != null)\n                {\n                    meshRenderer.sharedMaterial = material;\n                    var previewPath = Settings.Screenshotter.Screenshot(sphere, GenerateOutputPathWithoutExtension(material, Settings.PreviewFileNamingFormat));\n                    if (!string.IsNullOrEmpty(previewPath))\n                        generatedPreviews.Add(ObjectToMetadata(material, previewPath));\n                }\n\n                OnAssetProcessed?.Invoke(i, materials.Count);\n                await Task.Yield();\n            }\n\n            UnityEngine.Object.DestroyImmediate(sphere);\n            return generatedPreviews;\n        }\n\n        private bool IsShaderInvalid(Shader shader)\n        {\n            if (ShaderUtil.ShaderHasError(shader))\n                return true;\n\n            if (!shader.isSupported)\n                return true;\n\n            return false;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/MaterialTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a4e121bae63a199458e53a523dd18c8c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ModelTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class ModelTypePreviewGenerator : TypePreviewGeneratorFromScene\n    {\n        public override event Action<int, int> OnAssetProcessed;\n\n        public ModelTypePreviewGenerator(TypePreviewGeneratorFromSceneSettings settings) : base(settings) { }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var models = new List<UnityEngine.Object>();\n            var modelGuids = AssetDatabase.FindAssets(\"t:model\", Settings.InputPaths);\n\n            foreach (var guid in modelGuids)\n            {\n                var model = AssetDatabase.LoadAssetAtPath<GameObject>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested models\n                if (!AssetDatabase.IsMainAsset(model))\n                    continue;\n\n                // Skip models without renderers\n                if (model.GetComponentsInChildren<Renderer>().Length == 0)\n                    continue;\n\n                models.Add(model);\n            }\n\n            return models;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var models = assets.ToList();\n            var referenceShader = GetDefaultObjectShader();\n\n            for (int i = 0; i < models.Count; i++)\n            {\n                ThrowIfSceneChanged();\n\n                var model = models[i] as GameObject;\n\n                if (model != null)\n                {\n                    var go = UnityEngine.Object.Instantiate(model, Vector3.zero, Quaternion.Euler(0, 0, 0));\n                    ReplaceShaders(go, referenceShader);\n\n                    var previewPath = Settings.Screenshotter.Screenshot(go, GenerateOutputPathWithoutExtension(model, Settings.PreviewFileNamingFormat));\n                    if (!string.IsNullOrEmpty(previewPath))\n                        generatedPreviews.Add(ObjectToMetadata(model, previewPath));\n\n                    UnityEngine.Object.DestroyImmediate(go);\n                }\n\n                OnAssetProcessed?.Invoke(i, models.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private void ReplaceShaders(GameObject go, Shader shader)\n        {\n            var meshRenderers = go.GetComponentsInChildren<Renderer>();\n            foreach (var mr in meshRenderers)\n            {\n                var materialArray = mr.sharedMaterials;\n                for (int i = 0; i < materialArray.Length; i++)\n                {\n                    materialArray[i] = new Material(shader) { color = new Color(0.7f, 0.7f, 0.7f) };\n                }\n\n                mr.sharedMaterials = materialArray;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/ModelTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fca8a1fa8a211874cb84d3d811a0158c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/PrefabTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class PrefabTypePreviewGenerator : TypePreviewGeneratorFromScene\n    {\n        public override event Action<int, int> OnAssetProcessed;\n\n        public PrefabTypePreviewGenerator(TypePreviewGeneratorFromSceneSettings settings) : base(settings) { }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var prefabs = new List<UnityEngine.Object>();\n            var prefabGuids = AssetDatabase.FindAssets(\"t:prefab\", Settings.InputPaths);\n\n            foreach (var guid in prefabGuids)\n            {\n                var prefab = AssetDatabase.LoadAssetAtPath<GameObject>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested prefabs\n                if (!AssetDatabase.IsMainAsset(prefab))\n                    continue;\n\n                // Skip prefabs without renderers\n                if (prefab.GetComponentsInChildren<Renderer>().Length == 0)\n                    continue;\n\n                prefabs.Add(prefab);\n            }\n\n            return prefabs;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var prefabs = assets.ToList();\n            var objectReferenceShader = GetDefaultObjectShader();\n            var particleReferenceShader = GetDefaultParticleShader();\n\n            for (int i = 0; i < prefabs.Count; i++)\n            {\n                ThrowIfSceneChanged();\n\n                var prefab = prefabs[i] as GameObject;\n                if (prefab != null)\n                {\n                    var go = UnityEngine.Object.Instantiate(prefab, Vector3.zero, Quaternion.Euler(0, 0, 0));\n\n                    ReplaceMissingShaders(go, objectReferenceShader, particleReferenceShader);\n\n                    HandleParticleSystems(go);\n\n                    var previewPath = Settings.Screenshotter.Screenshot(go, GenerateOutputPathWithoutExtension(prefab, Settings.PreviewFileNamingFormat));\n                    if (!string.IsNullOrEmpty(previewPath))\n                        generatedPreviews.Add(ObjectToMetadata(prefab, previewPath));\n\n                    UnityEngine.Object.DestroyImmediate(go);\n                }\n\n                OnAssetProcessed?.Invoke(i, prefabs.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private void ReplaceMissingShaders(GameObject go, Shader objectShader, Shader particleShader)\n        {\n            var meshRenderers = go.GetComponentsInChildren<Renderer>();\n            foreach (var mr in meshRenderers)\n            {\n                var shaderToUse = mr is ParticleSystemRenderer ? particleShader : objectShader;\n\n                var materialArray = mr.sharedMaterials;\n                for (int i = 0; i < materialArray.Length; i++)\n                {\n                    if (materialArray[i] == null)\n                    {\n                        materialArray[i] = new Material(shaderToUse);\n                    }\n                    else if (!materialArray[i].shader.isSupported)\n                    {\n                        materialArray[i].shader = shaderToUse;\n                    }\n                }\n\n                mr.sharedMaterials = materialArray;\n            }\n        }\n\n        private void HandleParticleSystems(GameObject go)\n        {\n            var particleSystems = go.GetComponentsInChildren<ParticleSystem>();\n            if (particleSystems.Length == 0)\n                return;\n\n            foreach (var ps in particleSystems)\n            {\n                ps.Stop();\n                ps.Clear();\n                ps.randomSeed = 1;\n                ps.Simulate(10, false, true, false);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/PrefabTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 24b15b10bc361c84581f46cb6dd644cc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypeGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class TextureTypeGeneratorSettings : TypeGeneratorSettings\n    {\n        public int MaxWidth;\n        public int MaxHeight;\n        public PreviewFormat Format;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypeGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 058d746982619b04eb5e200363003899\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class TextureTypePreviewGenerator : TypePreviewGeneratorBase\n    {\n        private TextureTypeGeneratorSettings _settings;\n\n        public override event Action<int, int> OnAssetProcessed;\n\n        public TextureTypePreviewGenerator(TextureTypeGeneratorSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        public override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (_settings.MaxWidth <= 0)\n                throw new ArgumentException(\"Max width should be larger than 0\");\n\n            if (_settings.MaxHeight <= 0)\n                throw new ArgumentException(\"Max height should be larger than 0\");\n        }\n\n        protected override IEnumerable<UnityEngine.Object> CollectAssets()\n        {\n            var textures = new List<UnityEngine.Object>();\n            var textureGuids = AssetDatabase.FindAssets(\"t:texture\", Settings.InputPaths);\n\n            foreach (var guid in textureGuids)\n            {\n                var texture = AssetDatabase.LoadAssetAtPath<Texture>(AssetDatabase.GUIDToAssetPath(guid));\n\n                // Skip nested textures\n                if (!AssetDatabase.IsMainAsset(texture))\n                    continue;\n\n                textures.Add(texture);\n            }\n\n            return textures;\n        }\n\n        protected override async Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets)\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            var textures = assets.ToList();\n\n            for (int i = 0; i < textures.Count; i++)\n            {\n                var texture = textures[i] as Texture2D;\n\n                if (texture != null)\n                {\n                    Texture2D resizedTexture;\n                    CalculateTextureSize(texture, out var resizeWidth, out var resizeHeight);\n\n                    var importer = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(texture)) as TextureImporter;\n                    if (importer != null && importer.textureType == TextureImporterType.NormalMap)\n                        resizedTexture = GraphicsUtility.ResizeTextureNormalMap(texture, resizeWidth, resizeHeight);\n                    else\n                        resizedTexture = GraphicsUtility.ResizeTexture(texture, resizeWidth, resizeHeight);\n\n                    var previewPath = GenerateOutputPathWithExtension(texture, _settings.PreviewFileNamingFormat, _settings.Format);\n\n                    // Some textures may be transparent and need to be encoded as PNG to look correctly\n                    var targetFormat = texture.alphaIsTransparency ? PreviewFormat.PNG : _settings.Format;\n                    var bytes = PreviewConvertUtility.ConvertTexture(resizedTexture, targetFormat);\n\n                    File.WriteAllBytes(previewPath, bytes);\n                    generatedPreviews.Add(ObjectToMetadata(texture, previewPath));\n                }\n\n                OnAssetProcessed?.Invoke(i, textures.Count);\n                await Task.Yield();\n            }\n\n            return generatedPreviews;\n        }\n\n        private void CalculateTextureSize(Texture2D texture, out int width, out int height)\n        {\n            if (texture.width <= _settings.MaxWidth && texture.height <= _settings.MaxHeight)\n            {\n                width = texture.width;\n                height = texture.height;\n                return;\n            }\n\n            var widthLongerThanHeight = texture.width > texture.height;\n\n            if (widthLongerThanHeight)\n            {\n                var ratio = (float)texture.width / texture.height;\n                width = _settings.MaxWidth;\n                height = Mathf.RoundToInt(width / ratio);\n            }\n            else\n            {\n                var ratio = (float)texture.height / texture.width;\n                height = _settings.MaxHeight;\n                width = Mathf.RoundToInt(height / ratio);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TextureTypePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b04f55867ee575c489803356220feb31\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypeGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal abstract class TypeGeneratorSettings\n    {\n        public string[] InputPaths;\n        public string[] IgnoredGuids;\n        public string OutputPath;\n        public FileNameFormat PreviewFileNamingFormat;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypeGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a224a4b41a8c7cf4cb53dd77d6f2518b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorBase.cs",
    "content": "﻿using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal abstract class TypePreviewGeneratorBase : ITypePreviewGenerator\n    {\n        public TypeGeneratorSettings Settings { get; }\n\n        public abstract event Action<int, int> OnAssetProcessed;\n\n        public TypePreviewGeneratorBase(TypeGeneratorSettings settings)\n        {\n            Settings = settings;\n        }\n\n        public virtual void ValidateSettings()\n        {\n            if (Settings.InputPaths == null || Settings.InputPaths.Length == 0)\n                throw new ArgumentException(\"Input path cannot be null\");\n\n            foreach (var path in Settings.InputPaths)\n            {\n                var inputPath = path.EndsWith(\"/\") ? path.Remove(path.Length - 1) : path;\n                if (!AssetDatabase.IsValidFolder(inputPath))\n                    throw new ArgumentException($\"Input path '{inputPath}' is not a valid ADB folder\");\n            }\n\n            if (string.IsNullOrEmpty(Settings.OutputPath))\n                throw new ArgumentException(\"Output path cannot be null\");\n        }\n\n        public async Task<List<PreviewMetadata>> Generate()\n        {\n            var generatedPreviews = new List<PreviewMetadata>();\n            ValidateSettings();\n\n            var assets = CollectAssets();\n            assets = FilterIgnoredAssets(assets);\n\n            if (assets.Count() == 0)\n                return generatedPreviews;\n\n            return await GenerateImpl(assets);\n        }\n\n        protected abstract IEnumerable<UnityEngine.Object> CollectAssets();\n\n        private IEnumerable<UnityEngine.Object> FilterIgnoredAssets(IEnumerable<UnityEngine.Object> assets)\n        {\n            if (Settings.IgnoredGuids == null || Settings.IgnoredGuids.Length == 0)\n                return assets;\n\n            var filteredAssets = new List<UnityEngine.Object>();\n            foreach (var asset in assets)\n            {\n                if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out var guid, out long _))\n                    continue;\n\n                if (Settings.IgnoredGuids.Any(x => x == guid))\n                    continue;\n\n                filteredAssets.Add(asset);\n            }\n\n            return filteredAssets;\n        }\n\n        protected abstract Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets);\n\n        protected PreviewMetadata ObjectToMetadata(UnityEngine.Object obj, string previewPath)\n        {\n            if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(obj, out var guid, out long _))\n                throw new Exception($\"Could not retrieve guid for object {obj}\");\n\n            return new PreviewMetadata()\n            {\n                Type = GenerationType.Custom,\n                Guid = guid,\n                Name = obj.name,\n                Path = previewPath\n            };\n        }\n\n        protected string GenerateOutputPathWithoutExtension(UnityEngine.Object asset, FileNameFormat fileNameFormat)\n        {\n            PrepareOutputFolder(Settings.OutputPath, false);\n            var directoryPath = Settings.OutputPath;\n            var fileName = PreviewConvertUtility.ConvertFilename(asset, fileNameFormat);\n            var fullPath = $\"{directoryPath}/{fileName}\";\n\n            return fullPath;\n        }\n\n        protected string GenerateOutputPathWithExtension(UnityEngine.Object asset, FileNameFormat fileNameFormat, PreviewFormat previewFormat)\n        {\n            var partialOutputPath = GenerateOutputPathWithoutExtension(asset, fileNameFormat);\n            var extension = PreviewConvertUtility.ConvertExtension(previewFormat);\n\n            return $\"{partialOutputPath}.{extension}\";\n        }\n\n        private void PrepareOutputFolder(string outputPath, bool cleanup)\n        {\n            var dir = new DirectoryInfo(outputPath);\n\n            if (!dir.Exists)\n            {\n                dir.Create();\n                return;\n            }\n\n            if (!cleanup)\n                return;\n\n            dir.Delete(true);\n            dir.Create();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c6fb2d639232bce4698338a252f47f3c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromScene.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal abstract class TypePreviewGeneratorFromScene : TypePreviewGeneratorBase\n    {\n        protected new TypePreviewGeneratorFromSceneSettings Settings;\n\n        private CancellationTokenSource _cancellationTokenSource;\n\n        public TypePreviewGeneratorFromScene(TypePreviewGeneratorFromSceneSettings settings) : base(settings)\n        {\n            Settings = settings;\n        }\n\n        public override void ValidateSettings()\n        {\n            base.ValidateSettings();\n\n            if (Settings.Screenshotter == null)\n                throw new ArgumentException(\"Screenshotter cannot be null\");\n        }\n\n        protected sealed override async Task<List<PreviewMetadata>> GenerateImpl(IEnumerable<UnityEngine.Object> assets)\n        {\n            var originalScenePath = EditorSceneManager.GetActiveScene().path;\n            await PreviewSceneUtility.OpenPreviewSceneForCurrentPipeline();\n\n            try\n            {\n                _cancellationTokenSource = new CancellationTokenSource();\n                EditorSceneManager.sceneOpened += SceneOpenedDuringGeneration;\n                return await GeneratePreviewsInScene(assets);\n            }\n            finally\n            {\n                EditorSceneManager.sceneOpened -= SceneOpenedDuringGeneration;\n                _cancellationTokenSource.Dispose();\n                if (!string.IsNullOrEmpty(originalScenePath))\n                    EditorSceneManager.OpenScene(originalScenePath);\n            }\n        }\n\n        protected abstract Task<List<PreviewMetadata>> GeneratePreviewsInScene(IEnumerable<UnityEngine.Object> assets);\n\n        private void SceneOpenedDuringGeneration(Scene _, OpenSceneMode __)\n        {\n            if (!_cancellationTokenSource.IsCancellationRequested)\n                _cancellationTokenSource.Cancel();\n        }\n\n        protected void ThrowIfSceneChanged()\n        {\n            if (_cancellationTokenSource.Token.IsCancellationRequested)\n                throw new Exception(\"Preview generation was aborted due to a change of the scene\");\n        }\n\n        protected Shader GetDefaultObjectShader()\n        {\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    return Shader.Find(\"Standard\");\n                case RenderPipeline.URP:\n                    return Shader.Find(\"Universal Render Pipeline/Lit\");\n                case RenderPipeline.HDRP:\n                    return Shader.Find(\"HDRP/Lit\");\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n\n        protected Shader GetDefaultParticleShader()\n        {\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    return Shader.Find(\"Particles/Standard Unlit\");\n                case RenderPipeline.URP:\n                    return Shader.Find(\"Universal Render Pipeline/Particles/Unlit\");\n                case RenderPipeline.HDRP:\n                    return Shader.Find(\"HDRP/Unlit\");\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n\n        protected Shader GetDefaultTextureShader()\n        {\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    return Shader.Find(\"Unlit/Texture\");\n                case RenderPipeline.URP:\n                    return Shader.Find(\"Universal Render Pipeline/Unlit\");\n                case RenderPipeline.HDRP:\n                    return Shader.Find(\"HDRP/Unlit\");\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromScene.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1bf0eb8d7ef65f340be785dae96e4b73\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromSceneSettings.cs",
    "content": "using AssetStoreTools.Previews.Generators.Custom.Screenshotters;\n\nnamespace AssetStoreTools.Previews.Generators.Custom.TypeGenerators\n{\n    internal class TypePreviewGeneratorFromSceneSettings : TypeGeneratorSettings\n    {\n        public ISceneScreenshotter Screenshotter;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators/TypePreviewGeneratorFromSceneSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a6b871798f99ad44d9fca46789239ec1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom/TypeGenerators.meta",
    "content": "fileFormatVersion: 2\nguid: b4bb2dd0960418d4a8d4efd34b92a418\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/Custom.meta",
    "content": "fileFormatVersion: 2\nguid: f675855c3d971694785806c0c7a463be\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/CustomPreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing AssetStoreTools.Previews.Generators.Custom.Screenshotters;\nusing AssetStoreTools.Previews.Generators.Custom.TypeGenerators;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Previews\n{\n    internal class CustomPreviewGenerator : PreviewGeneratorBase\n    {\n        private CustomPreviewGenerationSettings _customSettings;\n\n        public override event Action<float> OnProgressChanged;\n\n        public CustomPreviewGenerator(CustomPreviewGenerationSettings settings)\n            : base(settings)\n        {\n            _customSettings = settings;\n        }\n\n        protected override void Validate()\n        {\n            base.Validate();\n\n            if (_customSettings.Width <= 0)\n                throw new ArgumentException(\"Width should be larger than 0\");\n\n            if (_customSettings.Height <= 0)\n                throw new ArgumentException(\"Height should be larger than 0\");\n\n            if (_customSettings.Depth <= 0)\n                throw new ArgumentException(\"Depth should be larger than 0\");\n\n            if (_customSettings.NativeWidth <= 0)\n                throw new ArgumentException(\"Native width should be larger than 0\");\n\n            if (_customSettings.NativeHeight <= 0)\n                throw new ArgumentException(\"Native height should be larger than 0\");\n        }\n\n        protected override async Task<PreviewGenerationResult> GenerateImpl()\n        {\n            var result = new PreviewGenerationResult()\n            {\n                GenerationType = _customSettings.GenerationType\n            };\n\n            OnProgressChanged?.Invoke(0f);\n\n            var generatedPreviews = new List<PreviewMetadata>();\n            var existingPreviews = GetExistingPreviews();\n            var generators = CreateGenerators(existingPreviews);\n\n            var currentGenerator = 0;\n            Action<int, int> generatorProgressCallback = null;\n            generatorProgressCallback = (currentAsset, totalAssets) => ReportProgress(currentGenerator, generators.Count(), currentAsset, totalAssets);\n\n            try\n            {\n                foreach (var generator in generators)\n                {\n                    generator.OnAssetProcessed += generatorProgressCallback;\n                    var typeGeneratorPreviews = await generator.Generate();\n                    generatedPreviews.AddRange(typeGeneratorPreviews);\n                    currentGenerator++;\n                }\n\n                AssetDatabase.Refresh();\n\n                var allPreviews = new List<PreviewMetadata>();\n                allPreviews.AddRange(generatedPreviews);\n                allPreviews.AddRange(existingPreviews);\n\n                result.Success = true;\n                result.GeneratedPreviews = generatedPreviews;\n                result.Previews = allPreviews;\n            }\n            catch (Exception e)\n            {\n                result.Success = false;\n                result.Exception = e;\n            }\n            finally\n            {\n                foreach (var generator in generators)\n                    generator.OnAssetProcessed -= generatorProgressCallback;\n            }\n\n            return result;\n        }\n\n        private IEnumerable<PreviewMetadata> GetExistingPreviews()\n        {\n            var existingPreviews = new List<PreviewMetadata>();\n\n            if (Settings.OverwriteExisting || !CachingService.GetCachedMetadata(out var database))\n                return existingPreviews;\n\n            var inputGuids = AssetDatabase.FindAssets(\"\", _customSettings.InputPaths);\n            existingPreviews = database.Previews.Where(x => x.Type == GenerationType.Custom && x.Exists() && inputGuids.Any(y => y.Equals(x.Guid))).ToList();\n            return existingPreviews;\n        }\n\n        private IEnumerable<ITypePreviewGenerator> CreateGenerators(IEnumerable<PreviewMetadata> existingPreviews)\n        {\n            var ignoredGuids = existingPreviews.Select(x => x.Guid).ToArray();\n\n            var generators = new ITypePreviewGenerator[]\n            {\n                CreateAudioPreviewGenerator(ignoredGuids),\n                CreateMaterialPreviewGenerator(ignoredGuids),\n                CreateModelPreviewGenerator(ignoredGuids),\n                CreatePrefabPreviewGenerator(ignoredGuids),\n                CreateTexturePreviewGenerator(ignoredGuids)\n            };\n\n            return generators;\n        }\n\n        private ITypePreviewGenerator CreateAudioPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = new AudioTypeGeneratorSettings()\n            {\n                Width = _customSettings.Width,\n                Height = _customSettings.Height,\n                InputPaths = _customSettings.InputPaths,\n                OutputPath = _customSettings.OutputPath,\n                PreviewFileNamingFormat = _customSettings.PreviewFileNamingFormat,\n                Format = _customSettings.Format,\n                SampleColor = _customSettings.AudioSampleColor,\n                BackgroundColor = _customSettings.AudioBackgroundColor,\n                IgnoredGuids = ignoredGuids\n            };\n\n            return new AudioTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreateMaterialPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = CreateSceneGeneratorSettings(new MaterialScreenshotter(CreateScreenshotterSettings()), ignoredGuids);\n            return new MaterialTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreateModelPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = CreateSceneGeneratorSettings(new MeshScreenshotter(CreateScreenshotterSettings()), ignoredGuids);\n            return new ModelTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreatePrefabPreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = CreateSceneGeneratorSettings(new MeshScreenshotter(CreateScreenshotterSettings()), ignoredGuids);\n            return new PrefabTypePreviewGenerator(settings);\n        }\n\n        private ITypePreviewGenerator CreateTexturePreviewGenerator(string[] ignoredGuids)\n        {\n            var settings = new TextureTypeGeneratorSettings()\n            {\n                MaxWidth = _customSettings.Width,\n                MaxHeight = _customSettings.Height,\n                InputPaths = _customSettings.InputPaths,\n                OutputPath = _customSettings.OutputPath,\n                Format = _customSettings.Format,\n                PreviewFileNamingFormat = _customSettings.PreviewFileNamingFormat,\n                IgnoredGuids = ignoredGuids\n            };\n\n            return new TextureTypePreviewGenerator(settings);\n        }\n\n        private TypePreviewGeneratorFromSceneSettings CreateSceneGeneratorSettings(ISceneScreenshotter screenshotter, string[] ignoredGuids)\n        {\n            var settings = new TypePreviewGeneratorFromSceneSettings()\n            {\n                InputPaths = _customSettings.InputPaths,\n                OutputPath = _customSettings.OutputPath,\n                PreviewFileNamingFormat = _customSettings.PreviewFileNamingFormat,\n                Screenshotter = screenshotter,\n                IgnoredGuids = ignoredGuids\n            };\n\n            return settings;\n        }\n\n        private SceneScreenshotterSettings CreateScreenshotterSettings()\n        {\n            var settings = new SceneScreenshotterSettings()\n            {\n                Width = _customSettings.Width,\n                Height = _customSettings.Height,\n                Depth = _customSettings.Depth,\n                Format = _customSettings.Format,\n                NativeWidth = _customSettings.NativeWidth,\n                NativeHeight = _customSettings.NativeHeight,\n            };\n\n            return settings;\n        }\n\n        private void ReportProgress(int currentGenerator, int totalGenerators, int currentGeneratorAsset, int totalCurrentGeneratorAssets)\n        {\n            var completedGeneratorProgress = (float)currentGenerator / totalGenerators;\n            var currentGeneratorProgress = ((float)currentGeneratorAsset / totalCurrentGeneratorAssets) / totalGenerators;\n            var progressToReport = completedGeneratorProgress + currentGeneratorProgress;\n            OnProgressChanged?.Invoke(progressToReport);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/CustomPreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e5906f8cb3e4eec489a2f7a82844bb3f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/IPreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Previews.Generators\n{\n    internal interface IPreviewGenerator\n    {\n        PreviewGenerationSettings Settings { get; }\n\n        event Action<float> OnProgressChanged;\n\n        Task<PreviewGenerationResult> Generate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/IPreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ebddaccb94ca6e34aa36b535d0a47249\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/NativePreviewGenerator.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Reflection;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.Tilemaps;\n\nnamespace AssetStoreTools.Previews.Generators\n{\n    internal class NativePreviewGenerator : PreviewGeneratorBase\n    {\n        private const double InitialPreviewLoadingTimeoutSeconds = 10;\n\n        private NativePreviewGenerationSettings _nativeSettings;\n\n        private RenderTexture _renderTexture;\n\n        private int _generatedPreviewsCount;\n        private int _totalPreviewsCount;\n\n        public override event Action<float> OnProgressChanged;\n\n        public NativePreviewGenerator(NativePreviewGenerationSettings settings)\n            : base(settings)\n        {\n            _nativeSettings = settings;\n        }\n\n        protected override void Validate()\n        {\n            base.Validate();\n\n            if (_nativeSettings.ChunkSize <= 0)\n                throw new ArgumentException(\"Chunk size must be larger than 0\");\n        }\n\n        protected override async Task<PreviewGenerationResult> GenerateImpl()\n        {\n            var result = new PreviewGenerationResult()\n            {\n                GenerationType = _nativeSettings.GenerationType\n            };\n\n            OnProgressChanged?.Invoke(0f);\n\n            try\n            {\n                var objects = GetObjectsRequiringPreviews(_nativeSettings.InputPaths);\n                var filteredObjects = new List<PreviewMetadata>();\n                var reusedPreviews = new List<PreviewMetadata>();\n                FilterObjects(objects, filteredObjects, reusedPreviews);\n\n                _generatedPreviewsCount = 0;\n                _totalPreviewsCount = objects.Count;\n\n                Directory.CreateDirectory(_nativeSettings.OutputPath);\n\n                var generatedPreviews = new List<PreviewMetadata>();\n                if (!_nativeSettings.WaitForPreviews)\n                {\n                    WritePreviewsWithoutWaiting(filteredObjects, out generatedPreviews);\n                }\n                else\n                {\n                    if (_nativeSettings.ChunkedPreviewLoading)\n                    {\n                        await WaitAndWritePreviewsChunked(filteredObjects, generatedPreviews);\n                    }\n                    else\n                    {\n                        await WaitAndWritePreviews(filteredObjects, generatedPreviews);\n                    }\n                }\n\n                var allPreviews = new List<PreviewMetadata>();\n                allPreviews.AddRange(generatedPreviews);\n                allPreviews.AddRange(reusedPreviews);\n\n                result.Success = true;\n                result.GeneratedPreviews = generatedPreviews;\n                result.Previews = allPreviews;\n            }\n            catch (Exception e)\n            {\n                result.Success = false;\n                result.Exception = e;\n            }\n\n            return result;\n        }\n\n        private List<PreviewMetadata> GetObjectsRequiringPreviews(string[] inputPaths)\n        {\n            var objects = new List<PreviewMetadata>();\n            var guids = AssetDatabase.FindAssets(\"\", inputPaths);\n\n            foreach (var guid in guids)\n            {\n                if (objects.Any(x => x.Guid == guid))\n                    continue;\n\n                var assetPath = AssetDatabase.GUIDToAssetPath(guid);\n                var obj = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(assetPath);\n                if (!ShouldHavePreview(obj))\n                    continue;\n\n                objects.Add(new PreviewMetadata() { Type = GenerationType.Native, Guid = guid });\n            }\n\n            return objects;\n        }\n\n        private void FilterObjects(List<PreviewMetadata> objects, List<PreviewMetadata> filteredObjects, List<PreviewMetadata> reusedPreviews)\n        {\n            if (Settings.OverwriteExisting || !CachingService.GetCachedMetadata(out var database))\n            {\n                filteredObjects.AddRange(objects);\n                return;\n            }\n\n            foreach (var obj in objects)\n            {\n                var matchingEntry = database.Previews.FirstOrDefault(x =>\n                x.Guid == obj.Guid\n                && x.Type == GenerationType.Native\n                && x.Exists());\n\n                if (matchingEntry == null)\n                {\n                    filteredObjects.Add(obj);\n                }\n                else\n                {\n                    reusedPreviews.Add(matchingEntry);\n                }\n            }\n        }\n\n        private bool ShouldHavePreview(UnityEngine.Object asset)\n        {\n            if (asset == null)\n                return false;\n\n            if (!AssetDatabase.IsMainAsset(asset))\n                return false;\n\n            switch (asset)\n            {\n                case AudioClip _:\n                case Material _:\n                case Mesh _:\n                case TerrainLayer _:\n                case Texture _:\n                case Tile _:\n                    return true;\n                case GameObject go:\n                    var renderers = go.GetComponentsInChildren<Renderer>();\n                    return renderers != null && renderers.Length > 0;\n                default:\n                    return false;\n            }\n        }\n\n        private PreviewMetadata WritePreviewToDisk(PreviewMetadata metadata, Texture2D texture)\n        {\n            var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(metadata.Guid));\n            var width = Mathf.Min(texture.width, 128);\n            var height = Mathf.Min(texture.height, 128);\n            var readableTexture = GraphicsUtility.ResizeTexture(texture, width, height);\n            var fileName = PreviewConvertUtility.ConvertFilenameWithExtension(asset, _nativeSettings.PreviewFileNamingFormat, _nativeSettings.Format);\n            var filePath = $\"{_nativeSettings.OutputPath}/{fileName}\";\n            var bytes = PreviewConvertUtility.ConvertTexture(readableTexture, _nativeSettings.Format);\n\n            File.WriteAllBytes(filePath, bytes);\n\n            metadata.Type = GenerationType.Native;\n            metadata.Name = asset.name;\n            metadata.Path = filePath;\n\n            return metadata;\n        }\n\n        private void WritePreviewsWithoutWaiting(List<PreviewMetadata> objects, out List<PreviewMetadata> generatedPreviews)\n        {\n            generatedPreviews = new List<PreviewMetadata>();\n\n            foreach (var obj in objects)\n            {\n                var texture = GetAssetPreviewFromGuid(obj.Guid);\n                if (texture == null)\n                    continue;\n\n                var generatedPreview = WritePreviewToDisk(obj, texture);\n                generatedPreviews.Add(generatedPreview);\n            }\n        }\n\n        private Texture2D GetAssetPreviewFromGuid(string guid)\n        {\n            var method = typeof(AssetPreview).GetMethod(\"GetAssetPreviewFromGUID\", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static, null, new[] { typeof(string) }, null);\n            var args = new object[] { guid };\n\n            return method?.Invoke(null, args) as Texture2D;\n        }\n\n        private async Task WaitAndWritePreviewsChunked(List<PreviewMetadata> objects, List<PreviewMetadata> generatedPreviews)\n        {\n            var chunks = objects.Count / _nativeSettings.ChunkSize;\n            var remainder = objects.Count % _nativeSettings.ChunkSize;\n            if (remainder != 0)\n                chunks += 1;\n\n            for (int i = 0; i < chunks; i++)\n            {\n                var chunkObjects = new List<PreviewMetadata>();\n\n                for (int j = 0; j < _nativeSettings.ChunkSize; j++)\n                {\n                    var index = i * _nativeSettings.ChunkSize + j;\n                    if (index == objects.Count)\n                        break;\n\n                    chunkObjects.Add(objects[index]);\n                }\n\n                var generatedPreviewsChunk = new List<PreviewMetadata>();\n                await WaitAndWritePreviews(chunkObjects, generatedPreviewsChunk);\n                generatedPreviews.AddRange(generatedPreviewsChunk);\n            }\n        }\n\n        private async Task WaitAndWritePreviews(List<PreviewMetadata> objects, List<PreviewMetadata> generatedPreviews)\n        {\n            var initialObjectCount = objects.Count();\n            if (initialObjectCount == 0)\n                return;\n\n            await WaitAndWritePreviewIteration(objects, generatedPreviews);\n            var remainingObjectCount = objects.Count;\n\n            // First iteration may take longer to start loading objects\n            var firstIterationStartTime = EditorApplication.timeSinceStartup;\n            while (true)\n            {\n                if (remainingObjectCount < initialObjectCount)\n                    break;\n\n                if (EditorApplication.timeSinceStartup - firstIterationStartTime > InitialPreviewLoadingTimeoutSeconds)\n                    throw new Exception(\"Preview loading timed out.\");\n\n                await WaitAndWritePreviewIteration(objects, generatedPreviews);\n                remainingObjectCount = objects.Count;\n            }\n\n            if (remainingObjectCount == 0)\n                return;\n\n            while (true)\n            {\n                await WaitForEndOfFrame(1);\n                await WaitAndWritePreviewIteration(objects, generatedPreviews);\n\n                // If no more previews are being loaded, try one more time before quitting\n                if (objects.Count == remainingObjectCount)\n                {\n                    await WaitForEndOfFrame(1);\n                    await WaitAndWritePreviewIteration(objects, generatedPreviews);\n\n                    if (objects.Count == remainingObjectCount)\n                    {\n                        var missingObjects = string.Join(\"\\n\", objects.Select(x => AssetDatabase.GUIDToAssetPath(x.Guid)));\n                        Debug.LogWarning($\"Unity Editor failed to fetch previews for {objects.Count} objects:\\n{missingObjects}\");\n                        break;\n                    }\n                }\n\n                remainingObjectCount = objects.Count;\n\n                // Exit when all previews are loaded\n                if (remainingObjectCount == 0)\n                    break;\n            }\n        }\n\n        private async Task WaitAndWritePreviewIteration(List<PreviewMetadata> objects, List<PreviewMetadata> generatedPreviews)\n        {\n            var cacheSize = Mathf.Max(_nativeSettings.ChunkSize * 2, objects.Count() + _nativeSettings.ChunkSize);\n            AssetPreview.SetPreviewTextureCacheSize(cacheSize);\n\n            // Initial queueing\n            foreach (var obj in objects)\n            {\n                var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(obj.Guid));\n                AssetPreview.GetAssetPreview(asset);\n            }\n\n            await WaitForEndOfFrame();\n\n            // Waiting (NOTE: works inconsistently across Unity streams)\n            foreach (var obj in objects)\n            {\n                var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(obj.Guid));\n                if (AssetPreview.IsLoadingAssetPreview(asset.GetInstanceID()))\n                {\n                    await WaitForEndOfFrame();\n                }\n            }\n\n            // Writing\n            for (int i = 0; i < objects.Count; i++)\n            {\n                var obj = objects[i];\n\n                var asset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetDatabase.GUIDToAssetPath(obj.Guid));\n                var texture = AssetPreview.GetAssetPreview(asset);\n                if (texture == null)\n                    continue;\n\n                WritePreviewToDisk(obj, texture);\n                generatedPreviews.Add(obj);\n                _generatedPreviewsCount++;\n                OnProgressChanged?.Invoke((float)_generatedPreviewsCount / _totalPreviewsCount);\n            }\n\n            // Removing written objects from the list\n            for (int i = objects.Count - 1; i >= 0; i--)\n            {\n                if (objects[i].Exists())\n                    objects.RemoveAt(i);\n            }\n        }\n\n        private async Task WaitForEndOfFrame(double atLeastSeconds)\n        {\n            var startTime = EditorApplication.timeSinceStartup;\n            while (EditorApplication.timeSinceStartup - startTime <= atLeastSeconds)\n            {\n                await WaitForEndOfFrame();\n            }\n        }\n\n        private async Task WaitForEndOfFrame()\n        {\n            var isNextFrame = false;\n            EditorApplication.CallbackFunction callback = null;\n            callback = () =>\n            {\n                EditorApplication.update -= callback;\n                isNextFrame = true;\n            };\n\n            EditorApplication.update += callback;\n            while (!isNextFrame)\n                await Task.Yield();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/NativePreviewGenerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: dd6eeb2f97a2ed34db51ab5ac0b3ffa1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/PreviewGeneratorBase.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Services;\nusing System;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Previews.Generators\n{\n    internal abstract class PreviewGeneratorBase : IPreviewGenerator\n    {\n        public PreviewGenerationSettings Settings { get; }\n        protected ICachingService CachingService;\n\n        public abstract event Action<float> OnProgressChanged;\n\n        public PreviewGeneratorBase(PreviewGenerationSettings settings)\n        {\n            Settings = settings;\n            CachingService = PreviewServiceProvider.Instance.GetService<ICachingService>();\n        }\n\n        public async Task<PreviewGenerationResult> Generate()\n        {\n            Validate();\n\n            var result = await GenerateImpl();\n            if (result.Success)\n            {\n                CachingService.CacheMetadata(result.GeneratedPreviews);\n            }\n\n            return result;\n        }\n\n        protected virtual void Validate()\n        {\n            if (Settings.InputPaths == null || Settings.InputPaths.Length == 0)\n                throw new ArgumentException(\"Input paths cannot be null\");\n\n            if (string.IsNullOrEmpty(Settings.OutputPath))\n                throw new ArgumentException(\"Output path cannot be null\");\n        }\n\n        protected abstract Task<PreviewGenerationResult> GenerateImpl();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators/PreviewGeneratorBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cedf01448e0edcc4fb55f19f2e92b740\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Generators.meta",
    "content": "fileFormatVersion: 2\nguid: ed651159a2004574789e97726da5090c\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/CachingService.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Utility;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Converters;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal class CachingService : ICachingService\n    {\n        public void CacheMetadata(IEnumerable<PreviewMetadata> previews)\n        {\n            var updatedDatabase = UpdatePreviewDatabase(previews);\n\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = PreviewDatabaseContractResolver.Instance,\n                Converters = new List<JsonConverter>() { new StringEnumConverter() },\n                Formatting = Formatting.Indented\n            };\n\n            CacheUtil.CreateFileInTempCache(Constants.Previews.PreviewDatabaseFile, JsonConvert.SerializeObject(updatedDatabase, serializerSettings), true);\n        }\n\n        public bool GetCachedMetadata(out PreviewDatabase previewDatabase)\n        {\n            previewDatabase = null;\n            if (!CacheUtil.GetFileFromTempCache(Constants.Previews.PreviewDatabaseFile, out string filePath))\n                return false;\n\n            try\n            {\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = PreviewDatabaseContractResolver.Instance,\n                    Converters = new List<JsonConverter>() { new StringEnumConverter() }\n                };\n\n                previewDatabase = JsonConvert.DeserializeObject<PreviewDatabase>(File.ReadAllText(filePath, Encoding.UTF8), serializerSettings);\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n\n        private PreviewDatabase UpdatePreviewDatabase(IEnumerable<PreviewMetadata> previews)\n        {\n            PreviewDatabase database;\n            if (!GetCachedMetadata(out database))\n                database = new PreviewDatabase();\n\n            // Delete missing previews\n            for (int i = database.Previews.Count - 1; i >= 0; i--)\n            {\n                if (database.Previews[i].Exists())\n                    continue;\n\n                database.Previews.RemoveAt(i);\n            }\n\n            // Append new previews & Replace existing previews\n            foreach (var preview in previews)\n            {\n                var matchingPreviews = database.Previews.Where(x => x.Guid == preview.Guid).ToList();\n                foreach (var matchingPreview in matchingPreviews)\n                {\n                    // Delete previously generated preview of the same type\n                    if (matchingPreview.Type == preview.Type)\n                        database.Previews.Remove(matchingPreview);\n                    // Delete previously generated preview of a different type if the path matches\n                    else if (matchingPreview.Path.Equals(preview.Path))\n                        database.Previews.Remove(matchingPreview);\n                }\n\n                database.Previews.Add(preview);\n            }\n\n            database.Previews = database.Previews.OrderBy(x => x.Guid).ThenBy(x => x.Type).ToList();\n            return database;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/CachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e0b6cf909c8798b4590744959571a21f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/ICachingService.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal interface ICachingService : IPreviewService\n    {\n        void CacheMetadata(IEnumerable<PreviewMetadata> previews);\n        bool GetCachedMetadata(out PreviewDatabase previewDatabase);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching/ICachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eeaeae010299dcd489adb00dbf51b274\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/Caching.meta",
    "content": "fileFormatVersion: 2\nguid: eb61a60f2ff91a448a7808ef2a25f871\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/IPreviewService.cs",
    "content": "namespace AssetStoreTools.Previews.Services\n{\n    public interface IPreviewService { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/IPreviewService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8c2761fe05638644d8e3a265865beef8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/PreviewServiceProvider.cs",
    "content": "using AssetStoreTools.Utility;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal class PreviewServiceProvider : ServiceProvider<IPreviewService>\n    {\n        public static PreviewServiceProvider Instance => _instance ?? (_instance = new PreviewServiceProvider());\n        private static PreviewServiceProvider _instance;\n\n        private PreviewServiceProvider() { }\n\n        protected override void RegisterServices()\n        {\n            Register<ICachingService, CachingService>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services/PreviewServiceProvider.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a19bf5a4e3e441047bbc1b894e2a1149\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Services.meta",
    "content": "fileFormatVersion: 2\nguid: aa18c820f185bfc4d8cd59e3418e2c4e\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreview.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.IO;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal class AssetPreview : IAssetPreview\n    {\n        private PreviewMetadata _metadata;\n\n        private UnityEngine.Object _cachedAsset;\n        private string _cachedAssetPath;\n        private Texture2D _cachedTexture;\n\n        public UnityEngine.Object Asset => _cachedAsset ?? (_cachedAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(AssetPath));\n        public string AssetPath => _cachedAssetPath ?? (_cachedAssetPath = AssetDatabase.GUIDToAssetPath(_metadata.Guid));\n\n        public AssetPreview(PreviewMetadata metadata)\n        {\n            _metadata = metadata;\n        }\n\n        public string GetAssetPath()\n        {\n            var assetPath = AssetDatabase.GUIDToAssetPath(_metadata.Guid);\n            return assetPath;\n        }\n\n        public async Task LoadImage(Action<Texture2D> onSuccess)\n        {\n            if (_cachedTexture == null)\n            {\n                if (!_metadata.Exists())\n                    return;\n\n                await Task.Yield();\n\n                try\n                {\n                    _cachedTexture = new Texture2D(1, 1);\n                    _cachedTexture.LoadImage(File.ReadAllBytes(_metadata.Path));\n                }\n                catch (Exception e)\n                {\n                    Debug.LogException(e);\n                    return;\n                }\n            }\n\n            onSuccess?.Invoke(_cachedTexture);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreview.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 739cf05c689204f4089fd0a6bddb8c3b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreviewCollection.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal class AssetPreviewCollection : IAssetPreviewCollection\n    {\n        private GenerationType _generationType;\n        private List<IAssetPreview> _images;\n\n        public event Action OnCollectionChanged;\n\n        public AssetPreviewCollection()\n        {\n            _images = new List<IAssetPreview>();\n        }\n\n        public GenerationType GetGenerationType()\n        {\n            return _generationType;\n        }\n\n        public IEnumerable<IAssetPreview> GetPreviews()\n        {\n            return _images;\n        }\n\n        public void Refresh(GenerationType generationType, IEnumerable<PreviewMetadata> previews)\n        {\n            _images.Clear();\n\n            _generationType = generationType;\n\n            foreach (var entry in previews)\n            {\n                if (!entry.Exists())\n                    continue;\n\n                _images.Add(new AssetPreview(entry));\n            }\n\n            OnCollectionChanged?.Invoke();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/AssetPreviewCollection.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9b1a0db8710933048b49dcca463fb8fd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreview.cs",
    "content": "using System;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal interface IAssetPreview\n    {\n        UnityEngine.Object Asset { get; }\n        string GetAssetPath();\n        Task LoadImage(Action<Texture2D> onSuccess);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreview.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0f9373dfc16d0fa4794dac29b75204ec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreviewCollection.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal interface IAssetPreviewCollection\n    {\n        event Action OnCollectionChanged;\n\n        GenerationType GetGenerationType();\n        IEnumerable<IAssetPreview> GetPreviews();\n        void Refresh(GenerationType generationType, IEnumerable<PreviewMetadata> previews);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IAssetPreviewCollection.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fc9d9abd80c070f44ac49d5ce23d2fc0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IPreviewGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal interface IPreviewGeneratorSettings\n    {\n        event Action OnGenerationTypeChanged;\n        event Action OnGenerationPathsChanged;\n\n        void LoadSettings(PreviewGenerationSettings settings);\n\n        GenerationType GetGenerationType();\n        void SetGenerationType(GenerationType type);\n        List<GenerationType> GetAvailableGenerationTypes();\n\n        List<string> GetGenerationPaths();\n        void AddGenerationPath(string path);\n        void RemoveGenerationPath(string path);\n        void ClearGenerationPaths();\n        bool IsGenerationPathValid(string path, out string error);\n\n        IPreviewGenerator CreateGenerator();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/IPreviewGeneratorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 55c9fcde15f06754588fd02fb8b99a60\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/PreviewGeneratorSettings.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.UI.Data\n{\n    internal class PreviewGeneratorSettings : IPreviewGeneratorSettings\n    {\n        private readonly GenerationType[] _availableGenerationTypes = new GenerationType[]\n        {\n            GenerationType.Native,\n            GenerationType.Custom\n        };\n\n        private List<string> _inputPaths;\n        private GenerationType _generationType;\n\n        public event Action OnGenerationTypeChanged;\n        public event Action OnGenerationPathsChanged;\n\n        public PreviewGeneratorSettings()\n        {\n            _inputPaths = new List<string>();\n            _generationType = GenerationType.Native;\n        }\n\n        public void LoadSettings(PreviewGenerationSettings settings)\n        {\n            if (settings == null)\n                return;\n\n            _inputPaths = settings.InputPaths.ToList();\n            OnGenerationPathsChanged?.Invoke();\n\n            switch (settings)\n            {\n                case NativePreviewGenerationSettings _:\n                    _generationType = GenerationType.Native;\n                    break;\n                case CustomPreviewGenerationSettings _:\n                    _generationType = GenerationType.Custom;\n                    break;\n                default:\n                    return;\n            }\n\n            OnGenerationTypeChanged?.Invoke();\n        }\n\n        public GenerationType GetGenerationType()\n        {\n            return _generationType;\n        }\n\n        public void SetGenerationType(GenerationType type)\n        {\n            _generationType = type;\n            OnGenerationTypeChanged?.Invoke();\n        }\n\n        public List<GenerationType> GetAvailableGenerationTypes()\n        {\n            return _availableGenerationTypes.ToList();\n        }\n\n        public List<string> GetGenerationPaths()\n        {\n            return _inputPaths;\n        }\n\n        public void AddGenerationPath(string path)\n        {\n            if (string.IsNullOrEmpty(path))\n                return;\n\n            if (_inputPaths.Contains(path))\n                return;\n\n            // Prevent redundancy for new paths\n            var existingPath = _inputPaths.FirstOrDefault(x => path.StartsWith(x + \"/\"));\n            if (existingPath != null)\n            {\n                Debug.LogWarning($\"Path '{path}' is already included with existing path: '{existingPath}'\");\n                return;\n            }\n\n            // Prevent redundancy for already added paths\n            var redundantPaths = _inputPaths.Where(x => x.StartsWith(path + \"/\")).ToArray();\n            foreach (var redundantPath in redundantPaths)\n            {\n                Debug.LogWarning($\"Existing validation path '{redundantPath}' has been made redundant by the inclusion of new validation path: '{path}'\");\n                _inputPaths.Remove(redundantPath);\n            }\n\n            _inputPaths.Add(path);\n\n            OnGenerationPathsChanged?.Invoke();\n        }\n\n        public void RemoveGenerationPath(string path)\n        {\n            if (!_inputPaths.Contains(path))\n                return;\n\n            _inputPaths.Remove(path);\n\n            OnGenerationPathsChanged?.Invoke();\n        }\n\n        public void ClearGenerationPaths()\n        {\n            if (_inputPaths.Count == 0)\n                return;\n\n            _inputPaths.Clear();\n\n            OnGenerationPathsChanged?.Invoke();\n        }\n\n        public bool IsGenerationPathValid(string path, out string error)\n        {\n            error = string.Empty;\n\n            if (string.IsNullOrEmpty(path))\n            {\n                error = \"Path cannot be empty\";\n                return false;\n            }\n\n            var isAssetsPath = path.StartsWith(\"Assets/\")\n                || path.Equals(\"Assets\");\n            var isPackagePath = PackageUtility.GetPackageByManifestPath($\"{path}/package.json\", out _);\n\n            if (!isAssetsPath && !isPackagePath)\n            {\n                error = \"Selected path must be within the Assets folder or point to a root path of a package\";\n                return false;\n            }\n\n            if (!Directory.Exists(path))\n            {\n                error = \"Path does not exist\";\n                return false;\n            }\n\n            if (path.Split('/').Any(x => x.StartsWith(\".\") || x.EndsWith(\"~\")))\n            {\n                error = $\"Path '{path}' cannot be selected as it is a hidden folder and not part of the Asset Database\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public IPreviewGenerator CreateGenerator()\n        {\n            switch (_generationType)\n            {\n                case GenerationType.Native:\n                    return CreateNativeGenerator();\n                case GenerationType.Custom:\n                    return CreateCustomGenerator();\n                default:\n                    throw new NotImplementedException(\"Undefined generator type\");\n            }\n        }\n\n        private IPreviewGenerator CreateNativeGenerator()\n        {\n            var settings = new NativePreviewGenerationSettings()\n            {\n                InputPaths = _inputPaths.ToArray(),\n                OutputPath = Constants.Previews.Native.DefaultOutputPath,\n                PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                Format = Constants.Previews.Native.DefaultFormat,\n                WaitForPreviews = Constants.Previews.Native.DefaultWaitForPreviews,\n                ChunkedPreviewLoading = Constants.Previews.Native.DefaultChunkedPreviewLoading,\n                ChunkSize = Constants.Previews.Native.DefaultChunkSize,\n                OverwriteExisting = true\n            };\n\n            return new NativePreviewGenerator(settings);\n        }\n\n        private IPreviewGenerator CreateCustomGenerator()\n        {\n            var settings = new CustomPreviewGenerationSettings()\n            {\n                InputPaths = _inputPaths.ToArray(),\n                OutputPath = Constants.Previews.Custom.DefaultOutputPath,\n                Width = Constants.Previews.Custom.DefaultWidth,\n                Height = Constants.Previews.Custom.DefaultHeight,\n                Depth = Constants.Previews.Custom.DefaultDepth,\n                NativeWidth = Constants.Previews.Custom.DefaultNativeWidth,\n                NativeHeight = Constants.Previews.Custom.DefaultNativeHeight,\n                PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                Format = Constants.Previews.Custom.DefaultFormat,\n                AudioSampleColor = Constants.Previews.Custom.DefaultAudioSampleColor,\n                AudioBackgroundColor = Constants.Previews.Custom.DefaultAudioBackgroundColor,\n                OverwriteExisting = true\n            };\n\n            var generator = new CustomPreviewGenerator(settings);\n            return generator;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data/PreviewGeneratorSettings.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 23a2f4eadd444194a91ff4ce509e4798\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/AssetPreviewElement.cs",
    "content": "using AssetStoreTools.Previews.UI.Data;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class AssetPreviewElement : VisualElement\n    {\n        // Data\n        private IAssetPreview _assetPreview;\n\n        // UI\n        private Image _image;\n        private Label _label;\n\n        public AssetPreviewElement()\n        {\n            AddToClassList(\"preview-list-image\");\n\n            Create();\n\n            RegisterCallback<MouseDownEvent>(OnImageClicked);\n        }\n\n        private void Create()\n        {\n            CreateFiller();\n            CreateImage();\n            CreateLabel();\n        }\n\n        private void CreateImage()\n        {\n            _image = new Image();\n            Add(_image);\n        }\n\n        private void CreateFiller()\n        {\n            var filler = new VisualElement() { name = \"Filler\" };\n            Add(filler);\n        }\n\n        private void CreateLabel()\n        {\n            _label = new Label();\n            Add(_label);\n        }\n\n        private void SetImage(Texture2D texture)\n        {\n            _image.style.width = texture.width < 128 ? texture.width : 128;\n            _image.style.height = texture.height < 128 ? texture.height : 128;\n            _image.style.backgroundImage = texture;\n        }\n\n        private void OnImageClicked(MouseDownEvent _)\n        {\n            EditorGUIUtility.PingObject(_assetPreview.Asset);\n        }\n\n        public void SetSource(IAssetPreview assetPreview)\n        {\n            _assetPreview = assetPreview;\n            _assetPreview.LoadImage(SetImage);\n\n            var assetPath = _assetPreview.GetAssetPath();\n\n            if (string.IsNullOrEmpty(assetPath))\n            {\n                _label.text = \"[Missing]\";\n                tooltip = \"This asset has been deleted\";\n                return;\n            }\n\n            var assetNameWithExtension = assetPath.Split('/').Last();\n            _label.text = assetNameWithExtension;\n            tooltip = assetPath;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/AssetPreviewElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 28891b8cff841a44eb508494d62c190c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/GridListElement.cs",
    "content": "using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class GridListElement : VisualElement\n    {\n        public int ElementWidth;\n        public int ElementHeight;\n        private int _visibilityHeadroom => ElementHeight;\n\n        public IList ItemSource;\n        public Func<VisualElement> MakeItem;\n        public Action<VisualElement, int> BindItem;\n\n        private ScrollView _scrollView;\n\n        public GridListElement()\n        {\n            style.flexGrow = 1;\n\n            Create();\n\n            _scrollView.contentViewport.RegisterCallback<GeometryChangedEvent>(OnGeometryChanged);\n            _scrollView.verticalScroller.valueChanged += OnVerticalScroll;\n#if UNITY_2021_1_OR_NEWER\n            _scrollView.horizontalScrollerVisibility = ScrollerVisibility.Hidden;\n#else\n            _scrollView.showHorizontal = false;\n#endif\n        }\n\n        private void Create()\n        {\n            _scrollView = new ScrollView();\n            Add(_scrollView);\n        }\n\n        private void OnGeometryChanged(GeometryChangedEvent evt)\n        {\n            Redraw();\n        }\n\n        private void OnVerticalScroll(float value)\n        {\n            Redraw();\n        }\n\n        public void Redraw()\n        {\n            if (ElementWidth == 0\n                || ElementHeight == 0\n                || ItemSource == null\n                || MakeItem == null\n                || BindItem == null)\n                return;\n\n            _scrollView.Clear();\n\n            var rowCapacity = Mathf.FloorToInt(_scrollView.contentContainer.worldBound.width / ElementWidth);\n            if (rowCapacity == 0)\n                rowCapacity = 1;\n\n            var totalRequiredRows = ItemSource.Count / rowCapacity;\n            if (ItemSource.Count % rowCapacity != 0)\n                totalRequiredRows++;\n\n            _scrollView.contentContainer.style.height = totalRequiredRows * ElementHeight;\n\n            var visibleRows = new List<int>();\n            for (int i = 0; i < totalRequiredRows; i++)\n            {\n                var visible = IsRowVisible(i);\n                if (!visible)\n                    continue;\n\n                var rowElement = CreateRow(i);\n\n                for (int j = 0; j < rowCapacity; j++)\n                {\n                    var elementIndex = i * rowCapacity + j;\n                    if (elementIndex >= ItemSource.Count)\n                    {\n                        rowElement.Add(CreateFillerElement());\n                        continue;\n                    }\n\n                    var element = MakeItem?.Invoke();\n                    BindItem?.Invoke(element, elementIndex);\n\n                    rowElement.Add(element);\n                }\n\n                _scrollView.Add(rowElement);\n            }\n        }\n\n        private bool IsRowVisible(int rowIndex)\n        {\n            var contentStartY = _scrollView.contentContainer.worldBound.yMin;\n            var visibleContentMinY = _scrollView.contentViewport.worldBound.yMin - _visibilityHeadroom;\n            var visibleContentMaxY = _scrollView.contentViewport.worldBound.yMax + _visibilityHeadroom;\n            if (_scrollView.contentViewport.worldBound.height == 0)\n                visibleContentMaxY = this.worldBound.yMax;\n\n            var rowMinY = (rowIndex * ElementHeight) + contentStartY;\n            var rowMaxY = (rowIndex * ElementHeight) + ElementHeight + contentStartY;\n\n            var fullyVisible = rowMinY >= visibleContentMinY && rowMaxY <= visibleContentMaxY;\n            var partiallyAbove = rowMinY < visibleContentMinY && rowMaxY > visibleContentMinY;\n            var partiallyBelow = rowMaxY > visibleContentMaxY && rowMinY < visibleContentMaxY;\n\n            return fullyVisible || partiallyAbove || partiallyBelow;\n        }\n\n        private VisualElement CreateRow(int rowIndex)\n        {\n            var rowElement = new VisualElement() { name = $\"Row {rowIndex}\" };\n            rowElement.style.flexDirection = FlexDirection.Row;\n            rowElement.style.position = Position.Absolute;\n            rowElement.style.top = ElementHeight * rowIndex;\n            rowElement.style.width = _scrollView.contentViewport.worldBound.width;\n            rowElement.style.justifyContent = Justify.SpaceAround;\n\n            return rowElement;\n        }\n\n        private VisualElement CreateFillerElement()\n        {\n            var element = new VisualElement();\n            element.style.width = ElementWidth;\n            element.style.height = ElementHeight;\n\n            return element;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/GridListElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewCollectionElement.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.UI.Data;\nusing System.Linq;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.Events;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewCollectionElement : VisualElement\n    {\n        // Data\n        private IAssetPreviewCollection _collection;\n\n        // UI\n        private Label _previewCountLabel;\n        private GridListElement _gridListElement;\n\n        public PreviewCollectionElement(IAssetPreviewCollection collection)\n        {\n            AddToClassList(\"preview-list\");\n\n            _collection = collection;\n            _collection.OnCollectionChanged += RefreshList;\n\n            Create();\n            RefreshList();\n\n            SubscribeToSceneChanges();\n        }\n\n        private void Create()\n        {\n            CreateLabel();\n            CreateGridListElement();\n        }\n\n        private void CreateLabel()\n        {\n            _previewCountLabel = new Label();\n            _previewCountLabel.style.display = DisplayStyle.None;\n            Add(_previewCountLabel);\n        }\n\n        private void CreateGridListElement()\n        {\n            _gridListElement = new GridListElement();\n            _gridListElement.MakeItem = CreatePreview;\n            _gridListElement.BindItem = BindPreview;\n            _gridListElement.ElementWidth = 140 + 10; // Accounting for margin style\n            _gridListElement.ElementHeight = 160 + 10; // Accounting for margin style\n            Add(_gridListElement);\n        }\n\n        private VisualElement CreatePreview()\n        {\n            var preview = new AssetPreviewElement();\n            return preview;\n        }\n\n        private void BindPreview(VisualElement element, int index)\n        {\n            var previewElement = (AssetPreviewElement)element;\n            var preview = _collection.GetPreviews().ToList()[index];\n            previewElement.SetSource(preview);\n        }\n\n        private void RefreshList()\n        {\n            var type = _collection.GetGenerationType();\n            var items = _collection.GetPreviews().ToList();\n            _previewCountLabel.text = $\"Displaying {items.Count} {ConvertGenerationTypeName(type)} previews\";\n            _previewCountLabel.style.display = DisplayStyle.Flex;\n            _previewCountLabel.style.alignSelf = Align.Center;\n            _previewCountLabel.style.marginBottom = 10;\n            _previewCountLabel.style.unityFontStyleAndWeight = FontStyle.Bold;\n\n            _gridListElement.ItemSource = items;\n            _gridListElement.Redraw();\n        }\n\n        private string ConvertGenerationTypeName(GenerationType type)\n        {\n            switch (type)\n            {\n                case GenerationType.Custom:\n                    return \"high resolution\";\n                default:\n                    return type.ToString().ToLower();\n            }\n        }\n\n        private void SubscribeToSceneChanges()\n        {\n            var windowToSubscribeTo = Resources.FindObjectsOfTypeAll<PreviewGeneratorWindow>().FirstOrDefault();\n            UnityAction<Scene, Scene> sceneChanged = null;\n            sceneChanged = new UnityAction<Scene, Scene>((_, __) => RefreshObjects(windowToSubscribeTo));\n            EditorSceneManager.activeSceneChangedInEditMode += sceneChanged;\n\n            void RefreshObjects(PreviewGeneratorWindow subscribedWindow)\n            {\n                // Remove callback if preview generator window instance changed\n                var activeWindow = Resources.FindObjectsOfTypeAll<PreviewGeneratorWindow>().FirstOrDefault();\n                if (subscribedWindow == null || subscribedWindow != activeWindow)\n                {\n                    EditorSceneManager.activeSceneChangedInEditMode -= sceneChanged;\n                    return;\n                }\n\n                RefreshList();\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewCollectionElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 842a11e046ca5284d9de9f4a05b1fa26\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGenerateButtonElement.cs",
    "content": "using AssetStoreTools.Previews.UI.Data;\nusing System;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewGenerateButtonElement : VisualElement\n    {\n        // Data\n        private IPreviewGeneratorSettings _settings;\n\n        // UI\n        private Button _generateButton;\n\n        public event Action OnGenerate;\n\n        public PreviewGenerateButtonElement(IPreviewGeneratorSettings settings)\n        {\n            _settings = settings;\n            _settings.OnGenerationPathsChanged += GenerationPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            _generateButton = new Button(Validate) { text = \"Generate\" };\n            _generateButton.AddToClassList(\"preview-generate-button\");\n\n            Add(_generateButton);\n        }\n\n        private void Validate()\n        {\n            OnGenerate?.Invoke();\n        }\n\n        private void GenerationPathsChanged()\n        {\n            var inputPathsPresent = _settings.GetGenerationPaths().Count > 0;\n            _generateButton.SetEnabled(inputPathsPresent);\n        }\n\n        private void Deserialize()\n        {\n            GenerationPathsChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGenerateButtonElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorPathsElement.cs",
    "content": "using AssetStoreTools.Previews.UI.Data;\nusing AssetStoreTools.Utility;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class PreviewGeneratorPathsElement : VisualElement\n    {\n        // Data\n        private IPreviewGeneratorSettings _settings;\n\n        // UI\n        private ScrollView _pathBoxScrollView;\n\n        public PreviewGeneratorPathsElement(IPreviewGeneratorSettings settings)\n        {\n            AddToClassList(\"preview-paths\");\n\n            _settings = settings;\n            _settings.OnGenerationPathsChanged += InputPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            var pathSelectionRow = new VisualElement();\n            pathSelectionRow.AddToClassList(\"preview-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"preview-settings-selection-label-help-row\");\n            labelHelpRow.style.alignSelf = Align.FlexStart;\n\n            Label pathLabel = new Label { text = \"Input paths\" };\n            Image pathLabelTooltip = new Image\n            {\n                tooltip = \"Select the folder (or multiple folders) to generate asset previews for.\"\n            };\n\n            labelHelpRow.Add(pathLabel);\n            labelHelpRow.Add(pathLabelTooltip);\n\n            var fullPathBox = new VisualElement() { name = \"PreviewPaths\" };\n            fullPathBox.AddToClassList(\"preview-paths-box\");\n\n            _pathBoxScrollView = new ScrollView { name = \"PreviewPathsScrollView\" };\n            _pathBoxScrollView.AddToClassList(\"preview-paths-scroll-view\");\n\n            VisualElement scrollViewBottomRow = new VisualElement();\n            scrollViewBottomRow.AddToClassList(\"preview-paths-scroll-view-bottom-row\");\n\n            var addExtraPathsButton = new Button(BrowsePath) { text = \"Add a path\" };\n            addExtraPathsButton.AddToClassList(\"preview-paths-add-button\");\n            scrollViewBottomRow.Add(addExtraPathsButton);\n\n            fullPathBox.Add(_pathBoxScrollView);\n            fullPathBox.Add(scrollViewBottomRow);\n\n            pathSelectionRow.Add(labelHelpRow);\n            pathSelectionRow.Add(fullPathBox);\n\n            Add(pathSelectionRow);\n        }\n\n        private VisualElement CreateSinglePathElement(string path)\n        {\n            var validationPath = new VisualElement();\n            validationPath.AddToClassList(\"preview-paths-path-row\");\n\n            var folderPathLabel = new Label(path);\n            folderPathLabel.AddToClassList(\"preview-paths-path-row-input-field\");\n\n            var removeButton = new Button(() =>\n            {\n                _settings.RemoveGenerationPath(path);\n            });\n            removeButton.text = \"X\";\n            removeButton.AddToClassList(\"preview-paths-path-row-remove-button\");\n\n            validationPath.Add(folderPathLabel);\n            validationPath.Add(removeButton);\n\n            return validationPath;\n        }\n\n        private void BrowsePath()\n        {\n            string absolutePath = EditorUtility.OpenFolderPanel(\"Select a directory\", \"Assets\", \"\");\n\n            if (string.IsNullOrEmpty(absolutePath))\n                return;\n\n            var relativePath = FileUtility.AbsolutePathToRelativePath(absolutePath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n\n            if (!_settings.IsGenerationPathValid(relativePath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid path\", error, \"OK\");\n                return;\n            }\n\n            _settings.AddGenerationPath(relativePath);\n        }\n\n        private void InputPathsChanged()\n        {\n            var inputPaths = _settings.GetGenerationPaths();\n\n            _pathBoxScrollView.Clear();\n            foreach (var path in inputPaths)\n            {\n                _pathBoxScrollView.Add(CreateSinglePathElement(path));\n            }\n        }\n\n        private void Deserialize()\n        {\n            InputPathsChanged();\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorPathsElement.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorSettingsElement.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.UI.Data;\nusing AssetStoreTools.Validator.UI.Elements;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewGeneratorSettingsElement : VisualElement\n    {\n        // Data\n        private IPreviewGeneratorSettings _settings;\n\n        // UI\n        private PreviewGeneratorPathsElement _previewPathsElement;\n        private ToolbarMenu _generationTypeMenu;\n\n        public PreviewGeneratorSettingsElement(IPreviewGeneratorSettings settings)\n        {\n            AddToClassList(\"preview-settings\");\n\n            _settings = settings;\n            _settings.OnGenerationTypeChanged += GenerationTypeChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            CreateGenerationType();\n            CreateInputPathsElement();\n        }\n\n        private void CreateInputPathsElement()\n        {\n            _previewPathsElement = new PreviewGeneratorPathsElement(_settings);\n            Add(_previewPathsElement);\n        }\n\n        private void CreateGenerationType()\n        {\n            var typeSelectionBox = new VisualElement();\n            typeSelectionBox.AddToClassList(\"preview-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"preview-settings-selection-label-help-row\");\n\n            Label generationTypeLabel = new Label { text = \"Generation type\" };\n            Image categoryLabelTooltip = new Image\n            {\n                tooltip = \"Choose the generation type for your previews.\\n\\n\" +\n                \"- Native: retrieve previews from the Asset Database which are generated by Unity Editor internally\\n\" +\n                \"- High Resolution (experimental): generate previews using a custom implementation. Resulting previews are of higher resolution \" +\n                \"than those generated by Unity Editor. Note that they may look slightly different from native previews\"\n            };\n\n            labelHelpRow.Add(generationTypeLabel);\n            labelHelpRow.Add(categoryLabelTooltip);\n\n            _generationTypeMenu = new ToolbarMenu { name = \"GenerationTypeMenu\" };\n            _generationTypeMenu.AddToClassList(\"preview-settings-selection-dropdown\");\n\n            typeSelectionBox.Add(labelHelpRow);\n            typeSelectionBox.Add(_generationTypeMenu);\n\n            // Append available categories\n            var types = _settings.GetAvailableGenerationTypes();\n            foreach (var t in types)\n            {\n                _generationTypeMenu.menu.AppendAction(ConvertGenerationTypeName(t), _ => _settings.SetGenerationType(t));\n            }\n\n            Add(typeSelectionBox);\n        }\n\n        private string ConvertGenerationTypeName(GenerationType type)\n        {\n            switch (type)\n            {\n                case GenerationType.Custom:\n                    return \"High Resolution (experimental)\";\n                default:\n                    return type.ToString();\n            }\n        }\n\n        private void GenerationTypeChanged()\n        {\n            var t = _settings.GetGenerationType();\n            _generationTypeMenu.text = ConvertGenerationTypeName(t);\n        }\n\n        private void Deserialize()\n        {\n            GenerationTypeChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewGeneratorSettingsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6f38de8a438b8c94a81fe5f2cc45c110\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewWindowDescriptionElement.cs",
    "content": "using UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Elements\n{\n    internal class PreviewWindowDescriptionElement : VisualElement\n    {\n        private const string DescriptionFoldoutText = \"Generate and inspect asset preview images to be displayed in your package listing page on the Asset Store.\";\n        private const string DescriptionFoldoutContentText = \"Images generated in this window will be reused when exporting a package. Any missing images generated during the package export process will also appear here.\\n\\n\" +\n            \"Preview images are displayed on the Asset Store under the 'Package Content' section of the package listing. \" +\n            \"They are also displayed in the package importer window that appears during the package import process. \" +\n            \"Note that these images will not replace the images used for the assets in the Project window after the package gets imported.\";\n\n        private VisualElement _descriptionSimpleContainer;\n        private Button _showMoreButton;\n\n        private VisualElement _descriptionFullContainer;\n        private Button _showLessButton;\n\n        public PreviewWindowDescriptionElement()\n        {\n            AddToClassList(\"asset-preview-description\");\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateSimpleDescription();\n            CreateFullDescription();\n        }\n\n        private void CreateSimpleDescription()\n        {\n            _descriptionSimpleContainer = new VisualElement();\n            _descriptionSimpleContainer.AddToClassList(\"asset-preview-description-simple-container\");\n\n            var simpleDescription = new Label(DescriptionFoldoutText);\n            simpleDescription.AddToClassList(\"asset-preview-description-simple-label\");\n\n            _showMoreButton = new Button(ToggleFullDescription) { text = \"Show more...\" };\n            _showMoreButton.AddToClassList(\"asset-preview-description-hyperlink-button\");\n            _showMoreButton.AddToClassList(\"asset-preview-description-show-button\");\n\n            _descriptionSimpleContainer.Add(simpleDescription);\n            _descriptionSimpleContainer.Add(_showMoreButton);\n\n            Add(_descriptionSimpleContainer);\n        }\n\n        private void CreateFullDescription()\n        {\n            _descriptionFullContainer = new VisualElement();\n            _descriptionFullContainer.AddToClassList(\"asset-preview-description-full-container\");\n\n            var validatorDescription = new Label()\n            {\n                text = DescriptionFoldoutContentText\n            };\n            validatorDescription.AddToClassList(\"asset-preview-description-full-label\");\n\n            _showLessButton = new Button(ToggleFullDescription) { text = \"Show less...\" };\n            _showLessButton.AddToClassList(\"asset-preview-description-hide-button\");\n            _showLessButton.AddToClassList(\"asset-preview-description-hyperlink-button\");\n\n            _descriptionFullContainer.Add(validatorDescription);\n            _descriptionFullContainer.Add(_showLessButton);\n\n            _descriptionFullContainer.style.display = DisplayStyle.None;\n            Add(_descriptionFullContainer);\n        }\n\n        private void ToggleFullDescription()\n        {\n            var displayFullDescription = _descriptionFullContainer.style.display == DisplayStyle.None;\n\n            if (displayFullDescription)\n            {\n                _showMoreButton.style.display = DisplayStyle.None;\n                _descriptionFullContainer.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _showMoreButton.style.display = DisplayStyle.Flex;\n                _descriptionFullContainer.style.display = DisplayStyle.None;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements/PreviewWindowDescriptionElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2cab289a87b0ba74f89cb458ff6d44f8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Elements.meta",
    "content": "fileFormatVersion: 2\nguid: 700ec0107b011824892281e880281bb1\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/PreviewGeneratorWindow.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Services;\nusing AssetStoreTools.Previews.UI.Views;\nusing AssetStoreTools.Utility;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI\n{\n    internal class PreviewGeneratorWindow : AssetStoreToolsWindow\n    {\n        protected override string WindowTitle => \"Preview Generator\";\n\n        private ICachingService _cachingService;\n\n        private PreviewListView _previewListView;\n\n        protected override void Init()\n        {\n            minSize = new Vector2(350, 350);\n\n            this.SetAntiAliasing(4);\n\n            VisualElement root = rootVisualElement;\n\n            // Getting a reference to the USS Document and adding stylesheet to the root\n            root.styleSheets.Add(StyleSelector.PreviewGeneratorWindow.PreviewGeneratorWindowStyle);\n            root.styleSheets.Add(StyleSelector.PreviewGeneratorWindow.PreviewGeneratorWindowTheme);\n\n            GetServices();\n            ConstructWindow();\n        }\n\n        private void GetServices()\n        {\n            _cachingService = PreviewServiceProvider.Instance.GetService<ICachingService>();\n        }\n\n        private void ConstructWindow()\n        {\n            _previewListView = new PreviewListView(_cachingService);\n            rootVisualElement.Add(_previewListView);\n        }\n\n        public void Load(PreviewGenerationSettings settings)\n        {\n            _previewListView.LoadSettings(settings);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/PreviewGeneratorWindow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4cad15de2de8cdc46b48a4b05eac5d78\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Views/PreviewListView.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Services;\nusing AssetStoreTools.Previews.UI.Data;\nusing AssetStoreTools.Previews.UI.Elements;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Previews.UI.Views\n{\n    internal class PreviewListView : VisualElement\n    {\n        //Data\n        private PreviewDatabase _previewDatabase;\n        private IPreviewGeneratorSettings _previewGeneratorSettings;\n        private IAssetPreviewCollection _previewCollection;\n\n        private ICachingService _cachingService;\n\n        // UI\n        private PreviewWindowDescriptionElement _descriptionElement;\n        private PreviewGeneratorSettingsElement _settingsElement;\n        private PreviewGenerateButtonElement _generateButtonElement;\n        private PreviewCollectionElement _previewCollectionElement;\n\n        public PreviewListView(ICachingService cachingService)\n        {\n            _cachingService = cachingService;\n\n            _previewGeneratorSettings = new PreviewGeneratorSettings();\n            _previewCollection = new AssetPreviewCollection();\n\n            _previewGeneratorSettings.OnGenerationTypeChanged += RefreshPreviewList;\n            _previewGeneratorSettings.OnGenerationPathsChanged += RefreshPreviewList;\n\n            Create();\n            RefreshPreviewList();\n        }\n\n        private void Create()\n        {\n            CreateDescription();\n            CreateSettings();\n            CreateGenerateButton();\n            CreatePreviewList();\n        }\n\n        private void CreateDescription()\n        {\n            _descriptionElement = new PreviewWindowDescriptionElement();\n            Add(_descriptionElement);\n        }\n\n        private void CreateSettings()\n        {\n            _settingsElement = new PreviewGeneratorSettingsElement(_previewGeneratorSettings);\n            Add(_settingsElement);\n        }\n\n        private void CreateGenerateButton()\n        {\n            _generateButtonElement = new PreviewGenerateButtonElement(_previewGeneratorSettings);\n            _generateButtonElement.OnGenerate += GeneratePreviews;\n            Add(_generateButtonElement);\n        }\n\n        private void CreatePreviewList()\n        {\n            _previewCollectionElement = new PreviewCollectionElement(_previewCollection);\n            Add(_previewCollectionElement);\n        }\n\n        private async void GeneratePreviews()\n        {\n            try\n            {\n                _settingsElement.SetEnabled(false);\n                _generateButtonElement.SetEnabled(false);\n                _previewCollectionElement.SetEnabled(false);\n\n                var generator = _previewGeneratorSettings.CreateGenerator();\n                generator.OnProgressChanged += DisplayProgress;\n                var result = await generator.Generate();\n                generator.OnProgressChanged -= DisplayProgress;\n\n                if (!result.Success)\n                {\n                    EditorUtility.DisplayDialog(\"Error\", result.Exception.Message, \"OK\");\n                    Debug.LogException(result.Exception);\n                    return;\n                }\n\n                RefreshPreviewList();\n            }\n            finally\n            {\n                _settingsElement.SetEnabled(true);\n                _generateButtonElement.SetEnabled(true);\n                _previewCollectionElement.SetEnabled(true);\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        private void DisplayProgress(float progress)\n        {\n            EditorUtility.DisplayProgressBar(\"Generating\", \"Generating previews...\", progress);\n        }\n\n        public void LoadSettings(PreviewGenerationSettings settings)\n        {\n            _previewGeneratorSettings.LoadSettings(settings);\n        }\n\n        private void RefreshPreviewList()\n        {\n            if (!_cachingService.GetCachedMetadata(out _previewDatabase))\n                _previewDatabase = new PreviewDatabase();\n\n            var paths = _previewGeneratorSettings.GetGenerationPaths();\n            var guids = AssetDatabase.FindAssets(\"\", paths.ToArray());\n            var displayedPreviews = new List<PreviewMetadata>();\n\n            foreach (var entry in _previewDatabase.Previews)\n            {\n                if (!entry.Exists())\n                    continue;\n\n                if (entry.Type != _previewGeneratorSettings.GetGenerationType())\n                    continue;\n\n                if (!guids.Any(x => x == entry.Guid))\n                    continue;\n\n                displayedPreviews.Add(entry);\n            }\n\n            _previewCollection.Refresh(_previewGeneratorSettings.GetGenerationType(), displayedPreviews);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Views/PreviewListView.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 94d417240bb510d469acb8a11f15b277\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI/Views.meta",
    "content": "fileFormatVersion: 2\nguid: 5e154861b0e2af64b93f6c831e6c0dc2\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/UI.meta",
    "content": "fileFormatVersion: 2\nguid: 4738f3648c8368244a968bc840c1152b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/GraphicsUtility.cs",
    "content": "using UnityEngine;\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class GraphicsUtility\n    {\n        public static Texture2D GetTextureFromCamera(Camera camera, int desiredWidth, int desiredHeight, int desiredDepth)\n        {\n            var texture = new Texture2D(desiredWidth, desiredHeight);\n            var originalRenderTexture = RenderTexture.active;\n            var renderTexture = RenderTexture.GetTemporary(desiredWidth, desiredHeight, desiredDepth);\n            var cameraInitiallyEnabled = camera.enabled;\n\n            try\n            {\n                if (cameraInitiallyEnabled)\n                    camera.enabled = false;\n\n                camera.targetTexture = renderTexture;\n                camera.Render();\n\n                RenderTexture.active = renderTexture;\n                texture.ReadPixels(new Rect(0, 0, texture.width, texture.height), 0, 0);\n                texture.Apply();\n            }\n            finally\n            {\n                camera.targetTexture = null;\n                RenderTexture.active = originalRenderTexture;\n                RenderTexture.ReleaseTemporary(renderTexture);\n                camera.enabled = cameraInitiallyEnabled;\n            }\n\n            return texture;\n        }\n\n        public static Texture2D ResizeTexture(Texture2D source, int desiredWidth, int desiredHeight)\n        {\n            var texture = new Texture2D(desiredWidth, desiredHeight);\n            var originalRenderTexture = RenderTexture.active;\n            var renderTexture = RenderTexture.GetTemporary(desiredWidth, desiredHeight, 32);\n\n            try\n            {\n                RenderTexture.active = renderTexture;\n                Graphics.Blit(source, renderTexture);\n\n                texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);\n                texture.Apply();\n            }\n            finally\n            {\n                RenderTexture.active = originalRenderTexture;\n                RenderTexture.ReleaseTemporary(renderTexture);\n            }\n\n            return texture;\n        }\n\n        public static Texture2D ResizeTextureNormalMap(Texture2D source, int desiredWidth, int desiredHeight)\n        {\n            var texture = new Texture2D(desiredWidth, desiredHeight);\n            var originalRenderTexture = RenderTexture.active;\n            var renderTexture = RenderTexture.GetTemporary(desiredWidth, desiredHeight, 32, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);\n\n            try\n            {\n                RenderTexture.active = renderTexture;\n                Graphics.Blit(source, renderTexture);\n\n                texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);\n\n                for (int i = 0; i < texture.width; i++)\n                {\n                    for (int j = 0; j < texture.height; j++)\n                    {\n                        var color = texture.GetPixel(i, j);\n                        color.b = color.r;\n                        color.r = color.a;\n                        color.a = 1;\n                        texture.SetPixel(i, j, color);\n                    }\n                }\n\n                texture.Apply();\n            }\n            finally\n            {\n                RenderTexture.active = originalRenderTexture;\n                RenderTexture.ReleaseTemporary(renderTexture);\n            }\n\n            return texture;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/GraphicsUtility.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f0a4fc8f266b4dd41a59693dd581e232\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewConvertUtility.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class PreviewConvertUtility\n    {\n        public static string ConvertFilename(Object asset, FileNameFormat format)\n        {\n            string fileName = string.Empty;\n\n            switch (format)\n            {\n                case FileNameFormat.Guid:\n                    AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out var guid, out long _);\n                    fileName = guid;\n                    break;\n                case FileNameFormat.FullAssetPath:\n                    var assetPath = AssetDatabase.GetAssetPath(asset);\n\n                    if (assetPath.StartsWith(\"Assets/\"))\n                        fileName = assetPath.Substring(\"Assets/\".Length);\n                    else if (assetPath.StartsWith(\"Packages/\"))\n                        fileName = assetPath.Substring(\"Packages/\".Length);\n\n                    fileName = fileName.Replace(\"/\", \"_\");\n                    break;\n                case FileNameFormat.AssetName:\n                    fileName = asset.name;\n                    break;\n                default:\n                    throw new System.Exception(\"Undefined format\");\n            }\n\n            return fileName;\n        }\n\n        public static string ConvertExtension(PreviewFormat format)\n        {\n            switch (format)\n            {\n                case PreviewFormat.JPG:\n                    return \"jpg\";\n                case PreviewFormat.PNG:\n                    return \"png\";\n                default:\n                    throw new System.Exception(\"Undefined format\");\n            }\n        }\n\n        public static string ConvertFilenameWithExtension(Object asset, FileNameFormat nameFormat, PreviewFormat imageFormat)\n        {\n            var filename = ConvertFilename(asset, nameFormat);\n            var extension = ConvertExtension(imageFormat);\n            return $\"{filename}.{extension}\";\n        }\n\n        public static byte[] ConvertTexture(Texture2D texture, PreviewFormat format)\n        {\n            switch (format)\n            {\n                case PreviewFormat.JPG:\n                    return texture.EncodeToJPG();\n                case PreviewFormat.PNG:\n                    return texture.EncodeToPNG();\n                default:\n                    throw new System.Exception(\"Undefined format\");\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewConvertUtility.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 700eaf82299628d44853599774664bea\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewSceneUtility.cs",
    "content": "using System;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\n#if AST_URP_AVAILABLE\nusing UnityEngine.Rendering.Universal;\n#endif\n#if AST_HDRP_AVAILABLE\nusing UnityEngine.Rendering;\nusing UnityEngine.Rendering.HighDefinition;\n#endif\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class PreviewSceneUtility\n    {\n        private const string PreviewSceneName = \"Preview Generation In Progress\";\n        private static readonly Color BackgroundColor = new Color(82f / 255, 82f / 255, 82f / 255);\n        private static readonly Color BackgroundColorHDRP = new Color(38f / 255, 38f / 255, 38f / 255);\n\n        public static async Task OpenPreviewSceneForCurrentPipeline()\n        {\n            // Wait for an Editor frame to avoid recursive player loop internal errors\n            await WaitForEditorUpdate();\n\n            switch (RenderPipelineUtility.GetCurrentPipeline())\n            {\n                case RenderPipeline.BiRP:\n                    await OpenPreviewSceneBiRP();\n                    break;\n#if AST_URP_AVAILABLE\n                case RenderPipeline.URP:\n                    await OpenPreviewSceneURP();\n                    break;\n#endif\n#if AST_HDRP_AVAILABLE\n                case RenderPipeline.HDRP:\n                    await OpenPreviewSceneHDRP();\n                    break;\n#endif\n                default:\n                    throw new NotImplementedException(\"Undefined Render Pipeline\");\n            }\n        }\n\n        private static async Task WaitForEditorUpdate()\n        {\n            var updateCalled = false;\n            var delayCalled = false;\n\n            void Update()\n            {\n                EditorApplication.update -= Update;\n                updateCalled = true;\n            }\n\n            EditorApplication.update += Update;\n            while (!updateCalled)\n                await Task.Delay(10);\n\n            void DelayCall()\n            {\n                EditorApplication.delayCall -= DelayCall;\n                delayCalled = true;\n            }\n\n            EditorApplication.delayCall += DelayCall;\n            while (!delayCalled)\n                await Task.Delay(10);\n        }\n\n        public static async Task OpenPreviewSceneBiRP()\n        {\n            OpenNewScene();\n\n            CreateSceneCamera();\n            CreateSceneLighting();\n\n            await WaitForLighting();\n        }\n\n        private static void OpenNewScene()\n        {\n            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n            var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single);\n            scene.name = PreviewSceneName;\n        }\n\n        private static Camera CreateSceneCamera()\n        {\n            var cameraGO = new GameObject() { name = \"Camera\" };\n            var camera = cameraGO.AddComponent<Camera>();\n            camera.enabled = false;\n            camera.tag = \"MainCamera\";\n\n            camera.nearClipPlane = 0.01f;\n            camera.farClipPlane = 100000;\n            camera.clearFlags = CameraClearFlags.SolidColor;\n            camera.backgroundColor = BackgroundColor;\n\n            return camera;\n        }\n\n        private static Light CreateSceneLighting()\n        {\n            var lightGO = new GameObject() { name = \"Lights\" };\n            lightGO.transform.rotation = Quaternion.Euler(45, 225, 0);\n            var light = lightGO.AddComponent<Light>();\n            light.intensity = 0.75f;\n            light.type = LightType.Directional;\n            light.shadows = LightShadows.None;\n\n            return light;\n        }\n\n        private static async Task WaitForLighting()\n        {\n            while (!DynamicGI.isConverged)\n                await Task.Delay(100);\n\n            await Task.Yield();\n        }\n\n#if AST_URP_AVAILABLE\n        public static async Task OpenPreviewSceneURP()\n        {\n            OpenNewScene();\n\n            var camera = CreateSceneCamera();\n            camera.gameObject.AddComponent<UniversalAdditionalCameraData>();\n\n            var lighting = CreateSceneLighting();\n            lighting.intensity = 0.5f;\n            lighting.gameObject.AddComponent<UniversalAdditionalLightData>();\n\n            await WaitForLighting();\n        }\n#endif\n\n#if AST_HDRP_AVAILABLE\n        public static async Task OpenPreviewSceneHDRP()\n        {\n            OpenNewScene();\n\n            var camera = CreateSceneCamera();\n            var cameraData = camera.gameObject.AddComponent<HDAdditionalCameraData>();\n            cameraData.clearColorMode = HDAdditionalCameraData.ClearColorMode.Color;\n            cameraData.backgroundColorHDR = BackgroundColorHDRP;\n\n            var light = CreateSceneLighting();\n            var lightData = light.gameObject.AddComponent<HDAdditionalLightData>();\n            lightData.SetIntensity(5000, LightUnit.Lux);\n\n            CreateHDRPVolumeProfile();\n\n            await WaitForLighting();\n        }\n\n        private static Volume CreateHDRPVolumeProfile()\n        {\n            var volumeGO = new GameObject() { name = \"Volume\" };\n            var volume = volumeGO.gameObject.AddComponent<Volume>();\n\n            var profile = VolumeProfile.CreateInstance<VolumeProfile>();\n            volume.profile = profile;\n            volume.isGlobal = true;\n\n            var exposure = profile.Add<Exposure>();\n            exposure.active = true;\n\n            exposure.mode.overrideState = true;\n            exposure.mode.value = ExposureMode.Fixed;\n\n            exposure.fixedExposure.overrideState = true;\n            exposure.fixedExposure.value = 11;\n\n            var fog = profile.Add<Fog>();\n            fog.active = true;\n\n            fog.enabled.overrideState = true;\n            fog.enabled.value = false;\n\n#if AST_HDRP_AVAILABLE_V12\n            var volumetricClouds = profile.Add<VolumetricClouds>();\n            volumetricClouds.active = true;\n\n            volumetricClouds.enable.overrideState = true;\n            volumetricClouds.enable.value = false;\n#endif\n\n            return volume;\n        }\n#endif\n        }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/PreviewSceneUtility.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 63fa5650920e7914dae6fe76badac249\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/RenderPipeline.cs",
    "content": "namespace AssetStoreTools.Previews.Utility\n{\n    internal enum RenderPipeline\n    {\n        Unknown = 0,\n        BiRP = 1,\n        URP = 2,\n        HDRP = 3\n    }\n}"
  },
  {
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Scripts/Utility/RenderPipelineUtility.cs",
    "content": "﻿using UnityEngine.Rendering;\n#if AST_URP_AVAILABLE\nusing UnityEngine.Rendering.Universal;\n#endif\n#if AST_HDRP_AVAILABLE\nusing UnityEngine.Rendering.HighDefinition;\n#endif\n\nnamespace AssetStoreTools.Previews.Utility\n{\n    internal static class RenderPipelineUtility\n    {\n        public static RenderPipeline GetCurrentPipeline()\n        {\n            var currentPipelineAsset = GraphicsSettings.currentRenderPipeline;\n            if (currentPipelineAsset == null)\n                return RenderPipeline.BiRP;\n\n#if AST_URP_AVAILABLE\n            if (currentPipelineAsset is UniversalRenderPipelineAsset)\n                return RenderPipeline.URP;\n#endif\n\n#if AST_HDRP_AVAILABLE\n            if (currentPipelineAsset is HDRenderPipelineAsset)\n                return RenderPipeline.HDRP;\n#endif\n\n            return RenderPipeline.Unknown;\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Previews/Styles/Style.uss",
    "content": "/* Asset Preview Description */\n\n.asset-preview-description {\n\tflex-direction: column;\n    flex-shrink: 0;\n\n    margin: 10px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.asset-preview-description-simple-container {\n\tflex-direction: column;\n    flex-wrap: wrap;\n}\n\n.asset-preview-description-simple-label {\n\twhite-space: normal;\n}\n\n.asset-preview-description-hyperlink-button {\n\tmargin: 0;\n    padding: 0;\n    \n    align-self: flex-start;\n    cursor: link;\n}\n\n.asset-preview-description-show-button {\n\tmargin-top: 12px;\n}\n\n.asset-preview-description-hide-button {\n\tmargin-top: 12px;\n}\n\n.asset-preview-description-full-container {\n\tmargin-top: 12px;\n}\n\n.asset-preview-description-full-label {\n\twhite-space: normal;\n}\n\n/* Asset Preview Settings */\n\n.preview-settings {\n    flex-direction: column;\n    flex-shrink: 0;\n\n    margin: 0px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.preview-settings-selection-row {\n    flex-direction: row;\n    flex-grow: 1;\n    \n    margin-top: 10px;\n    padding: 0 3px 0 2px;\n}\n\n.preview-settings-selection-label-help-row {\n    flex-direction: row;\n    flex-shrink: 1;\n    flex-grow: 0;\n\n    align-self: center;\n    align-items: center;\n    justify-content: flex-start;\n\n    width: 120px;\n}\n\n.preview-settings-selection-label-help-row > Label {\n    -unity-font-style: bold;\n}\n\n.preview-settings-selection-label-help-row > Image {\n    height: 16px;\n    width: 16px;\n}\n\n.preview-settings-selection-dropdown {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-self: stretch;\n\n    margin-right: 0;\n    margin-left: 3px;\n    padding: 1px 4px;\n}\n\n/* Preview Paths */\n\n.preview-paths {\n    flex-direction: column;\n    flex-grow: 1;\n    flex-shrink: 0;\n    \n    margin-bottom: 10px;\n    padding: 0;\n}\n\n.preview-paths-box {\n    flex-grow: 1;\n    flex-direction: column;\n}\n\n.preview-paths-scroll-view {\n    flex-grow: 1;\n    height: 100px;\n    margin-left: 3px;\n}\n\n.preview-paths-scroll-view > .unity-scroll-view__content-viewport\n{\n    margin-left: 1px;\n}\n\n.preview-paths-scroll-view > * > .unity-scroll-view__content-container\n{\n    padding: 0 0 0 0;\n}\n\n.preview-paths-scroll-view > * > .unity-scroll-view__vertical-scroller\n{\n    margin: -1px 0;\n}\n\n.preview-paths-scroll-view-bottom-row {\n    flex-direction: row-reverse;\n    margin: -1px 0 0 3px;\n}\n\n.preview-paths-add-button {\n    margin: 3px 0 0 0;\n    align-self: center;\n}\n\n.preview-paths-path-row {\n    flex-direction: row;\n    flex-grow: 1;\n\n    margin-top: 2px;\n    padding: 0 5px 0 2px;\n}\n\n.preview-paths-path-row-input-field {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    padding-left: 5px;\n\n    white-space: normal;\n    -unity-text-align: middle-left;\n}\n\n.preview-paths-path-row-remove-button {\n    width: 20px;\n    height: 20px;\n    margin-left: 2px;\n    margin-right: 1px;\n    padding: 1px 0 0 0;\n}\n\n/* Generate Button */\n\n.preview-generate-button {\n    align-self: stretch;\n    \n    height: 25px;\n    margin-left: 2px;\n}\n\n/* Asset Preview List Element */\n\n.preview-list {\n\tmargin-top: 10px;\n    flex-grow: 1;\n}\n\n.preview-list-image {\n    width: 140px;\n    height: 160px;\n    margin: 5px;\n    padding: 5px;\n    justify-content: space-between;\n}\n\n.preview-list-image:hover{\n    background-color: #444444;\n}\n\n.preview-list-image > Image {\n    flex-shrink: 0;\n    max-width: 100%;\n    max-height: 100%;\n    -unity-background-scale-mode: scale-to-fit;\n    align-self: center;\n}\n\n.preview-list-image > Label {\n    align-self: center;\n    overflow: hidden;\n    text-overflow: ellipsis;\n    margin-top: 2px;\n    padding: 0;\n    -unity-text-align: middle-center;\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Icons/publisher-portal-light.png.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Icons.meta",
    "content": "fileFormatVersion: 2\nguid: ab9d0e254817f4f4589a6a378d77babc\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackage.cs",
    "content": "using System;\nusing UnityEngine;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IPackage\n    {\n        string PackageId { get; }\n        string VersionId { get; }\n        string Name { get; }\n        string Status { get; }\n        string Category { get; }\n        bool IsCompleteProject { get; }\n        string RootGuid { get; }\n        string RootPath { get; }\n        string ProjectPath { get; }\n        string Modified { get; }\n        string Size { get; }\n        bool IsDraft { get; }\n        Texture2D Icon { get; }\n\n        event Action OnUpdate;\n        event Action OnIconUpdate;\n\n        string FormattedSize();\n        string FormattedModified();\n\n        void UpdateData(PackageModel source);\n        void UpdateIcon(Texture2D texture);\n\n        PackageModel ToModel();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackage.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b92f2ed98d0b31a479aa2bfd95528fbd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageContent.cs",
    "content": "using System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IPackageContent\n    {\n        event Action<IWorkflow> OnActiveWorkflowChanged;\n\n        IWorkflow GetActiveWorkflow();\n        List<IWorkflow> GetAvailableWorkflows();\n        void SetActiveWorkflow(IWorkflow workflow);\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageContent.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 45ce41158c3174149b7056a30ac901db\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageGroup.cs",
    "content": "using System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IPackageGroup\n    {\n        string Name { get; }\n        List<IPackage> Packages { get; }\n\n        event Action<List<IPackage>> OnPackagesSorted;\n        event Action<List<IPackage>> OnPackagesFiltered;\n\n        void Sort(PackageSorting sortingType);\n        void Filter(string filter);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IPackageGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f683845071b8891498156d95a1a5c2dd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IWorkflow\n    {\n        string Name { get; }\n        string DisplayName { get; }\n        string PackageName { get; }\n        string PackageExtension { get; }\n        bool IsPathSet { get; }\n\n        event Action OnChanged;\n        event Action<UploadStatus?, float?> OnUploadStateChanged;\n\n        bool GenerateHighQualityPreviews { get; set; }\n        ValidationSettings LastValidationSettings { get; }\n        ValidationResult LastValidationResult { get; }\n\n        IEnumerable<string> GetAllPaths();\n        ValidationResult Validate();\n        Task<PackageExporterResult> ExportPackage(string outputPath);\n        Task<bool> ValidatePackageUploadedVersions();\n\n        Task<PackageUploadResponse> UploadPackage(string exportedPackagePath);\n        void AbortUpload();\n        void ResetUploadStatus();\n        Task RefreshPackage();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a2f796eadafa774bae89cf3939611dd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflowServices.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEngine.Analytics;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal interface IWorkflowServices\n    {\n        Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs);\n        Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress);\n        void StopUploading(IPackageUploader uploader);\n        AnalyticsResult SendAnalytic(IAssetStoreAnalytic data);\n        Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/IWorkflowServices.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0ae017363fa41ff4d9926dc4a5852246\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/WorkflowBase.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Previews;\nusing AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Previews.Generators;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal abstract class WorkflowBase : IWorkflow\n    {\n        protected IPackage Package;\n\n        public abstract string Name { get; }\n        public abstract string DisplayName { get; }\n        public string PackageName => Package.Name;\n        public abstract string PackageExtension { get; }\n        public abstract bool IsPathSet { get; }\n\n        protected string LocalPackageGuid;\n        protected string LocalPackagePath;\n        protected string LocalProjectPath;\n\n        public bool GenerateHighQualityPreviews { get; set; }\n        public ValidationSettings LastValidationSettings { get; private set; }\n        public ValidationResult LastValidationResult { get; private set; }\n\n        private IWorkflowServices _services;\n        private IPackageUploader _activeUploader;\n\n        public abstract event Action OnChanged;\n        public event Action<UploadStatus?, float?> OnUploadStateChanged;\n\n        public WorkflowBase(IPackage package, IWorkflowServices services)\n        {\n            Package = package;\n            _services = services;\n        }\n\n        public abstract IEnumerable<string> GetAllPaths();\n\n        public abstract IValidator CreateValidator();\n\n        public ValidationResult Validate()\n        {\n            var validator = CreateValidator();\n            var result = CreateValidator().Validate();\n\n            LastValidationSettings = validator.Settings;\n            LastValidationResult = result;\n\n            return result;\n        }\n\n        protected IPreviewGenerator CreatePreviewGenerator(List<string> inputPaths)\n        {\n            PreviewGenerationSettings settings;\n            IPreviewGenerator generator;\n\n            // Filter out ProjectSettings\n            inputPaths = inputPaths.Where(x => x == \"Assets\" || x.StartsWith(\"Assets/\") || x.StartsWith(\"Packages/\")).ToList();\n\n            if (!GenerateHighQualityPreviews)\n            {\n                settings = new NativePreviewGenerationSettings()\n                {\n                    InputPaths = inputPaths.ToArray(),\n                    OverwriteExisting = false,\n                    OutputPath = Constants.Previews.Native.DefaultOutputPath,\n                    Format = Constants.Previews.Native.DefaultFormat,\n                    PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                    WaitForPreviews = Constants.Previews.Native.DefaultWaitForPreviews,\n                    ChunkedPreviewLoading = Constants.Previews.Native.DefaultChunkedPreviewLoading,\n                    ChunkSize = Constants.Previews.Native.DefaultChunkSize\n                };\n\n                generator = new NativePreviewGenerator((NativePreviewGenerationSettings)settings);\n            }\n            else\n            {\n                settings = new CustomPreviewGenerationSettings()\n                {\n                    InputPaths = inputPaths.ToArray(),\n                    OverwriteExisting = false,\n                    Width = Constants.Previews.Custom.DefaultWidth,\n                    Height = Constants.Previews.Custom.DefaultHeight,\n                    Depth = Constants.Previews.Custom.DefaultDepth,\n                    NativeWidth = Constants.Previews.Custom.DefaultNativeWidth,\n                    NativeHeight = Constants.Previews.Custom.DefaultNativeHeight,\n                    OutputPath = Constants.Previews.Custom.DefaultOutputPath,\n                    Format = Constants.Previews.Custom.DefaultFormat,\n                    PreviewFileNamingFormat = Constants.Previews.DefaultFileNameFormat,\n                    AudioSampleColor = Constants.Previews.Custom.DefaultAudioSampleColor,\n                    AudioBackgroundColor = Constants.Previews.Custom.DefaultAudioBackgroundColor,\n                };\n\n                generator = new CustomPreviewGenerator((CustomPreviewGenerationSettings)settings);\n            }\n\n            return generator;\n        }\n\n        public abstract IPackageExporter CreateExporter(string outputPath);\n\n        public virtual async Task<PackageExporterResult> ExportPackage(string outputPath)\n        {\n            var exporter = CreateExporter(outputPath);\n            var result = await exporter.Export();\n            return result;\n        }\n\n        public async Task<bool> ValidatePackageUploadedVersions()\n        {\n            var unityVersionSupported = string.Compare(Application.unityVersion, Constants.Uploader.MinRequiredUnitySupportVersion, StringComparison.Ordinal) >= 0;\n            if (unityVersionSupported)\n                return true;\n\n            var response = await _services.GetPackageUploadedVersions(Package, 5000);\n            if (response.Cancelled || response.Success == false)\n                return true;\n\n            return response.UnityVersions.Any(x => string.Compare(x, Constants.Uploader.MinRequiredUnitySupportVersion, StringComparison.Ordinal) >= 0);\n        }\n\n        private bool ValidatePackageBeforeUpload(string packagePath, out string error)\n        {\n            error = string.Empty;\n\n            if (!File.Exists(packagePath))\n            {\n                error = $\"File '{packagePath}' was not found.\";\n                return false;\n            }\n\n            if (!ValidatePackageSize(packagePath, out error))\n            {\n                return false;\n            }\n\n            return true;\n        }\n\n        private bool ValidatePackageSize(string packagePath, out string error)\n        {\n            error = string.Empty;\n\n            long packageSize = new FileInfo(packagePath).Length;\n            long packageSizeLimit = Constants.Uploader.MaxPackageSizeBytes;\n\n            if (packageSize <= packageSizeLimit)\n                return true;\n\n            float packageSizeInGB = packageSize / (float)1073741824; // (1024 * 1024 * 1024)\n            float maxPackageSizeInGB = packageSizeLimit / (float)1073741824;\n            error = $\"The size of your package ({packageSizeInGB:0.0} GB) exceeds the maximum allowed package size of {maxPackageSizeInGB:0} GB. \" +\n                $\"Please reduce the size of your package.\";\n\n            return false;\n        }\n\n        public async Task<PackageUploadResponse> UploadPackage(string packagePath)\n        {\n            if (!ValidatePackageBeforeUpload(packagePath, out var error))\n            {\n                return new PackageUploadResponse() { Success = false, Status = UploadStatus.Fail, Exception = new Exception(error) };\n            }\n\n            _activeUploader = CreatePackageUploader(packagePath);\n            var progress = new Progress<float>();\n\n            var time = System.Diagnostics.Stopwatch.StartNew();\n\n            progress.ProgressChanged += ReportUploadProgress;\n            var response = await _services.UploadPackage(_activeUploader, progress);\n            progress.ProgressChanged -= ReportUploadProgress;\n\n            // Send analytics\n            time.Stop();\n            if (!response.Cancelled)\n                SendAnalytics(packagePath, response.Status, time.Elapsed.TotalSeconds);\n\n            OnUploadStateChanged?.Invoke(response.Status, null);\n            _activeUploader = null;\n            return response;\n        }\n\n        protected abstract IPackageUploader CreatePackageUploader(string exportedPackagePath);\n\n        private void ReportUploadProgress(object _, float value)\n        {\n            OnUploadStateChanged?.Invoke(null, value);\n        }\n\n        private void SendAnalytics(string packagePath, UploadStatus uploadStatus, double timeTakenSeconds)\n        {\n            try\n            {\n                var analytic = new PackageUploadAnalytic(\n                    packageId: Package.PackageId,\n                    category: Package.Category,\n                    usedValidator: LastValidationResult != null,\n                    validationSettings: LastValidationSettings,\n                    validationResult: LastValidationResult,\n                    uploadFinishedReason: uploadStatus,\n                    timeTaken: timeTakenSeconds,\n                    packageSize: new FileInfo(packagePath).Length,\n                    workflow: Name\n                    );\n\n                var result = _services.SendAnalytic(analytic);\n            }\n            catch (Exception e) { ASDebug.LogError($\"Could not send analytics: {e}\"); }\n        }\n\n        public void AbortUpload()\n        {\n            if (_activeUploader != null)\n                _services.StopUploading(_activeUploader);\n\n            _activeUploader = null;\n        }\n\n        public void ResetUploadStatus()\n        {\n            OnUploadStateChanged?.Invoke(UploadStatus.Default, 0f);\n        }\n\n        public async Task RefreshPackage()\n        {\n            var response = await _services.UpdatePackageData(Package);\n            if (!response.Success)\n                return;\n\n            Package.UpdateData(response.Package);\n        }\n\n        public abstract bool IsPathValid(string path, out string reason);\n\n        protected abstract void Serialize();\n\n        protected abstract void Deserialize();\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions/WorkflowBase.cs.meta",
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Abstractions.meta",
    "content": "fileFormatVersion: 2\nguid: 771776e4d51c47945b3449d4de948c00\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/AssetsWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class AssetsWorkflow : WorkflowBase\n    {\n        public override string Name => \"AssetsWorkflow\";\n        public override string DisplayName => \"From Assets Folder\";\n        public override string PackageExtension => \".unitypackage\";\n        public override bool IsPathSet => !string.IsNullOrEmpty(_mainExportPath);\n        public bool IsCompleteProject => Package.IsCompleteProject;\n\n        private AssetsWorkflowState _stateData;\n\n        private string _mainExportPath;\n        private bool _includeDependencies;\n        private List<PackageInfo> _dependencies;\n        private List<string> _specialFolders;\n\n        public override event Action OnChanged;\n\n        // Special folders that would not work if not placed directly in the 'Assets' folder\n        private readonly string[] _extraAssetFolderNames =\n        {\n            \"Editor Default Resources\", \"Gizmos\", \"Plugins\",\n            \"StreamingAssets\", \"Standard Assets\", \"WebGLTemplates\",\n            \"ExternalDependencyManager\", \"XR\"\n        };\n\n        public AssetsWorkflow(IPackage package, AssetsWorkflowState stateData, IWorkflowServices services)\n            : base(package, services)\n        {\n            _stateData = stateData;\n            Deserialize();\n        }\n\n        public string GetMainExportPath()\n        {\n            return _mainExportPath;\n        }\n\n        public void SetMainExportPath(string path, bool serialize)\n        {\n            _mainExportPath = path;\n            SetMetadata();\n            if (serialize)\n                Serialize();\n        }\n\n        private void SetMetadata()\n        {\n            LocalPackageGuid = AssetDatabase.AssetPathToGUID(_mainExportPath);\n            LocalPackagePath = _mainExportPath;\n            LocalProjectPath = _mainExportPath;\n        }\n\n        public bool GetIncludeDependencies()\n        {\n            return _includeDependencies;\n        }\n\n        public void SetIncludeDependencies(bool value, bool serialize)\n        {\n            _includeDependencies = value;\n            // Note: make sure that exporting does not fail when\n            // a serialized dependency that has been removed from a project is sent to exporter\n            if (serialize)\n                Serialize();\n        }\n\n        public List<PackageInfo> GetDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetDependencies(IEnumerable<string> dependencies, bool serialize)\n        {\n            _dependencies.Clear();\n            foreach (var dependency in dependencies)\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n                _dependencies.Add(package);\n            }\n\n            if (serialize)\n                Serialize();\n        }\n\n        public List<string> GetSpecialFolders()\n        {\n            return _specialFolders;\n        }\n\n        public void SetSpecialFolders(IEnumerable<string> specialFolders, bool serialize)\n        {\n            _specialFolders.Clear();\n            foreach (var folder in specialFolders)\n            {\n                _specialFolders.Add(folder);\n            }\n\n            if (serialize)\n                Serialize();\n        }\n\n        public override bool IsPathValid(string path, out string error)\n        {\n            error = string.Empty;\n\n            var pathIsFolder = Directory.Exists(path);\n            if (!pathIsFolder)\n            {\n                error = \"Path must point to a valid folder\";\n                return false;\n            }\n\n            var pathWithinAssetsFolder = path.StartsWith(\"Assets/\") && path != \"Assets/\";\n            if (pathWithinAssetsFolder)\n                return true;\n\n            var pathIsAssetsFolder = path == \"Assets\" || path == \"Assets/\";\n            if (pathIsAssetsFolder)\n            {\n                var assetsFolderSelectionAllowed = Package.IsCompleteProject;\n                if (assetsFolderSelectionAllowed)\n                    return true;\n\n                error = \"'Assets' folder is only available for packages tagged as a 'Complete Project'.\";\n                return false;\n            }\n\n            error = \"Selected folder path must be within the project's Assets.\";\n            return false;\n        }\n\n        public List<string> GetAvailableDependencies()\n        {\n            var registryPackages = PackageUtility.GetAllRegistryPackages();\n            return registryPackages.Select(x => x.name).ToList();\n        }\n\n        public List<string> GetAvailableSpecialFolders()\n        {\n            var specialFolders = new List<string>();\n\n            foreach (var extraAssetFolderName in _extraAssetFolderNames)\n            {\n                var fullExtraPath = \"Assets/\" + extraAssetFolderName;\n\n                if (!Directory.Exists(fullExtraPath))\n                    continue;\n\n                if (_mainExportPath.ToLower().StartsWith(fullExtraPath.ToLower()))\n                    continue;\n\n                // Don't include nested paths\n                if (!fullExtraPath.ToLower().StartsWith(_mainExportPath.ToLower()))\n                    specialFolders.Add(fullExtraPath);\n            }\n\n            return specialFolders;\n        }\n\n        public override IEnumerable<string> GetAllPaths()\n        {\n            var paths = new List<string>()\n            {\n                _mainExportPath\n            };\n            paths.AddRange(GetSpecialFolders());\n\n            return paths;\n        }\n\n        public override IValidator CreateValidator()\n        {\n            var validationPaths = GetAllPaths();\n\n            var validationSettings = new CurrentProjectValidationSettings()\n            {\n                Category = Package.Category,\n                ValidationPaths = validationPaths.ToList(),\n                ValidationType = ValidationType.UnityPackage\n            };\n\n            var validator = new CurrentProjectValidator(validationSettings);\n            return validator;\n        }\n\n        public override IPackageExporter CreateExporter(string outputPath)\n        {\n            var exportPaths = GetAllPaths().ToList();\n\n            if (IsCompleteProject && !exportPaths.Contains(\"ProjectSettings\"))\n            {\n                exportPaths.Add(\"ProjectSettings\");\n            }\n\n            var dependenciesToInclude = new List<string>();\n            if (_includeDependencies)\n            {\n                dependenciesToInclude.AddRange(_dependencies.Select(x => x.name));\n            }\n\n            if (ASToolsPreferences.Instance.UseLegacyExporting)\n            {\n                var exportSettings = new LegacyExporterSettings()\n                {\n                    ExportPaths = exportPaths.ToArray(),\n                    OutputFilename = outputPath,\n                    IncludeDependencies = _includeDependencies,\n                };\n\n                return new LegacyPackageExporter(exportSettings);\n            }\n            else\n            {\n                var exportSettings = new DefaultExporterSettings()\n                {\n                    ExportPaths = exportPaths.ToArray(),\n                    OutputFilename = outputPath,\n                    Dependencies = dependenciesToInclude.ToArray(),\n                    PreviewGenerator = CreatePreviewGenerator(exportPaths),\n                };\n\n                return new DefaultPackageExporter(exportSettings);\n            }\n        }\n\n        protected override IPackageUploader CreatePackageUploader(string exportedPackagePath)\n        {\n            var uploaderSettings = new UnityPackageUploadSettings()\n            {\n                UnityPackagePath = exportedPackagePath,\n                VersionId = Package.VersionId,\n                RootGuid = LocalPackageGuid,\n                RootPath = LocalPackagePath,\n                ProjectPath = LocalProjectPath\n            };\n\n            var uploader = new UnityPackageUploader(uploaderSettings);\n            return uploader;\n        }\n\n        protected override void Serialize()\n        {\n            _stateData.SetMainPath(_mainExportPath);\n            _stateData.SetIncludeDependencies(_includeDependencies);\n            _stateData.SetDependencies(_dependencies.Select(x => x.name));\n            _stateData.SetSpecialFolders(_specialFolders);\n            OnChanged?.Invoke();\n        }\n\n        protected override void Deserialize()\n        {\n            _mainExportPath = _stateData.GetMainPath();\n\n            _specialFolders = new List<string>();\n            foreach (var path in _stateData.GetSpecialFolders())\n            {\n                _specialFolders.Add(path);\n            }\n\n            _includeDependencies = _stateData.GetIncludeDependencies();\n\n            _dependencies = new List<PackageInfo>();\n            foreach (var dependency in _stateData.GetDependencies())\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n\n                _dependencies.Add(package);\n            }\n\n            DeserializeFromUploadedData();\n        }\n\n        private void DeserializeFromUploadedData()\n        {\n            DeserializeFromUploadedDataByGuid();\n            DeserializeFromUploadedDataByPath();\n        }\n\n        private void DeserializeFromUploadedDataByGuid()\n        {\n            if (!string.IsNullOrEmpty(_mainExportPath))\n                return;\n\n            var lastUploadedGuid = Package.RootGuid;\n            if (string.IsNullOrEmpty(lastUploadedGuid))\n                return;\n\n            var potentialPackagePath = AssetDatabase.GUIDToAssetPath(lastUploadedGuid);\n            DeserializeFromUploadedDataByPath(potentialPackagePath);\n        }\n\n        private void DeserializeFromUploadedDataByPath()\n        {\n            if (!string.IsNullOrEmpty(_mainExportPath))\n                return;\n\n            var lastUploadedPath = Package.ProjectPath;\n            if (string.IsNullOrEmpty(lastUploadedPath))\n                return;\n\n            DeserializeFromUploadedDataByPath(lastUploadedPath);\n        }\n\n        private void DeserializeFromUploadedDataByPath(string path)\n        {\n            if (string.IsNullOrEmpty(path) || !IsPathValid(path, out var _))\n                return;\n\n            _mainExportPath = path;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/AssetsWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4657d35aaf9d70948a0840dc615f64ec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/HybridPackageWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEditor.PackageManager;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\nusing PackageManager = UnityEditor.PackageManager;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class HybridPackageWorkflow : WorkflowBase\n    {\n        public override string Name => \"HybridPackageWorkflow\";\n        public override string DisplayName => \"Local UPM Package\";\n        public override string PackageExtension => \".unitypackage\";\n        public override bool IsPathSet => _packageInfo != null;\n\n        private HybridPackageWorkflowState _stateData;\n\n        private PackageInfo _packageInfo;\n        private List<PackageInfo> _dependencies;\n\n        public override event Action OnChanged;\n\n        public HybridPackageWorkflow(IPackage package, HybridPackageWorkflowState stateData, IWorkflowServices services)\n            : base(package, services)\n        {\n            _stateData = stateData;\n            Deserialize();\n        }\n\n        public PackageInfo GetPackage()\n        {\n            return _packageInfo;\n        }\n\n        public void SetPackage(PackageInfo packageInfo, bool serialize)\n        {\n            if (packageInfo == null)\n                throw new ArgumentException(\"Package is null\");\n\n            _packageInfo = packageInfo;\n            SetMetadata();\n            if (serialize)\n                Serialize();\n        }\n\n        public void SetPackage(string packageManifestPath, bool serialize)\n        {\n            if (!PackageUtility.GetPackageByManifestPath(packageManifestPath, out var package))\n                throw new ArgumentException(\"Path does not correspond to a valid package\");\n\n            SetPackage(package, serialize);\n        }\n\n        private void SetMetadata()\n        {\n            LocalPackageGuid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(_packageInfo.GetManifestAsset()));\n            LocalPackagePath = _packageInfo.assetPath;\n            LocalProjectPath = _packageInfo.name;\n        }\n\n        public List<PackageInfo> GetDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetDependencies(IEnumerable<string> dependencies, bool serialize)\n        {\n            _dependencies.Clear();\n            foreach (var dependency in dependencies)\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n                _dependencies.Add(package);\n            }\n\n            if (serialize)\n                Serialize();\n        }\n\n        public List<PackageInfo> GetAvailableDependencies()\n        {\n            var availableDependencies = new List<PackageInfo>();\n            if (_packageInfo == null)\n                return availableDependencies;\n\n            var packageDependencies = _packageInfo.dependencies.Select(x => x.name);\n            foreach (var dependency in packageDependencies)\n            {\n                if (!PackageUtility.GetPackageByPackageName(dependency, out var package))\n                    continue;\n\n                if (package.source != PackageManager.PackageSource.Local\n                    && package.source != PackageManager.PackageSource.Embedded)\n                    continue;\n\n                availableDependencies.Add(package);\n            }\n\n            return availableDependencies;\n        }\n\n        public override IEnumerable<string> GetAllPaths()\n        {\n            var paths = new List<string>();\n\n            if (_packageInfo == null)\n                return paths;\n\n            paths.Add(_packageInfo.assetPath);\n            paths.AddRange(_dependencies.Select(x => x.assetPath));\n\n            return paths;\n        }\n\n        public override bool IsPathValid(string path, out string reason)\n        {\n            reason = string.Empty;\n\n            if (!PackageUtility.GetPackageByManifestPath(path, out var package))\n            {\n                reason = \"Selected path must point to a package manifest for a package that is imported into the current project\";\n                return false;\n            }\n\n            var packageSourceValid = package.source == PackageSource.Embedded || package.source == PackageSource.Local;\n            if (!packageSourceValid)\n            {\n                reason = \"Selected package must be a local or an embedded package\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public override IValidator CreateValidator()\n        {\n            var validationPaths = GetAllPaths();\n\n            var validationSettings = new CurrentProjectValidationSettings()\n            {\n                Category = Package?.Category,\n                ValidationPaths = validationPaths.ToList(),\n                ValidationType = ValidationType.UnityPackage\n            };\n\n            var validator = new CurrentProjectValidator(validationSettings);\n            return validator;\n        }\n\n        public override IPackageExporter CreateExporter(string outputPath)\n        {\n            var exportPaths = GetAllPaths();\n\n            var exportSettings = new DefaultExporterSettings()\n            {\n                ExportPaths = exportPaths.ToArray(),\n                OutputFilename = outputPath,\n                PreviewGenerator = CreatePreviewGenerator(exportPaths.ToList())\n            };\n\n            return new DefaultPackageExporter(exportSettings);\n        }\n\n        protected override IPackageUploader CreatePackageUploader(string exportedPackagePath)\n        {\n            var uploaderSettings = new UnityPackageUploadSettings()\n            {\n                UnityPackagePath = exportedPackagePath,\n                VersionId = Package.VersionId,\n                RootGuid = LocalPackageGuid,\n                RootPath = LocalPackagePath,\n                ProjectPath = LocalProjectPath\n            };\n\n            var uploader = new UnityPackageUploader(uploaderSettings);\n            return uploader;\n        }\n\n        protected override void Serialize()\n        {\n            if (_packageInfo == null)\n                return;\n\n            _stateData.SetPackageName(_packageInfo.name);\n            _stateData.SetPackageDependencies(_dependencies.Select(x => x.name).OrderBy(x => x));\n            OnChanged?.Invoke();\n        }\n\n        protected override void Deserialize()\n        {\n            var packageName = _stateData.GetPackageName();\n            if (PackageUtility.GetPackageByPackageName(packageName, out var package))\n                _packageInfo = package;\n\n            _dependencies = new List<PackageInfo>();\n            var dependencies = _stateData.GetPackageDependencies();\n            foreach (var dependency in dependencies)\n            {\n                if (PackageUtility.GetPackageByPackageName(dependency, out var packageDependency))\n                    _dependencies.Add(packageDependency);\n            }\n\n            DeserializeFromUploadedData();\n        }\n\n        private void DeserializeFromUploadedData()\n        {\n            DeserializeFromUploadedDataByPackageName();\n            DeserializeFromUploadedDataByPackageGuid();\n        }\n\n        private void DeserializeFromUploadedDataByPackageName()\n        {\n            if (_packageInfo != null)\n                return;\n\n            var lastUploadedPackageName = Package.ProjectPath;\n            if (!PackageUtility.GetPackageByPackageName(lastUploadedPackageName, out var package))\n                return;\n\n            _packageInfo = package;\n        }\n\n        private void DeserializeFromUploadedDataByPackageGuid()\n        {\n            if (_packageInfo != null)\n                return;\n\n            var lastUploadedGuid = Package.RootGuid;\n            if (string.IsNullOrEmpty(lastUploadedGuid))\n                return;\n\n            var potentialPackageManifestPath = AssetDatabase.GUIDToAssetPath(lastUploadedGuid);\n            if (string.IsNullOrEmpty(potentialPackageManifestPath) || !IsPathValid(potentialPackageManifestPath, out var _))\n                return;\n\n            if (!PackageUtility.GetPackageByManifestPath(potentialPackageManifestPath, out var package))\n                return;\n\n            _packageInfo = package;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/HybridPackageWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3061839aba3894246a20195639eeda1f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Package.cs",
    "content": "using System;\nusing UnityEngine;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class Package : IPackage\n    {\n        private PackageModel _source;\n\n        public string PackageId => _source.PackageId;\n        public string VersionId => _source.VersionId;\n        public string Name => _source.Name;\n        public string Status => _source.Status;\n        public string Category => _source.Category;\n        public bool IsCompleteProject => _source.IsCompleteProject;\n        public string RootGuid => _source.RootGuid;\n        public string RootPath => _source.RootPath;\n        public string ProjectPath => _source.ProjectPath;\n        public string Modified => _source.Modified;\n        public string Size => _source.Size;\n        public string IconUrl => _source.IconUrl;\n        public bool IsDraft => Status.Equals(\"draft\", StringComparison.OrdinalIgnoreCase);\n        public Texture2D Icon { get; private set; }\n\n        public event Action OnUpdate;\n        public event Action OnIconUpdate;\n\n        public Package(PackageModel packageSource)\n        {\n            _source = packageSource;\n        }\n\n        public void UpdateIcon(Texture2D texture)\n        {\n            if (texture == null)\n                return;\n\n            Icon = texture;\n            OnIconUpdate?.Invoke();\n        }\n\n        public string FormattedSize()\n        {\n            var defaultSize = \"0.00 MB\";\n            if (float.TryParse(Size, out var sizeBytes))\n                return $\"{sizeBytes / (1024f * 1024f):0.00} MB\";\n\n            return defaultSize;\n        }\n\n        public string FormattedModified()\n        {\n            var defaultDate = \"Unknown\";\n            if (DateTime.TryParse(Modified, out var dt))\n                return dt.Date.ToString(\"yyyy-MM-dd\");\n\n            return defaultDate;\n        }\n\n        public void UpdateData(PackageModel source)\n        {\n            if (source == null)\n                throw new ArgumentException(\"Provided package is null\");\n\n            _source = source;\n            OnUpdate?.Invoke();\n        }\n\n        public PackageModel ToModel()\n        {\n            var model = new PackageModel()\n            {\n                PackageId = _source.PackageId,\n                VersionId = _source.VersionId,\n                Name = _source.Name,\n                Status = _source.Status,\n                Category = _source.Category,\n                IsCompleteProject = _source.IsCompleteProject,\n                RootGuid = _source.RootGuid,\n                RootPath = _source.RootPath,\n                ProjectPath = _source.ProjectPath,\n                Modified = _source.Modified,\n                Size = _source.Size,\n                IconUrl = _source.IconUrl\n            };\n\n            return model;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Package.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fc2198164bbd6394b87c51a74fe2915e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageContent.cs",
    "content": "using AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Uploader.Services;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class PackageContent : IPackageContent\n    {\n        private IWorkflow _activeWorkflow;\n        private List<IWorkflow> _workflows;\n        private WorkflowStateData _workflowStateData;\n\n        private ICachingService _cachingService;\n\n        public event Action<IWorkflow> OnActiveWorkflowChanged;\n\n        public PackageContent(List<IWorkflow> workflows, WorkflowStateData workflowStateData, ICachingService cachingService)\n        {\n            _workflows = workflows;\n            _workflowStateData = workflowStateData;\n            _cachingService = cachingService;\n\n            foreach (var workflow in _workflows)\n            {\n                workflow.OnChanged += Serialize;\n            }\n\n            Deserialize();\n        }\n\n        public IWorkflow GetActiveWorkflow()\n        {\n            return _activeWorkflow;\n        }\n\n        public void SetActiveWorkflow(IWorkflow workflow)\n        {\n            _activeWorkflow = workflow;\n\n            OnActiveWorkflowChanged?.Invoke(_activeWorkflow);\n\n            Serialize();\n        }\n\n        public List<IWorkflow> GetAvailableWorkflows()\n        {\n            return _workflows;\n        }\n\n        private void Serialize()\n        {\n            _workflowStateData.SetActiveWorkflow(_activeWorkflow.Name);\n            _cachingService.CacheWorkflowStateData(_workflowStateData);\n        }\n\n        private void Deserialize()\n        {\n            var serializedWorkflow = _workflowStateData.GetActiveWorkflow();\n            var workflow = _workflows.FirstOrDefault(x => x.Name == serializedWorkflow);\n            if (workflow != null)\n                _activeWorkflow = workflow;\n            else\n                _activeWorkflow = _workflows[0];\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageContent.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f36086f9380a49949ab45463abc6fee8\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageGroup.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class PackageGroup : IPackageGroup\n    {\n        private class FilteredPackage\n        {\n            public IPackage Package;\n            public bool IsInFilter;\n        }\n\n        public string Name { get; private set; }\n        public List<IPackage> Packages { get; private set; }\n\n        private List<FilteredPackage> _filteredPackages;\n\n        public event Action<List<IPackage>> OnPackagesSorted;\n        public event Action<List<IPackage>> OnPackagesFiltered;\n\n        public PackageGroup(string name, List<IPackage> packages)\n        {\n            Name = name;\n            Packages = packages;\n\n            _filteredPackages = new List<FilteredPackage>();\n            foreach (var package in Packages)\n                _filteredPackages.Add(new FilteredPackage() { Package = package, IsInFilter = true });\n        }\n\n        public void Sort(PackageSorting sortingType)\n        {\n            switch (sortingType)\n            {\n                case PackageSorting.Name:\n                    _filteredPackages = _filteredPackages.OrderBy(x => x.Package.Name).ToList();\n                    break;\n                case PackageSorting.Date:\n                    _filteredPackages = _filteredPackages.OrderByDescending(x => x.Package.Modified).ToList();\n                    break;\n                case PackageSorting.Category:\n                    _filteredPackages = _filteredPackages.OrderBy(x => x.Package.Category).ThenBy(x => x.Package.Name).ToList();\n                    break;\n                default:\n                    throw new NotImplementedException(\"Undefined sorting type\");\n            }\n\n            OnPackagesSorted?.Invoke(_filteredPackages.Where(x => x.IsInFilter).Select(x => x.Package).ToList());\n        }\n\n        public void Filter(string filter)\n        {\n            foreach (var package in _filteredPackages)\n            {\n                bool inFilter = package.Package.Name.ToLower().Contains(filter.ToLower());\n                package.IsInFilter = inFilter;\n            }\n\n            OnPackagesFiltered?.Invoke(_filteredPackages.Where(x => x.IsInFilter).Select(x => x.Package).ToList());\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c9cc17f6b95bb2c42913a1451b9af29e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageSorting.cs",
    "content": "namespace AssetStoreTools.Uploader.Data\n{\n    internal enum PackageSorting\n    {\n        Name,\n        Category,\n        Date\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/PackageSorting.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b1d61d0de90e022469b5ed312d4b7beb\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetPath.cs",
    "content": "using AssetStoreTools.Utility;\nusing Newtonsoft.Json;\nusing System.IO;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class AssetPath\n    {\n        [JsonProperty(\"path\")]\n        private string _path = string.Empty;\n        [JsonProperty(\"guid\")]\n        private string _guid = string.Empty;\n\n        [JsonIgnore]\n        public string Path { get => _path; set { SetAssetPath(value); } }\n        [JsonIgnore]\n        public string Guid { get => _guid; set { _guid = value; } }\n\n        public AssetPath() { }\n\n        public AssetPath(string path)\n        {\n            SetAssetPath(path);\n        }\n\n        private void SetAssetPath(string path)\n        {\n            _path = path.Replace(\"\\\\\", \"/\");\n            if (TryGetGuid(_path, out var guid))\n                _guid = guid;\n        }\n\n        private bool TryGetGuid(string path, out string guid)\n        {\n            guid = string.Empty;\n\n            var relativePath = FileUtility.AbsolutePathToRelativePath(path, ASToolsPreferences.Instance.EnableSymlinkSupport);\n\n            if (!relativePath.StartsWith(\"Assets/\") && !relativePath.StartsWith(\"Packages/\"))\n                return false;\n\n            guid = AssetDatabase.AssetPathToGUID(relativePath);\n            return !string.IsNullOrEmpty(guid);\n        }\n\n        public override string ToString()\n        {\n            var pathFromGuid = AssetDatabase.GUIDToAssetPath(_guid);\n            if (!string.IsNullOrEmpty(pathFromGuid) && (File.Exists(pathFromGuid) || Directory.Exists(pathFromGuid)))\n                return pathFromGuid;\n\n            if (File.Exists(_path) || Directory.Exists(_path))\n                return _path;\n\n            return string.Empty;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetPath.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 920ff8e4ffe77ec44bede985593cc187\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetsWorkflowStateData.cs",
    "content": "using Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class AssetsWorkflowState\n    {\n        [JsonProperty(\"main_path\")]\n        private AssetPath _mainPath;\n        [JsonProperty(\"special_folders\")]\n        private List<AssetPath> _specialFolders;\n        [JsonProperty(\"include_dependencies\")]\n        private bool _includeDependencies;\n        [JsonProperty(\"dependencies\")]\n        private List<string> _dependencies;\n\n        public AssetsWorkflowState()\n        {\n            _mainPath = new AssetPath();\n            _includeDependencies = false;\n            _dependencies = new List<string>();\n            _specialFolders = new List<AssetPath>();\n        }\n\n        public string GetMainPath()\n        {\n            return _mainPath?.ToString();\n        }\n\n        public void SetMainPath(string path)\n        {\n            _mainPath = new AssetPath(path);\n        }\n\n        public bool GetIncludeDependencies()\n        {\n            return _includeDependencies;\n        }\n\n        public void SetIncludeDependencies(bool value)\n        {\n            _includeDependencies = value;\n        }\n\n        public List<string> GetDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetDependencies(IEnumerable<string> dependencies)\n        {\n            _dependencies = new List<string>();\n            foreach (var dependency in dependencies)\n                _dependencies.Add(dependency);\n        }\n\n        public List<string> GetSpecialFolders()\n        {\n            var specialFolders = new List<string>();\n            foreach (var folder in _specialFolders)\n            {\n                var path = folder.ToString();\n                if (!string.IsNullOrEmpty(path))\n                    specialFolders.Add(path);\n            }\n\n            return specialFolders;\n        }\n\n        public void SetSpecialFolders(List<string> specialFolders)\n        {\n            _specialFolders = new List<AssetPath>();\n            foreach (var path in specialFolders)\n                _specialFolders.Add(new AssetPath(path));\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/AssetsWorkflowStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 505f0a5aa753b4445a467539e150190a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/HybridPackageWorkflowState.cs",
    "content": "using Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class HybridPackageWorkflowState\n    {\n        [JsonProperty(\"package_name\")]\n        private string _packageName;\n        [JsonProperty(\"dependencies\")]\n        private List<string> _dependencies;\n\n        public HybridPackageWorkflowState()\n        {\n            _packageName = string.Empty;\n            _dependencies = new List<string>();\n        }\n\n        public string GetPackageName()\n        {\n            return _packageName;\n        }\n\n        public void SetPackageName(string packageName)\n        {\n            _packageName = packageName;\n        }\n\n        public List<string> GetPackageDependencies()\n        {\n            return _dependencies;\n        }\n\n        public void SetPackageDependencies(IEnumerable<string> dependencies)\n        {\n            _dependencies.Clear();\n            foreach (var dependency in dependencies)\n                _dependencies.Add(dependency);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/HybridPackageWorkflowState.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2848375fcb0a4174495573190bfc3900\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/UnityPackageWorkflowStateData.cs",
    "content": "using Newtonsoft.Json;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class UnityPackageWorkflowState\n    {\n        [JsonProperty(\"package_path\")]\n        private AssetPath _packagePath;\n\n        public UnityPackageWorkflowState()\n        {\n            _packagePath = new AssetPath();\n        }\n\n        public string GetPackagePath()\n        {\n            return _packagePath?.ToString();\n        }\n\n        public void SetPackagePath(string path)\n        {\n            _packagePath = new AssetPath(path);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/UnityPackageWorkflowStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 101a66adc88639b43b07cc28214474cf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/WorkflowStateData.cs",
    "content": "using Newtonsoft.Json;\nusing Newtonsoft.Json.Serialization;\n\nnamespace AssetStoreTools.Uploader.Data.Serialization\n{\n    internal class WorkflowStateData\n    {\n        [JsonProperty(\"package_id\")]\n        private string _packageId;\n        [JsonProperty(\"active_workflow\")]\n        private string _activeWorkflow;\n        [JsonProperty(\"assets_workflow\")]\n        private AssetsWorkflowState _assetsWorkflow;\n        [JsonProperty(\"unitypackage_workflow\")]\n        private UnityPackageWorkflowState _unityPackageWorkflow;\n        [JsonProperty(\"hybrid_workflow\")]\n        private HybridPackageWorkflowState _hybridPackageWorkflow;\n\n        public WorkflowStateData()\n        {\n            _activeWorkflow = string.Empty;\n\n            _assetsWorkflow = new AssetsWorkflowState();\n            _unityPackageWorkflow = new UnityPackageWorkflowState();\n            _hybridPackageWorkflow = new HybridPackageWorkflowState();\n        }\n\n        public WorkflowStateData(string packageId) : this()\n        {\n            SetPackageId(packageId);\n        }\n\n        public string GetPackageId()\n        {\n            return _packageId;\n        }\n\n        public void SetPackageId(string packageId)\n        {\n            _packageId = packageId;\n        }\n\n        public string GetActiveWorkflow()\n        {\n            return _activeWorkflow;\n        }\n\n        public void SetActiveWorkflow(string activeWorkflow)\n        {\n            _activeWorkflow = activeWorkflow;\n        }\n\n        public AssetsWorkflowState GetAssetsWorkflowState()\n        {\n            return _assetsWorkflow;\n        }\n\n        public UnityPackageWorkflowState GetUnityPackageWorkflowState()\n        {\n            return _unityPackageWorkflow;\n        }\n\n        public HybridPackageWorkflowState GetHybridPackageWorkflowState()\n        {\n            return _hybridPackageWorkflow;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization/WorkflowStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eecebbc83661a4f41a14e293c9fc3331\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/Serialization.meta",
    "content": "fileFormatVersion: 2\nguid: 0b05e199f21f636439844a8cc7e2c225\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/UnityPackageWorkflow.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Validator;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class UnityPackageWorkflow : WorkflowBase\n    {\n        public override string Name => \"UnityPackageWorkflow\";\n        public override string DisplayName => \"Pre-exported .unitypackage\";\n        public override string PackageExtension => \".unitypackage\";\n        public override bool IsPathSet => !string.IsNullOrEmpty(_packagePath);\n\n        private UnityPackageWorkflowState _workflowState;\n        private string _packagePath;\n\n        public override event Action OnChanged;\n\n        public UnityPackageWorkflow(IPackage package, UnityPackageWorkflowState workflowState, IWorkflowServices services)\n            : base(package, services)\n        {\n            _workflowState = workflowState;\n            Deserialize();\n        }\n\n        public void SetPackagePath(string path, bool serialize)\n        {\n            _packagePath = path;\n            SetMetadata();\n            if (serialize)\n                Serialize();\n        }\n\n        private void SetMetadata()\n        {\n            LocalPackageGuid = string.Empty;\n            LocalPackagePath = string.Empty;\n            LocalProjectPath = _packagePath;\n        }\n\n        public string GetPackagePath()\n        {\n            return _packagePath;\n        }\n\n        public override IEnumerable<string> GetAllPaths()\n        {\n            return new List<string>() { _packagePath };\n        }\n\n        public override bool IsPathValid(string path, out string error)\n        {\n            error = null;\n\n            var pathIsUnityPackage = path.EndsWith(PackageExtension);\n            var pathExists = File.Exists(path);\n\n            if (!pathIsUnityPackage || !pathExists)\n            {\n                error = \"Path must point to a .unitypackage file\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public override IValidator CreateValidator()\n        {\n            var validationSettings = new ExternalProjectValidationSettings()\n            {\n                Category = Package.Category,\n                PackagePath = GetPackagePath()\n            };\n\n            var validator = new ExternalProjectValidator(validationSettings);\n            return validator;\n        }\n\n        public override IPackageExporter CreateExporter(string _)\n        {\n            // This workflow already takes exported packages as input\n            throw new InvalidOperationException($\"{nameof(UnityPackageWorkflow)} already takes exported packages as input\");\n        }\n\n        public override Task<PackageExporterResult> ExportPackage(string _)\n        {\n            return Task.FromResult(new PackageExporterResult() { Success = true, ExportedPath = GetPackagePath() });\n        }\n\n        protected override IPackageUploader CreatePackageUploader(string exportedPackagePath)\n        {\n            var uploaderSettings = new UnityPackageUploadSettings()\n            {\n                VersionId = Package.VersionId,\n                UnityPackagePath = exportedPackagePath,\n                RootGuid = LocalPackageGuid,\n                RootPath = LocalPackagePath,\n                ProjectPath = LocalProjectPath\n            };\n\n            var uploader = new UnityPackageUploader(uploaderSettings);\n            return uploader;\n        }\n\n        protected override void Serialize()\n        {\n            _workflowState.SetPackagePath(_packagePath);\n            OnChanged?.Invoke();\n        }\n\n        protected override void Deserialize()\n        {\n            _packagePath = _workflowState.GetPackagePath();\n            DeserializeFromUploadedData();\n        }\n\n        private void DeserializeFromUploadedData()\n        {\n            if (!string.IsNullOrEmpty(_packagePath))\n                return;\n\n            var potentialPackagePath = Package.ProjectPath;\n            if (string.IsNullOrEmpty(potentialPackagePath) || !IsPathValid(potentialPackagePath, out var _))\n                return;\n\n            _packagePath = potentialPackagePath;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/UnityPackageWorkflow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 47ee1db30792bf84aa1af8be7ce0dee6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/WorkflowServices.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing AssetStoreTools.Uploader.Services.Api;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEngine.Analytics;\n\nnamespace AssetStoreTools.Uploader.Data\n{\n    internal class WorkflowServices : IWorkflowServices\n    {\n        private IPackageDownloadingService _downloadingService;\n        private IPackageUploadingService _uploadingService;\n        private IAnalyticsService _analyticsService;\n\n        public WorkflowServices(\n            IPackageDownloadingService downloadingService,\n            IPackageUploadingService uploadingService,\n            IAnalyticsService analyticsService)\n        {\n            _downloadingService = downloadingService;\n            _uploadingService = uploadingService;\n            _analyticsService = analyticsService;\n        }\n\n        public Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs)\n        {\n            return _downloadingService.GetPackageUploadedVersions(package, timeoutMs);\n        }\n\n        public Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress)\n        {\n            return _uploadingService.UploadPackage(uploader, progress);\n        }\n\n        public void StopUploading(IPackageUploader uploader)\n        {\n            _uploadingService.StopUploading(uploader);\n        }\n\n        public Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package)\n        {\n            return _downloadingService.UpdatePackageData(package);\n        }\n\n        public AnalyticsResult SendAnalytic(IAssetStoreAnalytic data)\n        {\n            return _analyticsService.Send(data);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data/WorkflowServices.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a78b96ae30966e94ba9ffdddf19c1692\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 930cfc857321b1048bf9607d4c8f89d3\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/AnalyticsService.cs",
    "content": "using AssetStoreTools.Uploader.Services.Analytics.Data;\nusing UnityEditor;\nusing UnityEngine.Analytics;\n#if !UNITY_2023_2_OR_NEWER\nusing AnalyticsConstants = AssetStoreTools.Constants.Uploader.Analytics;\n#endif\n\nnamespace AssetStoreTools.Uploader.Services.Analytics\n{\n    internal class AnalyticsService : IAnalyticsService\n    {\n        public AnalyticsResult Send(IAssetStoreAnalytic analytic)\n        {\n            if (!EditorAnalytics.enabled)\n                return AnalyticsResult.AnalyticsDisabled;\n\n            if (!Register(analytic))\n                return AnalyticsResult.AnalyticsDisabled;\n\n#if UNITY_2023_2_OR_NEWER\n            return EditorAnalytics.SendAnalytic(analytic);\n#else\n            return EditorAnalytics.SendEventWithLimit(analytic.EventName,\n                analytic.Data,\n                analytic.EventVersion);\n#endif\n        }\n\n        private bool Register(IAssetStoreAnalytic analytic)\n        {\n#if UNITY_2023_2_OR_NEWER\n            return true;\n#else\n            var result = EditorAnalytics.RegisterEventWithLimit(\n                eventName: analytic.EventName,\n                maxEventPerHour: AnalyticsConstants.MaxEventsPerHour,\n                maxItems: AnalyticsConstants.MaxNumberOfElements,\n                vendorKey: AnalyticsConstants.VendorKey,\n                ver: analytic.EventVersion);\n\n            return result == AnalyticsResult.Ok;\n#endif\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/AnalyticsService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 408b5b0136da9ca4f9598b8688f6210e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/AuthenticationAnalytic.cs",
    "content": "using AssetStoreTools.Api;\nusing System;\n#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\nusing AnalyticsConstants = AssetStoreTools.Constants.Uploader.Analytics;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n#if UNITY_2023_2_OR_NEWER\n    [AnalyticInfo\n    (eventName: AnalyticsConstants.AuthenticationAnalytics.EventName,\n    vendorKey: AnalyticsConstants.VendorKey,\n    version: AnalyticsConstants.AuthenticationAnalytics.EventVersion,\n    maxEventsPerHour: AnalyticsConstants.MaxEventsPerHour,\n    maxNumberOfElements: AnalyticsConstants.MaxNumberOfElements)]\n#endif\n    internal class AuthenticationAnalytic : BaseAnalytic\n    {\n        [Serializable]\n        public class AuthenticationAnalyticData : BaseAnalyticData\n        {\n            public string AuthenticationType;\n            public string PublisherId;\n        }\n\n        public override string EventName => AnalyticsConstants.AuthenticationAnalytics.EventName;\n        public override int EventVersion => AnalyticsConstants.AuthenticationAnalytics.EventVersion;\n\n        private AuthenticationAnalyticData _data;\n\n        public AuthenticationAnalytic(IAuthenticationType authenticationType, string publisherId)\n        {\n            _data = new AuthenticationAnalyticData\n            {\n                AuthenticationType = authenticationType.GetType().Name,\n                PublisherId = publisherId\n            };\n        }\n\n        protected override BaseAnalyticData GetData()\n        {\n            return _data;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/AuthenticationAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4b9389e3ee578484493d36775c75baa1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/BaseAnalytic.cs",
    "content": "using System;\n#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    internal abstract class BaseAnalytic : IAssetStoreAnalytic\n    {\n        [Serializable]\n        public class BaseAnalyticData : IAssetStoreAnalyticData\n        {\n            public string ToolVersion = Constants.Api.ApiVersion;\n        }\n\n        public abstract string EventName { get; }\n        public abstract int EventVersion { get; }\n\n        public IAssetStoreAnalyticData Data => GetData();\n        protected abstract BaseAnalyticData GetData();\n\n#if UNITY_2023_2_OR_NEWER\n        public bool TryGatherData(out IAnalytic.IData data, [System.Diagnostics.CodeAnalysis.NotNullWhen(false)] out Exception error)\n        {\n            error = null;\n            data = Data;\n\n            if (data == null)\n                error = new Exception(\"Analytic data is null\");\n\n            return error == null;\n        }\n#endif\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/BaseAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 51ec1e4b6505b694ab01f7c523744fbc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalytic.cs",
    "content": "#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    internal interface IAssetStoreAnalytic\n#if UNITY_2023_2_OR_NEWER\n        : IAnalytic\n#endif\n    {\n        string EventName { get; }\n        int EventVersion { get; }\n        IAssetStoreAnalyticData Data { get; }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6e9b53aa176bbed48bafa538c26df304\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalyticData.cs",
    "content": "﻿namespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    interface IAssetStoreAnalyticData\n#if UNITY_2023_2_OR_NEWER\n            : UnityEngine.Analytics.IAnalytic.IData\n#endif\n    { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/IAssetStoreAnalyticData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b639e25d9b9abd34d8eb67b0e17dde86\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/PackageUploadAnalytic.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Validator.Data;\nusing System;\n#if UNITY_2023_2_OR_NEWER\nusing UnityEngine.Analytics;\n#endif\nusing AnalyticsConstants = AssetStoreTools.Constants.Uploader.Analytics;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n#if UNITY_2023_2_OR_NEWER\n    [AnalyticInfo\n    (eventName: AnalyticsConstants.PackageUploadAnalytics.EventName,\n    vendorKey: AnalyticsConstants.VendorKey,\n    version: AnalyticsConstants.PackageUploadAnalytics.EventVersion,\n    maxEventsPerHour: AnalyticsConstants.MaxEventsPerHour,\n    maxNumberOfElements: AnalyticsConstants.MaxNumberOfElements)]\n#endif\n    internal class PackageUploadAnalytic : BaseAnalytic\n    {\n        [Serializable]\n        public class PackageUploadAnalyticData : BaseAnalyticData\n        {\n            public string PackageId;\n            public string Category;\n            public bool UsedValidator;\n            public string ValidatorResults;\n            public string UploadFinishedReason;\n            public double TimeTaken;\n            public long PackageSize;\n            public string Workflow;\n            public string EndpointUrl;\n        }\n\n        public override string EventName => AnalyticsConstants.PackageUploadAnalytics.EventName;\n        public override int EventVersion => AnalyticsConstants.PackageUploadAnalytics.EventVersion;\n\n        private PackageUploadAnalyticData _data;\n\n        public PackageUploadAnalytic(\n            string packageId,\n            string category,\n            bool usedValidator,\n            ValidationSettings validationSettings,\n            ValidationResult validationResult,\n            UploadStatus uploadFinishedReason,\n            double timeTaken,\n            long packageSize,\n            string workflow\n            )\n        {\n            _data = new PackageUploadAnalyticData()\n            {\n                PackageId = packageId,\n                Category = category,\n                UsedValidator = usedValidator,\n                ValidatorResults = usedValidator ?\n                    ValidationResultsSerializer.ConstructValidationResultsJson(validationSettings, validationResult) : null,\n                UploadFinishedReason = uploadFinishedReason.ToString(),\n                TimeTaken = timeTaken,\n                PackageSize = packageSize,\n                Workflow = workflow,\n                EndpointUrl = Constants.Api.AssetStoreBaseUrl\n            };\n        }\n\n        protected override BaseAnalyticData GetData()\n        {\n            return _data;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/PackageUploadAnalytic.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6cc34de12dce9964b9c900d5bb159966\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/ValidationResultsSerializer.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Serialization;\nusing System.Collections.Generic;\nusing System.Reflection;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics.Data\n{\n    internal class ValidationResultsSerializer\n    {\n        private class ValidationResults\n        {\n            public bool HasCompilationErrors;\n            public string[] Paths;\n            public Dictionary<string, TestResultOutcome> Results;\n        }\n\n        private class TestResultOutcome\n        {\n            public int IntegerValue;\n            public string StringValue;\n\n            public TestResultOutcome(TestResultStatus status)\n            {\n                IntegerValue = (int)status;\n                StringValue = status.ToString();\n            }\n        }\n\n        private class ValidationResultsResolver : DefaultContractResolver\n        {\n            private static ValidationResultsResolver _instance;\n            public static ValidationResultsResolver Instance => _instance ?? (_instance = new ValidationResultsResolver());\n\n            private Dictionary<string, string> _propertyConversion;\n\n            private ValidationResultsResolver()\n            {\n                _propertyConversion = new Dictionary<string, string>()\n                {\n                    { nameof(ValidationResults.HasCompilationErrors), \"has_compilation_errors\" },\n                    { nameof(ValidationResults.Paths), \"validation_paths\" },\n                    { nameof(ValidationResults.Results), \"validation_results\" },\n                    { nameof(TestResultOutcome.IntegerValue), \"int\" },\n                    { nameof(TestResultOutcome.StringValue), \"string\" },\n                };\n            }\n\n            protected override JsonProperty CreateProperty(MemberInfo member, MemberSerialization memberSerialization)\n            {\n                var property = base.CreateProperty(member, memberSerialization);\n                if (_propertyConversion.ContainsKey(property.PropertyName))\n                    property.PropertyName = _propertyConversion[property.PropertyName];\n\n                return property;\n            }\n        }\n\n        public static string ConstructValidationResultsJson(ValidationSettings settings, ValidationResult result)\n        {\n            if (result == null)\n                return string.Empty;\n\n            var resultObject = new ValidationResults();\n            resultObject.HasCompilationErrors = result.HadCompilationErrors;\n\n            switch (settings)\n            {\n                case CurrentProjectValidationSettings currentProjectValidationSettings:\n                    resultObject.Paths = currentProjectValidationSettings.ValidationPaths.ToArray();\n                    break;\n                case ExternalProjectValidationSettings externalProjectValidationSettings:\n                    resultObject.Paths = new string[] { externalProjectValidationSettings.PackagePath };\n                    break;\n            }\n\n            resultObject.Results = new Dictionary<string, TestResultOutcome>();\n            foreach (var test in result.Tests)\n            {\n                resultObject.Results.Add(test.Id.ToString(), new TestResultOutcome(test.Result.Status));\n            }\n\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = ValidationResultsResolver.Instance\n            };\n\n            return JsonConvert.SerializeObject(resultObject, serializerSettings);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data/ValidationResultsSerializer.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fa15fc27c7f3d044884885b3dad73efc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/Data.meta",
    "content": "fileFormatVersion: 2\nguid: df1fca726619f2f4fae3bd93b0ef5a8b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/IAnalyticsService.cs",
    "content": "using AssetStoreTools.Uploader.Services.Analytics.Data;\nusing UnityEngine.Analytics;\n\nnamespace AssetStoreTools.Uploader.Services.Analytics\n{\n    internal interface IAnalyticsService : IUploaderService\n    {\n        AnalyticsResult Send(IAssetStoreAnalytic analytic);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics/IAnalyticsService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: faa1f39fc83b86b438f6e0f34f01167b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Analytics.meta",
    "content": "fileFormatVersion: 2\nguid: 17f95678acdb51548908d81be7146b5b\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/AuthenticationService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Analytics.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal class AuthenticationService : IAuthenticationService\n    {\n        private IAssetStoreApi _api;\n        private ICachingService _cachingService;\n        private IAnalyticsService _analyticsService;\n\n        public User User { get; private set; }\n\n        public AuthenticationService(IAssetStoreApi api, ICachingService cachingService, IAnalyticsService analyticsService)\n        {\n            _api = api;\n            _cachingService = cachingService;\n            _analyticsService = analyticsService;\n        }\n\n        public async Task<AuthenticationResponse> AuthenticateWithCredentials(string email, string password)\n        {\n            var authenticationType = new CredentialsAuthentication(email, password);\n            return await Authenticate(authenticationType);\n        }\n\n        public async Task<AuthenticationResponse> AuthenticateWithSessionToken()\n        {\n            if (!_cachingService.GetCachedSessionToken(out var cachedSessionToken))\n            {\n                return new AuthenticationResponse() { Success = false, Exception = new Exception(\"No cached session token found\") };\n            }\n\n            var authenticationType = new SessionAuthentication(cachedSessionToken);\n            return await Authenticate(authenticationType);\n        }\n\n        public async Task<AuthenticationResponse> AuthenticateWithCloudToken()\n        {\n            var authenticationType = new CloudTokenAuthentication(CloudProjectSettings.accessToken);\n            return await Authenticate(authenticationType);\n        }\n\n        private async Task<AuthenticationResponse> Authenticate(IAuthenticationType authenticationType)\n        {\n            var response = await _api.Authenticate(authenticationType);\n            HandleLoginResponse(authenticationType, response);\n            return response;\n        }\n\n        private void HandleLoginResponse(IAuthenticationType authenticationType, AuthenticationResponse response)\n        {\n            if (!response.Success)\n            {\n                Deauthenticate();\n                return;\n            }\n\n            User = response.User;\n            _cachingService.CacheSessionToken(User.SessionId);\n            SendAnalytics(authenticationType, User);\n        }\n\n        public bool CloudAuthenticationAvailable(out string username, out string cloudToken)\n        {\n            username = CloudProjectSettings.userName;\n            cloudToken = CloudProjectSettings.accessToken;\n            return !username.Equals(\"anonymous\");\n        }\n\n        public void Deauthenticate()\n        {\n            _api.Deauthenticate();\n\n            User = null;\n            _cachingService.ClearCachedSessionToken();\n        }\n\n        private void SendAnalytics(IAuthenticationType authenticationType, User user)\n        {\n            try\n            {\n                // Do not send session authentication events\n                if (authenticationType is SessionAuthentication)\n                    return;\n\n                var analytic = new AuthenticationAnalytic(authenticationType, user.PublisherId);\n                var result = _analyticsService.Send(analytic);\n            }\n            catch (Exception e) { ASDebug.LogError($\"Could not send analytics: {e}\"); }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/AuthenticationService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c1c3d6578d298d049a8dcf858fd3686e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IAuthenticationService.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Api.Responses;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal interface IAuthenticationService : IUploaderService\n    {\n        User User { get; }\n        Task<AuthenticationResponse> AuthenticateWithCredentials(string email, string password);\n        Task<AuthenticationResponse> AuthenticateWithSessionToken();\n        Task<AuthenticationResponse> AuthenticateWithCloudToken();\n        bool CloudAuthenticationAvailable(out string username, out string cloudToken);\n        void Deauthenticate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IAuthenticationService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ff0518dc0d95d3540857d138215bb900\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageDownloadingService.cs",
    "content": "using AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Data;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal interface IPackageDownloadingService : IUploaderService\n    {\n        Task<PackagesDataResponse> GetPackageData();\n        Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package);\n        void ClearPackageData();\n        Task<PackageThumbnailResponse> GetPackageThumbnail(IPackage package);\n        Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs);\n        void StopDownloading();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageDownloadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 96acd12a628311d429cc285f418f8b90\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageUploadingService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing System;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal interface IPackageUploadingService : IUploaderService\n    {\n        bool IsUploading { get; }\n\n        Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress);\n        void StopUploading(IPackageUploader package);\n        void StopAllUploadinng();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/IPackageUploadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9a3d78f3bc68d3d44b4300bc8ffe69c2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageDownloadingService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Uploader.Data;\nusing System.Threading;\nusing System.Threading.Tasks;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal class PackageDownloadingService : IPackageDownloadingService\n    {\n        public const int MaxConcurrentTumbnailDownloads = 10;\n\n        private IAssetStoreApi _api;\n        private ICachingService _cachingService;\n\n        private int _currentDownloads;\n        private CancellationTokenSource _cancellationTokenSource;\n\n        public PackageDownloadingService(IAssetStoreApi api, ICachingService cachingService)\n        {\n            _api = api;\n            _cachingService = cachingService;\n            _cancellationTokenSource = new CancellationTokenSource();\n        }\n\n        public void ClearPackageData()\n        {\n            _cachingService.DeletePackageMetadata();\n        }\n\n        public async Task<PackagesDataResponse> GetPackageData()\n        {\n            if (!_cachingService.GetCachedPackageMetadata(out var models))\n            {\n                var cancellationToken = _cancellationTokenSource.Token;\n                var packagesResponse = await _api.GetPackages(cancellationToken);\n\n                if (packagesResponse.Cancelled || !packagesResponse.Success)\n                    return packagesResponse;\n\n                _cachingService.CachePackageMetadata(packagesResponse.Packages);\n                return packagesResponse;\n            }\n\n            return new PackagesDataResponse() { Success = true, Packages = models };\n        }\n\n        public async Task<RefreshedPackageDataResponse> UpdatePackageData(IPackage package)\n        {\n            var response = await _api.RefreshPackageMetadata(package.ToModel());\n\n            if (response.Success)\n                _cachingService.UpdatePackageMetadata(response.Package);\n\n            return response;\n        }\n\n        public async Task<PackageThumbnailResponse> GetPackageThumbnail(IPackage package)\n        {\n            if (_cachingService.GetCachedPackageThumbnail(package.PackageId, out var cachedTexture))\n            {\n                return new PackageThumbnailResponse() { Success = true, Thumbnail = cachedTexture };\n            }\n\n            var cancellationToken = _cancellationTokenSource.Token;\n            while (_currentDownloads >= MaxConcurrentTumbnailDownloads)\n                await Task.Delay(100);\n\n            if (cancellationToken.IsCancellationRequested)\n                return new PackageThumbnailResponse() { Success = false, Cancelled = true };\n\n            _currentDownloads++;\n            var result = await _api.GetPackageThumbnail(package.ToModel(), cancellationToken);\n            _currentDownloads--;\n\n            if (result.Success && result.Thumbnail != null)\n                _cachingService.CachePackageThumbnail(package.PackageId, result.Thumbnail);\n\n            return result;\n        }\n\n        public async Task<PackageUploadedUnityVersionDataResponse> GetPackageUploadedVersions(IPackage package, int timeoutMs)\n        {\n            var timeoutTokenSource = new CancellationTokenSource();\n            try\n            {\n                var versionsTask = _api.GetPackageUploadedVersions(package.ToModel(), timeoutTokenSource.Token);\n\n                // Wait for versions to be retrieved, or a timeout to occur, whichever is first\n                if (await Task.WhenAny(versionsTask, Task.Delay(timeoutMs)) != versionsTask)\n                {\n                    timeoutTokenSource.Cancel();\n                }\n\n                return await versionsTask;\n            }\n            finally\n            {\n                timeoutTokenSource.Dispose();\n            }\n        }\n\n        public void StopDownloading()\n        {\n            _cancellationTokenSource.Cancel();\n            _cancellationTokenSource = new CancellationTokenSource();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageDownloadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: adc44e974cb91b54fac3819284b7ba82\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageUploadingService.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.Services.Api\n{\n    internal class PackageUploadingService : IPackageUploadingService\n    {\n        private class UploadInProgress\n        {\n            public IPackageUploader Uploader;\n            public IProgress<float> Progress = new Progress<float>();\n            public CancellationTokenSource CancellationTokenSource = new CancellationTokenSource();\n\n            public UploadInProgress(IPackageUploader uploader, IProgress<float> progress)\n            {\n                Uploader = uploader;\n                Progress = progress;\n                CancellationTokenSource = new CancellationTokenSource();\n            }\n        }\n\n        private IAssetStoreApi _api;\n        private List<UploadInProgress> _uploadsInProgress;\n\n        public bool IsUploading => _uploadsInProgress.Count > 0;\n\n        public PackageUploadingService(IAssetStoreApi api)\n        {\n            _api = api;\n            _uploadsInProgress = new List<UploadInProgress>();\n        }\n\n        public async Task<PackageUploadResponse> UploadPackage(IPackageUploader uploader, IProgress<float> progress)\n        {\n            using (var cancellationTokenSource = new CancellationTokenSource())\n            {\n                var uploadInProgress = StartTrackingUpload(uploader, progress);\n                var response = await _api.UploadPackage(uploadInProgress.Uploader, uploadInProgress.Progress, uploadInProgress.CancellationTokenSource.Token);\n                StopTrackingUpload(uploadInProgress);\n\n                return response;\n            }\n        }\n\n        private UploadInProgress StartTrackingUpload(IPackageUploader uploader, IProgress<float> progress)\n        {\n            // If this is the first upload - lock reload assemblies and prevent entering play mode\n            if (_uploadsInProgress.Count == 0)\n            {\n                EditorApplication.LockReloadAssemblies();\n                EditorApplication.playModeStateChanged += PreventEnteringPlayMode;\n            }\n\n            var uploadInProgress = new UploadInProgress(uploader, progress);\n            _uploadsInProgress.Add(uploadInProgress);\n\n            return uploadInProgress;\n        }\n\n        private void StopTrackingUpload(UploadInProgress uploadInProgress)\n        {\n            _uploadsInProgress.Remove(uploadInProgress);\n\n            // If this was the last upload - unlock reload assemblies and allow entering play mode\n            if (_uploadsInProgress.Count > 0)\n                return;\n\n            EditorApplication.UnlockReloadAssemblies();\n            EditorApplication.playModeStateChanged -= PreventEnteringPlayMode;\n        }\n\n        private void PreventEnteringPlayMode(PlayModeStateChange change)\n        {\n            if (change != PlayModeStateChange.ExitingEditMode)\n                return;\n\n            EditorApplication.ExitPlaymode();\n            EditorUtility.DisplayDialog(\"Notice\", \"Entering Play Mode is not allowed while there's a package upload in progress.\\n\\n\" +\n                                                  \"Please wait until the upload is finished or cancel the upload from the Asset Store Uploader window\", \"OK\");\n        }\n\n        public void StopUploading(IPackageUploader uploader)\n        {\n            var uploadInProgress = _uploadsInProgress.FirstOrDefault(x => x.Uploader == uploader);\n            if (uploadInProgress == null)\n                return;\n\n            uploadInProgress.CancellationTokenSource.Cancel();\n        }\n\n        public void StopAllUploadinng()\n        {\n            foreach (var uploadInProgress in _uploadsInProgress)\n                uploadInProgress.CancellationTokenSource.Cancel();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api/PackageUploadingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 22e23997fe339a74bb5355d6a88ce731\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Api.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/CachingService.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Utility;\nusing Newtonsoft.Json;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Text;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal class CachingService : ICachingService\n    {\n        private VisualElement _cachedUploaderWindow;\n\n        public bool GetCachedUploaderWindow(out VisualElement uploaderWindow)\n        {\n            uploaderWindow = _cachedUploaderWindow;\n            return uploaderWindow != null;\n        }\n\n        public void CacheUploaderWindow(VisualElement uploaderWindow)\n        {\n            _cachedUploaderWindow = uploaderWindow;\n        }\n\n        public void CacheSessionToken(string sessionToken)\n        {\n            if (string.IsNullOrEmpty(sessionToken))\n                throw new ArgumentException(\"Session token cannot be null\");\n\n            EditorPrefs.SetString(Constants.Cache.SessionTokenKey, sessionToken);\n        }\n\n        public bool GetCachedSessionToken(out string sessionToken)\n        {\n            sessionToken = EditorPrefs.GetString(Constants.Cache.SessionTokenKey, string.Empty);\n            return !string.IsNullOrEmpty(sessionToken);\n        }\n\n        public void ClearCachedSessionToken()\n        {\n            EditorPrefs.DeleteKey(Constants.Cache.SessionTokenKey);\n        }\n\n        public bool GetCachedPackageMetadata(out List<Package> data)\n        {\n            data = new List<Package>();\n            if (!CacheUtil.GetFileFromTempCache(Constants.Cache.PackageDataFileName, out var filePath))\n                return false;\n\n            try\n            {\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = Package.CachedPackageResolver.Instance\n                };\n\n                data = JsonConvert.DeserializeObject<List<Package>>(File.ReadAllText(filePath, Encoding.UTF8), serializerSettings);\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n\n        public void CachePackageMetadata(List<Package> data)\n        {\n            if (data == null)\n                throw new ArgumentException(\"Package data cannot be null\");\n\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = Package.CachedPackageResolver.Instance,\n                Formatting = Formatting.Indented\n            };\n\n            CacheUtil.CreateFileInTempCache(Constants.Cache.PackageDataFileName, JsonConvert.SerializeObject(data, serializerSettings), true);\n        }\n\n        public void DeletePackageMetadata()\n        {\n            CacheUtil.DeleteFileFromTempCache(Constants.Cache.PackageDataFileName);\n        }\n\n        public void UpdatePackageMetadata(Package data)\n        {\n            if (!GetCachedPackageMetadata(out var cachedData))\n                return;\n\n            var index = cachedData.FindIndex(x => x.PackageId.Equals(data.PackageId));\n            if (index == -1)\n            {\n                cachedData.Add(data);\n            }\n            else\n            {\n                cachedData.RemoveAt(index);\n                cachedData.Insert(index, data);\n            }\n\n            CachePackageMetadata(cachedData);\n        }\n\n        public bool GetCachedPackageThumbnail(string packageId, out Texture2D texture)\n        {\n            texture = null;\n            if (!CacheUtil.GetFileFromTempCache(Constants.Cache.PackageThumbnailFileName(packageId), out var filePath))\n                return false;\n\n            texture = new Texture2D(1, 1);\n            texture.LoadImage(File.ReadAllBytes(filePath));\n            return true;\n        }\n\n        public void CachePackageThumbnail(string packageId, Texture2D texture)\n        {\n            CacheUtil.CreateFileInTempCache(Constants.Cache.PackageThumbnailFileName(packageId), texture.EncodeToPNG(), true);\n        }\n\n        public bool GetCachedWorkflowStateData(string packageId, out WorkflowStateData data)\n        {\n            data = null;\n\n            if (string.IsNullOrEmpty(packageId))\n                return false;\n\n            if (!CacheUtil.GetFileFromPersistentCache(Constants.Cache.WorkflowStateDataFileName(packageId), out var filePath))\n                return false;\n\n            try\n            {\n                data = JsonConvert.DeserializeObject<WorkflowStateData>(File.ReadAllText(filePath, Encoding.UTF8));\n                if (string.IsNullOrEmpty(data.GetPackageId()))\n                    return false;\n            }\n            catch\n            {\n                return false;\n            }\n\n            return true;\n        }\n\n        public void CacheWorkflowStateData(WorkflowStateData data)\n        {\n            if (data == null)\n                throw new ArgumentException(\"Workflow state data cannot be null\");\n\n            CacheUtil.CreateFileInPersistentCache(Constants.Cache.WorkflowStateDataFileName(data.GetPackageId()), JsonConvert.SerializeObject(data, Formatting.Indented), true);\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/CachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fffaed09a3f76f945a7ececfb355f3e0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/ICachingService.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing System.Collections.Generic;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal interface ICachingService : IUploaderService\n    {\n        void CacheUploaderWindow(VisualElement uploaderWindow);\n        bool GetCachedUploaderWindow(out VisualElement uploaderWindow);\n        void CacheSessionToken(string sessionToken);\n        bool GetCachedSessionToken(out string sessionToken);\n        void ClearCachedSessionToken();\n        bool GetCachedPackageMetadata(out List<Package> data);\n        void UpdatePackageMetadata(Package data);\n        void CachePackageMetadata(List<Package> data);\n        void DeletePackageMetadata();\n        bool GetCachedPackageThumbnail(string packageId, out Texture2D texture);\n        void CachePackageThumbnail(string packageId, Texture2D texture);\n        bool GetCachedWorkflowStateData(string packageId, out WorkflowStateData data);\n        void CacheWorkflowStateData(WorkflowStateData data);\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching/ICachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a904477679e07bc4889bc15e894c0c48\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/Caching.meta",
    "content": "fileFormatVersion: 2\nguid: a834946d92154754493879c5fcc7dbc9\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/IUploaderService.cs",
    "content": "namespace AssetStoreTools.Uploader.Services\n{\n    internal interface IUploaderService { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/IUploaderService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 757d7a4dc29863740859c936be514fea\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/IPackageFactoryService.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing System.Collections.Generic;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal interface IPackageFactoryService : IUploaderService\n    {\n        IPackageGroup CreatePackageGroup(string groupName, List<IPackage> packages);\n        IPackage CreatePackage(PackageModel packageModel);\n        IPackageContent CreatePackageContent(IPackage package);\n        List<IWorkflow> CreateWorkflows(IPackage package, WorkflowStateData stateData);\n        AssetsWorkflow CreateAssetsWorkflow(IPackage package, AssetsWorkflowState stateData);\n        UnityPackageWorkflow CreateUnityPackageWorkflow(IPackage package, UnityPackageWorkflowState stateData);\n        HybridPackageWorkflow CreateHybridPackageWorkflow(IPackage package, HybridPackageWorkflowState stateData);\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/IPackageFactoryService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 14324b71768a1ea499baa06de33f05af\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/PackageFactoryService.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Data.Serialization;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Api;\nusing System.Collections.Generic;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal class PackageFactoryService : IPackageFactoryService\n    {\n        private IWorkflowServices _workflowServices;\n\n        // Service dependencies\n        private ICachingService _cachingService;\n        private IPackageDownloadingService _packageDownloadingService;\n        private IPackageUploadingService _packageUploadingService;\n        private IAnalyticsService _analyticsService;\n\n        public PackageFactoryService(\n            ICachingService cachingService,\n            IPackageDownloadingService packageDownloadingService,\n            IPackageUploadingService packageUploadingService,\n            IAnalyticsService analyticsService\n            )\n        {\n            _cachingService = cachingService;\n            _packageDownloadingService = packageDownloadingService;\n            _packageUploadingService = packageUploadingService;\n            _analyticsService = analyticsService;\n\n            _workflowServices = new WorkflowServices(_packageDownloadingService, _packageUploadingService, _analyticsService);\n        }\n\n        public IPackage CreatePackage(PackageModel packageModel)\n        {\n            var package = new Package(packageModel);\n            return package;\n        }\n\n        public IPackageGroup CreatePackageGroup(string groupName, List<IPackage> packages)\n        {\n            return new PackageGroup(groupName, packages);\n        }\n\n        public IPackageContent CreatePackageContent(IPackage package)\n        {\n            if (!package.IsDraft)\n                return null;\n\n            WorkflowStateData stateData = GetOrCreateWorkflowStateData(package);\n\n            var workflows = CreateWorkflows(package, stateData);\n            var packageContent = new PackageContent(workflows, stateData, _cachingService);\n            return packageContent;\n        }\n\n        public List<IWorkflow> CreateWorkflows(IPackage package, WorkflowStateData stateData)\n        {\n            var workflows = new List<IWorkflow>\n            {\n                CreateAssetsWorkflow(package, stateData.GetAssetsWorkflowState()),\n                CreateUnityPackageWorkflow(package, stateData.GetUnityPackageWorkflowState()),\n#if UNITY_ASTOOLS_EXPERIMENTAL\n                CreateHybridPackageWorkflow(package, stateData.GetHybridPackageWorkflowState()),\n#endif\n            };\n\n            return workflows;\n        }\n\n        public AssetsWorkflow CreateAssetsWorkflow(IPackage package, AssetsWorkflowState stateData)\n        {\n            return new AssetsWorkflow(package, stateData, _workflowServices);\n        }\n\n        public UnityPackageWorkflow CreateUnityPackageWorkflow(IPackage package, UnityPackageWorkflowState stateData)\n        {\n            return new UnityPackageWorkflow(package, stateData, _workflowServices);\n        }\n\n        public HybridPackageWorkflow CreateHybridPackageWorkflow(IPackage package, HybridPackageWorkflowState stateData)\n        {\n            return new HybridPackageWorkflow(package, stateData, _workflowServices);\n        }\n\n        private WorkflowStateData GetOrCreateWorkflowStateData(IPackage package)\n        {\n            if (!_cachingService.GetCachedWorkflowStateData(package.PackageId, out var stateData))\n                stateData = new WorkflowStateData(package.PackageId);\n\n            return stateData;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory/PackageFactoryService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4074a5b21b6201d449974dcfb652a00b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/PackageFactory.meta",
    "content": "fileFormatVersion: 2\nguid: 02e4a5ee9e2fb7941b876b207078e01d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/UploaderServiceProvider.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Utility;\n\nnamespace AssetStoreTools.Uploader.Services\n{\n    internal class UploaderServiceProvider : ServiceProvider<IUploaderService>\n    {\n        public static UploaderServiceProvider Instance => _instance ?? (_instance = new UploaderServiceProvider());\n        private static UploaderServiceProvider _instance;\n\n        private UploaderServiceProvider() { }\n\n        protected override void RegisterServices()\n        {\n            var api = new AssetStoreApi(new AssetStoreClient());\n            Register<IAnalyticsService, AnalyticsService>();\n            Register<ICachingService, CachingService>();\n            Register<IAuthenticationService>(() => new AuthenticationService(api, GetService<ICachingService>(), GetService<IAnalyticsService>()));\n            Register<IPackageDownloadingService>(() => new PackageDownloadingService(api, GetService<ICachingService>()));\n            Register<IPackageUploadingService>(() => new PackageUploadingService(api));\n            Register<IPackageFactoryService, PackageFactoryService>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services/UploaderServiceProvider.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e66f9c7f198baff41ba77f4d0ed7b60f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/Services.meta",
    "content": "fileFormatVersion: 2\nguid: d9787842821f3d041904186d0e0cc61d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/Abstractions/ValidationElementBase.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Validator.Data;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal abstract class ValidationElementBase : VisualElement\n    {\n        // Data\n        protected IWorkflow Workflow;\n\n        // UI\n        protected VisualElement ResultsBox;\n        protected Image ResultsBoxImage;\n        protected Label ResultsBoxLabel;\n\n        protected ValidationElementBase(IWorkflow workflow)\n        {\n            Workflow = workflow;\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateInfoRow();\n            CreateResultsBox();\n        }\n\n        private void CreateInfoRow()\n        {\n            VisualElement validatorButtonRow = new VisualElement();\n            validatorButtonRow.AddToClassList(\"package-content-option-box\");\n\n            VisualElement validatorLabelHelpRow = new VisualElement();\n            validatorLabelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label validatorLabel = new Label { text = \"Validation\" };\n            Image validatorLabelTooltip = new Image\n            {\n                tooltip = \"You can use the Asset Store Validator to check your package for common publishing issues\"\n            };\n\n            var validateButton = new Button(Validate) { name = \"ValidateButton\", text = \"Validate\" };\n\n            validatorLabelHelpRow.Add(validatorLabel);\n            validatorLabelHelpRow.Add(validatorLabelTooltip);\n\n            validatorButtonRow.Add(validatorLabelHelpRow);\n            validatorButtonRow.Add(validateButton);\n\n            Add(validatorButtonRow);\n        }\n\n        private void CreateResultsBox()\n        {\n            ResultsBox = new Box { name = \"InfoBox\" };\n            ResultsBox.style.display = DisplayStyle.None;\n            ResultsBox.AddToClassList(\"validation-result-box\");\n\n            ResultsBoxImage = new Image();\n            ResultsBoxLabel = new Label { name = \"ValidationLabel\" };\n\n            ResultsBox.Add(ResultsBoxImage);\n            ResultsBox.Add(ResultsBoxLabel);\n\n            Add(ResultsBox);\n        }\n\n        protected virtual bool ConfirmValidation()\n        {\n            // Child classes can implement pre-validation prompts\n            return true;\n        }\n\n        private void Validate()\n        {\n            if (!ConfirmValidation())\n                return;\n\n            var validationResult = Workflow.Validate();\n\n            if (validationResult.Status == ValidationStatus.Cancelled)\n                return;\n\n            if (validationResult.Status != ValidationStatus.RanToCompletion)\n            {\n                EditorUtility.DisplayDialog(\"Validation failed\", $\"Package validation failed: {validationResult.Exception.Message}\", \"OK\");\n                return;\n            }\n\n            DisplayResult(validationResult);\n        }\n\n        private void DisplayResult(ValidationResult result)\n        {\n            ResultsBox.style.display = DisplayStyle.Flex;\n            UpdateValidationResultImage(result);\n            UpdateValidationResultLabel(result);\n        }\n\n        public void HideResult()\n        {\n            ResultsBox.style.display = DisplayStyle.None;\n        }\n\n        protected void UpdateValidationResultImage(ValidationResult result)\n        {\n            switch (GetValidationSummaryStatus(result))\n            {\n                case TestResultStatus.Pass:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"console.infoicon@2x\").image;\n                    break;\n                case TestResultStatus.Warning:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"console.warnicon@2x\").image;\n                    break;\n                case TestResultStatus.Fail:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"console.erroricon@2x\").image;\n                    break;\n                default:\n                    ResultsBoxImage.image = EditorGUIUtility.IconContent(\"_Help@2x\").image;\n                    break;\n            }\n        }\n\n        private void UpdateValidationResultLabel(ValidationResult result)\n        {\n            var errorCount = result.Tests.Where(x => x.Result.Status == TestResultStatus.Fail).Count();\n            var warningCount = result.Tests.Where(x => x.Result.Status == TestResultStatus.Warning).Count();\n\n            string text = string.Empty;\n            if (result.HadCompilationErrors)\n            {\n                text += \"- Package caused compilation errors\\n\";\n            }\n            if (errorCount > 0)\n            {\n                text += $\"- Validation reported {errorCount} error(s)\\n\";\n            }\n            if (warningCount > 0)\n            {\n                text += $\"- Validation reported {warningCount} warning(s)\\n\";\n            }\n\n            if (string.IsNullOrEmpty(text))\n            {\n                text = \"No issues were found!\";\n            }\n            else\n            {\n                text = text.Substring(0, text.Length - \"\\n\".Length);\n            }\n\n            ResultsBoxLabel.text = text;\n        }\n\n        private TestResultStatus GetValidationSummaryStatus(ValidationResult result)\n        {\n            if (result.HadCompilationErrors ||\n                result.Tests.Any(x => x.Result.Status == TestResultStatus.Fail))\n                return TestResultStatus.Fail;\n\n            if (result.Tests.Any(x => x.Result.Status == TestResultStatus.Warning))\n                return TestResultStatus.Warning;\n\n            return TestResultStatus.Pass;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/Abstractions/ValidationElementBase.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cb20404763eac7144b562c18ad1c37fe\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/Abstractions/WorkflowElementBase.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal abstract class WorkflowElementBase : VisualElement\n    {\n        // Data\n        protected IWorkflow Workflow;\n        public string Name => Workflow.Name;\n        public string DisplayName => Workflow.DisplayName;\n\n        // UI Elements that all workflows have\n        protected PathSelectionElement PathSelectionElement;\n        protected PreviewGenerationElement PreviewGenerationElement;\n        protected ValidationElementBase ValidationElement;\n        protected PackageUploadElement UploadElement;\n\n        public event Action OnInteractionAvailable;\n        public event Action OnInteractionUnavailable;\n\n        public WorkflowElementBase(IWorkflow workflow)\n        {\n            Workflow = workflow;\n        }\n\n        protected void CreatePathElement(string labelText, string labelTooltip)\n        {\n            PathSelectionElement = new PathSelectionElement(labelText, labelTooltip);\n            PathSelectionElement.OnBrowse += BrowsePath;\n            Add(PathSelectionElement);\n        }\n\n        protected void CreatePreviewGenerationElement()\n        {\n            PreviewGenerationElement = new PreviewGenerationElement(Workflow);\n            PreviewGenerationElement.style.display = DisplayStyle.None;\n            var callback = new Action(() =>\n                PreviewGenerationElement.style.display = ASToolsPreferences.Instance.UseLegacyExporting\n                ? DisplayStyle.None\n                : DisplayStyle.Flex);\n            RegisterCallback<AttachToPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange += callback; });\n            RegisterCallback<DetachFromPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange -= callback; });\n            Add(PreviewGenerationElement);\n        }\n\n        protected void CreateValidationElement(ValidationElementBase validationElement)\n        {\n            ValidationElement = validationElement;\n            ValidationElement.style.display = DisplayStyle.None;\n            Add(ValidationElement);\n        }\n\n        protected void CreateUploadElement(IWorkflow workflow, bool exposeExportButton)\n        {\n            UploadElement = new PackageUploadElement(workflow, exposeExportButton);\n            UploadElement.OnInteractionAvailable += EnableInteraction;\n            UploadElement.OnInteractionUnavailable += DisableInteraction;\n            UploadElement.style.display = DisplayStyle.None;\n            Add(UploadElement);\n        }\n\n        protected abstract void BrowsePath();\n\n        protected void SetPathSelectionTextField(string value)\n        {\n            if (string.IsNullOrEmpty(value))\n                return;\n\n            PathSelectionElement.SetPath(value);\n            ValidationElement.style.display = DisplayStyle.Flex;\n            UploadElement.style.display = DisplayStyle.Flex;\n\n            if (PreviewGenerationElement != null && !ASToolsPreferences.Instance.UseLegacyExporting)\n            {\n                PreviewGenerationElement.style.display = DisplayStyle.Flex;\n            }\n        }\n\n        protected void CheckForMissingMetas(IEnumerable<string> paths)\n        {\n            bool displayDialog = ASToolsPreferences.Instance.DisplayHiddenMetaDialog && FileUtility.IsMissingMetaFiles(paths);\n            if (!displayDialog)\n                return;\n\n            var selectedOption = EditorUtility.DisplayDialogComplex(\n                    \"Notice\",\n                    \"Your package includes hidden folders which do not contain meta files. \" +\n                    \"Hidden folders will not be exported unless they contain meta files.\\n\\nWould you like meta files to be generated?\",\n                    \"Yes\", \"No\", \"No and do not display this again\");\n\n            switch (selectedOption)\n            {\n                case 0:\n                    try\n                    {\n                        FileUtility.GenerateMetaFiles(paths);\n                        EditorUtility.DisplayDialog(\n                            \"Success\",\n                            \"Meta files have been generated. Please note that further manual tweaking may be required to set up correct references\",\n                            \"OK\");\n                    }\n                    catch (Exception e)\n                    {\n                        EditorUtility.DisplayDialog(\n                            \"Error\",\n                            $\"Meta file generation failed: {e.Message}\",\n                            \"OK\"\n                            );\n                    }\n                    break;\n                case 1:\n                    // Do nothing\n                    return;\n                case 2:\n                    ASToolsPreferences.Instance.DisplayHiddenMetaDialog = false;\n                    ASToolsPreferences.Instance.Save();\n                    return;\n            }\n        }\n\n        public bool Is(IWorkflow workflow)\n        {\n            return Workflow == workflow;\n        }\n\n        protected virtual void EnableInteraction()\n        {\n            PathSelectionElement.SetEnabled(true);\n            ValidationElement.SetEnabled(true);\n            PreviewGenerationElement?.SetEnabled(true);\n            UploadElement.SetEnabled(true);\n            OnInteractionAvailable?.Invoke();\n        }\n\n        protected virtual void DisableInteraction()\n        {\n            PathSelectionElement.SetEnabled(false);\n            ValidationElement.SetEnabled(false);\n            PreviewGenerationElement?.SetEnabled(false);\n            UploadElement.SetEnabled(false);\n            OnInteractionUnavailable?.Invoke();\n        }\n\n        protected abstract void Deserialize();\n    }\n}"
  },
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  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AccountToolbar.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing System;\nusing System.Threading.Tasks;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class AccountToolbar : VisualElement\n    {\n        private Image _accountImage;\n        private Label _accountEmailLabel;\n        private Button _refreshButton;\n\n        public event Func<Task> OnRefresh;\n        public event Action OnLogout;\n\n        public AccountToolbar()\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"account-toolbar\");\n\n            // Left side of the toolbar\n            VisualElement leftSideContainer = new VisualElement { name = \"LeftSideContainer\" };\n            leftSideContainer.AddToClassList(\"account-toolbar-left-side-container\");\n\n            _accountImage = new Image();\n            _accountImage.AddToClassList(\"account-toolbar-user-image\");\n\n            _accountEmailLabel = new Label() { name = \"AccountEmail\" };\n            _accountEmailLabel.AddToClassList(\"account-toolbar-email-label\");\n\n            leftSideContainer.Add(_accountImage);\n            leftSideContainer.Add(_accountEmailLabel);\n\n            // Right side of the toolbar\n            VisualElement rightSideContainer = new VisualElement { name = \"RightSideContainer\" };\n            rightSideContainer.AddToClassList(\"account-toolbar-right-side-container\");\n\n            // Refresh button\n            _refreshButton = new Button(Refresh) { name = \"RefreshButton\", text = \"Refresh\" };\n            _refreshButton.AddToClassList(\"account-toolbar-button-refresh\");\n\n            // Logout button\n            var logoutButton = new Button(Logout) { name = \"LogoutButton\", text = \"Log out\" };\n            logoutButton.AddToClassList(\"account-toolbar-button-logout\");\n\n            rightSideContainer.Add(_refreshButton);\n            rightSideContainer.Add(logoutButton);\n\n            // Constructing the final toolbar\n            Add(leftSideContainer);\n            Add(rightSideContainer);\n        }\n\n        private async void Refresh()\n        {\n            _refreshButton.SetEnabled(false);\n            await OnRefresh?.Invoke();\n            _refreshButton.SetEnabled(true);\n        }\n\n        private void Logout()\n        {\n            OnLogout?.Invoke();\n        }\n\n        public void SetUser(User user)\n        {\n            if (user == null)\n            {\n                _accountEmailLabel.text = string.Empty;\n                _accountImage.tooltip = string.Empty;\n                return;\n            }\n\n            var userEmail = !string.IsNullOrEmpty(user.Username) ? user.Username : \"Unknown\";\n            var publisherName = !string.IsNullOrEmpty(user.Name) ? user.Name : \"Unknown\";\n            var publisherId = !string.IsNullOrEmpty(user.PublisherId) ? user.PublisherId : \"Unknown\";\n            var userInfo =\n                $\"Username: {userEmail}\\n\" +\n                $\"Publisher Name: {publisherName}\\n\" +\n                $\"Publisher ID: {publisherId}\";\n\n            _accountEmailLabel.text = userEmail;\n            _accountImage.tooltip = userInfo;\n        }\n\n        public void EnableButtons()\n        {\n            _refreshButton.SetEnabled(true);\n        }\n\n        public void DisableButtons()\n        {\n            _refreshButton.SetEnabled(false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AccountToolbar.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AssetsWorkflowElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class AssetsWorkflowElement : WorkflowElementBase\n    {\n        // Data\n        private AssetsWorkflow _workflow;\n\n        // UI\n        private VisualElement _dependenciesToggleElement;\n        private Toggle _dependenciesToggle;\n        private MultiToggleSelectionElement _dependenciesElement;\n        private MultiToggleSelectionElement _specialFoldersElement;\n\n        private const string PathSelectionTooltip = \"Select the main folder of your package\" +\n            \"\\n\\nAll files and folders of your package should preferably be contained within a single root folder that is named after your package\" +\n            \"\\n\\nExample: 'Assets/[MyPackageName]'\" +\n            \"\\n\\nNote: If your content makes use of special folders that are required to be placed in the root Assets folder (e.g. 'StreamingAssets'),\" +\n            \" you will be able to include them after selecting the main folder\";\n\n        public AssetsWorkflowElement(AssetsWorkflow workflow) : base(workflow)\n        {\n            _workflow = workflow;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            CreatePathElement(\"Folder path\", PathSelectionTooltip);\n            CreateDependenciesToggleElement();\n            CreateDependenciesSelectionElement();\n            CreateSpecialFoldersElement();\n            CreatePreviewGenerationElement();\n            CreateValidationElement(new CurrentProjectValidationElement(_workflow));\n            CreateUploadElement(_workflow, true);\n        }\n\n        private void CreateDependenciesToggleElement()\n        {\n            _dependenciesToggleElement = new VisualElement() { name = \"Dependencies Toggle\" };\n            _dependenciesToggleElement.AddToClassList(\"package-content-option-box\");\n\n            VisualElement dependenciesLabelHelpRow = new VisualElement();\n            dependenciesLabelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label dependenciesLabel = new Label { text = \"Dependencies\" };\n            Image dependenciesLabelTooltip = new Image\n            {\n                tooltip = \"Tick this checkbox if your package content has dependencies on Unity packages from the Package Manager\"\n            };\n\n            _dependenciesToggle = new Toggle { name = \"DependenciesToggle\", text = \"Include Package Manifest\" };\n            _dependenciesToggle.AddToClassList(\"package-content-option-toggle\");\n\n            var callback = new Action(() => DependencyToggleValueChange(true));\n            _dependenciesToggle.RegisterValueChangedCallback((_) => DependencyToggleValueChange(true));\n            RegisterCallback<AttachToPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange += callback; });\n            RegisterCallback<DetachFromPanelEvent>((_) => { ASToolsPreferences.OnSettingsChange -= callback; });\n\n            dependenciesLabelHelpRow.Add(dependenciesLabel);\n            dependenciesLabelHelpRow.Add(dependenciesLabelTooltip);\n\n            _dependenciesToggleElement.Add(dependenciesLabelHelpRow);\n            _dependenciesToggleElement.Add(_dependenciesToggle);\n\n            _dependenciesToggleElement.style.display = DisplayStyle.None;\n            Add(_dependenciesToggleElement);\n        }\n\n        private void CreateDependenciesSelectionElement()\n        {\n            _dependenciesElement = new MultiToggleSelectionElement()\n            {\n                DisplayElementLabel = false,\n                ElementLabel = \"Dependencies\",\n                NoSelectionLabel = \"No packages match this criteria\"\n            };\n\n            var setDependencies = new Action<Dictionary<string, bool>>((dict) => _workflow.SetDependencies(dict.Where(x => x.Value).Select(x => x.Key), true));\n            _dependenciesElement.OnValuesChanged += setDependencies;\n            _dependenciesElement.style.display = DisplayStyle.None;\n            Add(_dependenciesElement);\n        }\n\n        private void CreateSpecialFoldersElement()\n        {\n            _specialFoldersElement = new MultiToggleSelectionElement()\n            {\n                ElementLabel = \"Special Folders\",\n                ElementTooltip = \"If your package content relies on Special Folders (e.g. StreamingAssets), please select which of these folders should be included in the package.\",\n                NoSelectionLabel = \"No folders match this criteria.\"\n            };\n\n            var setSpecialFolders = new Action<Dictionary<string, bool>>((dict) => _workflow.SetSpecialFolders(dict.Where(x => x.Value).Select(x => x.Key), true));\n            _specialFoldersElement.OnValuesChanged += setSpecialFolders;\n            _specialFoldersElement.style.display = DisplayStyle.None;\n            Add(_specialFoldersElement);\n        }\n\n        protected override void BrowsePath()\n        {\n            string absoluteExportPath = string.Empty;\n            bool includeAllAssets = false;\n\n            if (_workflow.IsCompleteProject)\n            {\n                includeAllAssets = EditorUtility.DisplayDialog(\"Notice\",\n                    \"Your package draft is set to a category that is treated\" +\n                    \" as a complete project. Project settings will be included automatically. Would you like everything in the \" +\n                    \"'Assets' folder to be included?\\n\\nYou will still be able to change the selected assets before uploading\",\n                    \"Yes, include all folders and assets\",\n                    \"No, I'll select what to include manually\");\n\n                if (includeAllAssets)\n                    absoluteExportPath = Application.dataPath;\n            }\n\n            if (!includeAllAssets)\n            {\n                absoluteExportPath = EditorUtility.OpenFolderPanel(\n                    \"Select folder to compress into a package\", \"Assets/\", \"\");\n\n                if (string.IsNullOrEmpty(absoluteExportPath))\n                    return;\n            }\n\n            var relativeExportPath = FileUtility.AbsolutePathToRelativePath(absoluteExportPath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n            if (!_workflow.IsPathValid(relativeExportPath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid selection\", error, \"OK\");\n                return;\n            }\n\n            HandlePathSelection(relativeExportPath, true);\n            CheckForMissingMetas();\n        }\n\n        private void HandlePathSelection(string relativeExportPath, bool serialize)\n        {\n            if (string.IsNullOrEmpty(relativeExportPath))\n                return;\n\n            _workflow.SetMainExportPath(relativeExportPath, serialize);\n            SetPathSelectionTextField(relativeExportPath + \"/\");\n\n            _dependenciesToggleElement.style.display = DisplayStyle.Flex;\n            UpdateSpecialFoldersElement();\n        }\n\n        private void CheckForMissingMetas()\n        {\n            var paths = new List<string>() { _workflow.GetMainExportPath() };\n            paths.AddRange(_workflow.GetSpecialFolders());\n            CheckForMissingMetas(paths);\n        }\n\n        private void DependencyToggleValueChange(bool serialize)\n        {\n            _workflow.SetIncludeDependencies(_dependenciesToggle.value, serialize);\n\n            if (_dependenciesToggle.value && !ASToolsPreferences.Instance.UseLegacyExporting)\n            {\n                var allDependencies = _workflow.GetAvailableDependencies();\n                var selectedDependencies = allDependencies.ToDictionary(x => x, y => _workflow.GetDependencies().Any(x => x.name == y));\n                _dependenciesElement.Populate(selectedDependencies);\n                _dependenciesElement.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _dependenciesElement.style.display = DisplayStyle.None;\n            }\n        }\n\n        private void UpdateSpecialFoldersElement()\n        {\n            var availableSpecialFolders = _workflow.GetAvailableSpecialFolders();\n            var selectedSpecialFolders = availableSpecialFolders.ToDictionary(x => x, y => _workflow.GetSpecialFolders().Any(x => x == y));\n            _specialFoldersElement.Populate(selectedSpecialFolders);\n            _specialFoldersElement.style.display = availableSpecialFolders.Count > 0 ? DisplayStyle.Flex : DisplayStyle.None;\n        }\n\n        protected override void EnableInteraction()\n        {\n            base.EnableInteraction();\n            _dependenciesToggleElement.SetEnabled(true);\n            _dependenciesElement.SetEnabled(true);\n            _specialFoldersElement.SetEnabled(true);\n        }\n\n        protected override void DisableInteraction()\n        {\n            base.DisableInteraction();\n            _dependenciesToggleElement.SetEnabled(false);\n            _dependenciesElement.SetEnabled(false);\n            _specialFoldersElement.SetEnabled(false);\n        }\n\n        protected override void Deserialize()\n        {\n            HandlePathSelection(_workflow.GetMainExportPath(), false);\n            _dependenciesToggle.SetValueWithoutNotify(_workflow.GetIncludeDependencies());\n            DependencyToggleValueChange(false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/AssetsWorkflowElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 1f62ea8ab5c102e4fa574a3dcac7f6fb\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/CurrentProjectValidationElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class CurrentProjectValidationElement : ValidationElementBase\n    {\n        public CurrentProjectValidationElement(IWorkflow workflow) : base(workflow)\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateResultsBox();\n        }\n\n        private void CreateResultsBox()\n        {\n            var _viewReportButton = new Button(ViewReport) { text = \"View report\" };\n            _viewReportButton.AddToClassList(\"validation-result-view-report-button\");\n\n            ResultsBox.Add(_viewReportButton);\n        }\n\n        private void ViewReport()\n        {\n            AssetStoreTools.ShowAssetStoreToolsValidator(Workflow.LastValidationSettings, Workflow.LastValidationResult);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/CurrentProjectValidationElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 21a1f13231b167b4c80079a2c1212101\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/ExternalProjectValidationElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing AssetStoreTools.Validator;\nusing System;\nusing System.IO;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class ExternalProjectValidationElement : ValidationElementBase\n    {\n        private VisualElement _projectButtonContainer;\n\n        public ExternalProjectValidationElement(IWorkflow workflow) : base(workflow)\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateProjectButtonContainer();\n            CreateProjectButtons();\n        }\n\n        private void CreateProjectButtonContainer()\n        {\n            _projectButtonContainer = new VisualElement();\n            _projectButtonContainer.AddToClassList(\"validation-result-view-report-button-container\");\n\n            ResultsBox.Add(_projectButtonContainer);\n        }\n\n        private void CreateProjectButtons()\n        {\n            var openButton = new Button(OpenProject) { text = \"Open Project\" };\n            openButton.AddToClassList(\"validation-result-view-report-button\");\n\n            var saveButton = new Button(SaveProject) { text = \"Save Project\" };\n            saveButton.AddToClassList(\"validation-result-view-report-button\");\n\n            _projectButtonContainer.Add(openButton);\n            _projectButtonContainer.Add(saveButton);\n        }\n\n        private void OpenProject()\n        {\n            try\n            {\n                EditorUtility.DisplayProgressBar(\"Waiting...\", \"Validation project is open. Waiting for it to exit...\", 0.4f);\n                var projectPath = Workflow.LastValidationResult.ProjectPath;\n                ExternalProjectValidator.OpenExternalValidationProject(projectPath);\n            }\n            finally\n            {\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        private void SaveProject()\n        {\n            try\n            {\n                var projectPath = Workflow.LastValidationResult.ProjectPath;\n                var savePath = EditorUtility.SaveFolderPanel(\"Select a folder\", Environment.GetFolderPath(Environment.SpecialFolder.Desktop), string.Empty);\n                if (string.IsNullOrEmpty(savePath))\n                    return;\n\n                var saveDir = new DirectoryInfo(savePath);\n                if (!saveDir.Exists || saveDir.GetFileSystemInfos().Length != 0)\n                {\n                    EditorUtility.DisplayDialog(\"Saving project failed\", \"Selected directory must be an empty folder\", \"OK\");\n                    return;\n                }\n\n                EditorUtility.DisplayProgressBar(\"Saving...\", \"Saving project...\", 0.4f);\n                FileUtility.CopyDirectory(projectPath, savePath, true);\n            }\n            finally\n            {\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        protected override bool ConfirmValidation()\n        {\n            return EditorUtility.DisplayDialog(\"Notice\", \"Pre-exported package validation is performed in a separate temporary project. \" +\n                \"It may take some time for the temporary project to be created, which will halt any actions in the current project. \" +\n                \"The current project will resume work after the temporary project is exited.\\n\\nDo you wish to proceed?\", \"Yes\", \"No\");\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/ExternalProjectValidationElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 706f01d53c7eaf04bae07fb36684e31b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/HybridPackageWorkflowElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class HybridPackageWorkflowElement : WorkflowElementBase\n    {\n        // Data\n        private HybridPackageWorkflow _workflow;\n\n        // UI\n        private MultiToggleSelectionElement _dependenciesElement;\n\n        public HybridPackageWorkflowElement(HybridPackageWorkflow workflow) : base(workflow)\n        {\n            _workflow = workflow;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            CreatePathElement(\"Package path\", \"Select a local Package you would like to export and upload to the Store.\");\n            CreateDependenciesElement();\n            CreatePreviewGenerationElement();\n            CreateValidationElement(new CurrentProjectValidationElement(_workflow));\n            CreateUploadElement(_workflow, true);\n        }\n\n        private void CreateDependenciesElement()\n        {\n            _dependenciesElement = new MultiToggleSelectionElement()\n            {\n                ElementLabel = \"Dependencies\",\n                ElementTooltip = \"Select which local package dependencies should be included when exporting.\" +\n                \"\\n\\nNote that only local or embedded dependencies defined in the package.json can be selected.\",\n                NoSelectionLabel = \"No packages match this criteria\"\n            };\n\n            var setDependencies = new Action<Dictionary<string, bool>>((dict) => _workflow.SetDependencies(dict.Where(x => x.Value).Select(x => x.Key), true));\n            _dependenciesElement.OnValuesChanged += setDependencies;\n            Add(_dependenciesElement);\n            _dependenciesElement.style.display = DisplayStyle.None;\n        }\n\n        protected override void BrowsePath()\n        {\n            var absoluteExportPath = EditorUtility.OpenFilePanel(\"Select a package.json file\", \"Packages/\", \"json\");\n            if (string.IsNullOrEmpty(absoluteExportPath))\n                return;\n\n            if (!_workflow.IsPathValid(absoluteExportPath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid selection\", error, \"OK\");\n                return;\n            }\n\n            HandlePathSelection(absoluteExportPath, true);\n            CheckForMissingMetas();\n        }\n\n        private void HandlePathSelection(string packageManifestPath, bool serialize)\n        {\n            if (string.IsNullOrEmpty(packageManifestPath))\n                return;\n\n            _workflow.SetPackage(packageManifestPath, serialize);\n            var packageFolderPath = _workflow.GetPackage().assetPath;\n            SetPathSelectionTextField(packageFolderPath + \"/\");\n\n            UpdateDependenciesElement();\n        }\n\n        private void CheckForMissingMetas()\n        {\n            var paths = new List<string>() { _workflow.GetPackage().assetPath };\n            paths.AddRange(_workflow.GetDependencies().Select(x => x.assetPath));\n            CheckForMissingMetas(paths);\n        }\n\n        private void UpdateDependenciesElement()\n        {\n            var availableDependencies = _workflow.GetAvailableDependencies();\n            var selectedDependencies = availableDependencies.ToDictionary(x => x.name, y => _workflow.GetDependencies().Any(x => x.name == y.name));\n            _dependenciesElement.Populate(selectedDependencies);\n            _dependenciesElement.style.display = availableDependencies.Count > 0 ? DisplayStyle.Flex : DisplayStyle.None;\n        }\n\n        protected override void EnableInteraction()\n        {\n            base.EnableInteraction();\n            _dependenciesElement.SetEnabled(true);\n        }\n\n        protected override void DisableInteraction()\n        {\n            base.DisableInteraction();\n            _dependenciesElement.SetEnabled(false);\n        }\n\n        protected override void Deserialize()\n        {\n            var package = _workflow.GetPackage();\n            if (package == null)\n                return;\n\n            HandlePathSelection(AssetDatabase.GetAssetPath(package.GetManifestAsset()), false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/HybridPackageWorkflowElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 34cd1e5cbe87bb546937a521bd2bc69c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/LoadingSpinner.cs",
    "content": "using UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class LoadingSpinner : VisualElement\n    {\n        // Data\n        private int _spinIndex;\n        private double _spinTimer;\n        private double _spinThreshold = 0.1;\n\n        // UI\n        private Image _spinnerImage;\n\n        public LoadingSpinner()\n        {\n            AddToClassList(\"loading-spinner-box\");\n\n            _spinnerImage = new Image { name = \"SpinnerImage\" };\n            _spinnerImage.AddToClassList(\"loading-spinner-image\");\n\n            Add(_spinnerImage);\n        }\n\n        public void Show()\n        {\n            EditorApplication.update += SpinnerLoop;\n            style.display = DisplayStyle.Flex;\n        }\n\n        public void Hide()\n        {\n            EditorApplication.update -= SpinnerLoop;\n            style.display = DisplayStyle.None;\n        }\n\n        private void SpinnerLoop()\n        {\n            if (_spinTimer + _spinThreshold > EditorApplication.timeSinceStartup)\n                return;\n\n            _spinTimer = EditorApplication.timeSinceStartup;\n            _spinnerImage.image = EditorGUIUtility.IconContent($\"WaitSpin{_spinIndex:00}\").image;\n\n            _spinIndex += 1;\n\n            if (_spinIndex > 11)\n                _spinIndex = 0;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/LoadingSpinner.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7c7cdef91eb9a894091869ca10d9d178\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/MultiToggleSelectionElement.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class MultiToggleSelectionElement : VisualElement\n    {\n        // Data\n        private Dictionary<string, bool> _selections;\n        private readonly List<string> _selectionFilters = new List<string> { \"All\", \"Selected\", \"Not Selected\" };\n        private string _activeFilter;\n\n        public bool DisplayElementLabel\n        {\n            get => _multiToggleSelectionHelpRow.style.visibility == Visibility.Visible;\n            set { _multiToggleSelectionHelpRow.style.visibility = value ? Visibility.Visible : Visibility.Hidden; }\n        }\n\n        public string ElementLabel { get => _multiToggleSelectionLabel.text; set { _multiToggleSelectionLabel.text = value; } }\n        public string ElementTooltip { get => _multiToggleSelectionTooltip.tooltip; set { _multiToggleSelectionTooltip.tooltip = value; } }\n        public string NoSelectionLabel { get => _noSelectionsLabel.text; set { _noSelectionsLabel.text = value; } }\n\n        // UI\n        private VisualElement _multiToggleSelectionHelpRow;\n        private Label _multiToggleSelectionLabel;\n        private Image _multiToggleSelectionTooltip;\n\n        private ScrollView _selectionTogglesBox;\n        private Label _noSelectionsLabel;\n        private ToolbarMenu _filteringDropdown;\n\n        public event Action<Dictionary<string, bool>> OnValuesChanged;\n\n        public MultiToggleSelectionElement()\n        {\n            _activeFilter = _selectionFilters[0];\n            AddToClassList(\"package-content-option-box\");\n            Create();\n        }\n\n        private void Create()\n        {\n            _multiToggleSelectionHelpRow = new VisualElement();\n            _multiToggleSelectionHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            _multiToggleSelectionLabel = new Label();\n            _multiToggleSelectionTooltip = new Image();\n\n            VisualElement fullSelectionBox = new VisualElement();\n            fullSelectionBox.AddToClassList(\"multi-toggle-box\");\n\n            _selectionTogglesBox = new ScrollView { name = \"DependencyToggles\" };\n            _selectionTogglesBox.AddToClassList(\"multi-toggle-box-scrollview\");\n\n            _noSelectionsLabel = new Label();\n            _noSelectionsLabel.AddToClassList(\"multi-toggle-box-empty-label\");\n\n            var scrollContainer = _selectionTogglesBox.Q<VisualElement>(\"unity-content-viewport\");\n            scrollContainer.Add(_noSelectionsLabel);\n\n            VisualElement filteringBox = new VisualElement();\n            filteringBox.AddToClassList(\"multi-toggle-box-toolbar\");\n\n            // Select - deselect buttons\n            VisualElement selectingBox = new VisualElement();\n            selectingBox.AddToClassList(\"multi-toggle-box-toolbar-selecting-box\");\n\n            Button selectAllButton = new Button(SelectAllToggles)\n            {\n                text = \"Select All\"\n            };\n\n            Button deSelectAllButton = new Button(UnselectAllToggles)\n            {\n                text = \"Deselect All\"\n            };\n\n            selectingBox.Add(selectAllButton);\n            selectingBox.Add(deSelectAllButton);\n\n            // Filtering dropdown\n            VisualElement filteringDropdownBox = new VisualElement();\n            filteringDropdownBox.AddToClassList(\"multi-toggle-box-toolbar-filtering-box\");\n\n            _filteringDropdown = new ToolbarMenu { text = _selectionFilters[0] };\n\n            foreach (var filter in _selectionFilters)\n                _filteringDropdown.menu.AppendAction(filter, (_) => { FilterDependencies(filter); });\n\n            filteringDropdownBox.Add(_filteringDropdown);\n\n            // Final adding\n            filteringBox.Add(filteringDropdownBox);\n            filteringBox.Add(selectingBox);\n\n            fullSelectionBox.Add(_selectionTogglesBox);\n            fullSelectionBox.Add(filteringBox);\n\n            _multiToggleSelectionHelpRow.Add(_multiToggleSelectionLabel);\n            _multiToggleSelectionHelpRow.Add(_multiToggleSelectionTooltip);\n\n            Add(_multiToggleSelectionHelpRow);\n            Add(fullSelectionBox);\n        }\n\n        public void Populate(Dictionary<string, bool> selections)\n        {\n            _selectionTogglesBox.Clear();\n            _selections = selections;\n\n            EventCallback<ChangeEvent<bool>, string> callback = OnToggle;\n\n            foreach (var kvp in selections)\n            {\n                var toggle = new Toggle() { text = kvp.Key, value = kvp.Value };\n                toggle.AddToClassList(\"multi-toggle-box-toggle\");\n                toggle.RegisterCallback(callback, toggle.text);\n                _selectionTogglesBox.Add(toggle);\n            }\n\n            FilterDependencies(_activeFilter);\n        }\n\n        private void FilterDependencies(string filter)\n        {\n            _activeFilter = filter;\n\n            var allToggles = _selectionTogglesBox.Children().Cast<Toggle>().ToArray();\n            var selectedIndex = _selectionFilters.FindIndex(x => x == filter);\n\n            switch (selectedIndex)\n            {\n                case 0:\n                    foreach (var toggle in allToggles)\n                        toggle.style.display = DisplayStyle.Flex;\n                    break;\n                case 1:\n                    foreach (var toggle in allToggles)\n                        toggle.style.display = toggle.value ? DisplayStyle.Flex : DisplayStyle.None;\n                    break;\n                case 2:\n                    foreach (var toggle in allToggles)\n                        toggle.style.display = toggle.value ? DisplayStyle.None : DisplayStyle.Flex;\n                    break;\n            }\n\n            // Check if any toggles are displayed\n            var count = allToggles.Count(toggle => toggle.style.display == DisplayStyle.Flex);\n            _noSelectionsLabel.style.display = count > 0 ? DisplayStyle.None : DisplayStyle.Flex;\n\n            _filteringDropdown.text = filter;\n        }\n\n        private void OnToggle(ChangeEvent<bool> evt, string text)\n        {\n            FilterDependencies(_activeFilter);\n            _selections[text] = evt.newValue;\n            OnValuesChanged?.Invoke(_selections);\n        }\n\n        private void OnAllToggles(bool value)\n        {\n            var allToggles = _selectionTogglesBox.Children().Cast<Toggle>();\n            foreach (var toggle in allToggles)\n                toggle.SetValueWithoutNotify(value);\n\n            foreach (var key in _selections.Keys.ToArray())\n                _selections[key] = value;\n\n            FilterDependencies(_activeFilter);\n            OnValuesChanged?.Invoke(_selections);\n        }\n\n        private void SelectAllToggles()\n        {\n            OnAllToggles(true);\n        }\n\n        private void UnselectAllToggles()\n        {\n            OnAllToggles(false);\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/MultiToggleSelectionElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageContentElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System.Collections.Generic;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageContentElement : VisualElement\n    {\n        // Data\n        private IPackageContent _content;\n        private List<WorkflowElementBase> _workflowElements;\n\n        // UI\n        private VisualElement _workflowSelectionBox;\n        private ToolbarMenu _toolbarMenu;\n\n        public PackageContentElement(IPackageContent content)\n        {\n            _content = content;\n            content.OnActiveWorkflowChanged += ActiveWorkflowChanged;\n\n            _workflowElements = new List<WorkflowElementBase>();\n\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"package-content-element\");\n\n            CreateWorkflowSelection();\n            CreateWorkflows();\n            Deserialize();\n        }\n\n        private void CreateWorkflowSelection()\n        {\n            _workflowSelectionBox = new VisualElement();\n            _workflowSelectionBox.AddToClassList(\"package-content-option-box\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label workflowLabel = new Label { text = \"Upload type\" };\n            Image workflowLabelTooltip = new Image\n            {\n                tooltip = \"Select what content you are uploading to the Asset Store\"\n                + \"\\n\\n- From Assets Folder - content located within the project's 'Assets' folder or one of its subfolders\"\n                + \"\\n\\n- Pre-exported .unitypackage - content that has already been compressed into a .unitypackage file\"\n#if UNITY_ASTOOLS_EXPERIMENTAL\n                + \"\\n\\n- Local UPM Package - content that is located within the project's 'Packages' folder. Only embedded and local packages are supported\"\n#endif\n            };\n\n            labelHelpRow.Add(workflowLabel);\n            labelHelpRow.Add(workflowLabelTooltip);\n\n            _toolbarMenu = new ToolbarMenu();\n            _toolbarMenu.AddToClassList(\"package-content-option-dropdown\");\n\n            foreach (var workflow in _content.GetAvailableWorkflows())\n            {\n                AppendToolbarActionForWorkflow(workflow);\n            }\n\n            _workflowSelectionBox.Add(labelHelpRow);\n            _workflowSelectionBox.Add(_toolbarMenu);\n\n            Add(_workflowSelectionBox);\n        }\n\n        private void AppendToolbarActionForWorkflow(IWorkflow workflow)\n        {\n            _toolbarMenu.menu.AppendAction(workflow.DisplayName, _ =>\n            {\n                _content.SetActiveWorkflow(workflow);\n            });\n        }\n\n        private void CreateWorkflows()\n        {\n            foreach (var workflow in _content.GetAvailableWorkflows())\n            {\n                WorkflowElementBase element;\n                switch (workflow)\n                {\n                    case AssetsWorkflow assetsWorkflow:\n                        element = new AssetsWorkflowElement(assetsWorkflow);\n                        break;\n                    case UnityPackageWorkflow unityPackageWorkflow:\n                        element = new UnityPackageWorkflowElement(unityPackageWorkflow);\n                        break;\n#if UNITY_ASTOOLS_EXPERIMENTAL\n                    case HybridPackageWorkflow hybridPackageWorkflow:\n                        element = new HybridPackageWorkflowElement(hybridPackageWorkflow);\n                        break;\n#endif\n                    default:\n                        ASDebug.LogWarning(\"Package Content Element received an undefined workflow\");\n                        continue;\n                }\n\n                element.OnInteractionAvailable += EnableInteraction;\n                element.OnInteractionUnavailable += DisableInteraction;\n                _workflowElements.Add(element);\n                Add(element);\n            }\n        }\n\n        private void ActiveWorkflowChanged(IWorkflow workflow)\n        {\n            _toolbarMenu.text = workflow.DisplayName;\n            foreach (var workflowElement in _workflowElements)\n            {\n                bool show = workflowElement.Is(workflow);\n                workflowElement.style.display = show ? DisplayStyle.Flex : DisplayStyle.None;\n            }\n        }\n\n        private void EnableInteraction()\n        {\n            _workflowSelectionBox.SetEnabled(true);\n        }\n\n        private void DisableInteraction()\n        {\n            _workflowSelectionBox.SetEnabled(false);\n        }\n\n        private void Deserialize()\n        {\n            ActiveWorkflowChanged(_content.GetActiveWorkflow());\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageContentElement.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageElement.cs",
    "content": "﻿using AssetStoreTools.Api;\nusing AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Services;\nusing System;\n#if !UNITY_2021_1_OR_NEWER\nusing UnityEditor.UIElements;\n#endif\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageElement : VisualElement\n    {\n        // Data\n        private IPackage _package;\n        private bool _isSelected;\n\n        private IPackageFactoryService _packageFactory;\n\n        // UI\n        private Button _foldoutBox;\n        private Label _expanderLabel;\n        private Label _assetLabel;\n        private Label _lastDateSizeLabel;\n        private Image _assetImage;\n\n        private ProgressBar _uploadProgressBar;\n        private VisualElement _uploadProgressBarBackground;\n\n        private PackageContentElement _contentElement;\n\n        public event Action OnSelected;\n\n        public PackageElement(IPackage package, IPackageFactoryService packageFactory)\n        {\n            _package = package;\n            _package.OnUpdate += Refresh;\n            _package.OnIconUpdate += SetPackageThumbnail;\n\n            _packageFactory = packageFactory;\n\n            _isSelected = false;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"package-full-box\");\n\n            _foldoutBox = new Button { name = \"Package\" };\n            _foldoutBox.AddToClassList(\"package-foldout-box\");\n            if (_package.IsDraft)\n                _foldoutBox.AddToClassList(\"package-foldout-box-draft\");\n            _foldoutBox.clickable.clicked += Toggle;\n\n            // Expander, Icon and Asset Label\n            VisualElement foldoutBoxInfo = new VisualElement { name = \"foldoutBoxInfo\" };\n            foldoutBoxInfo.AddToClassList(\"package-foldout-box-info\");\n\n            VisualElement labelExpanderRow = new VisualElement { name = \"labelExpanderRow\" };\n            labelExpanderRow.AddToClassList(\"package-expander-label-row\");\n\n            _expanderLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _expanderLabel.AddToClassList(\"package-expander\");\n            _expanderLabel.style.display = _package.IsDraft ? DisplayStyle.Flex : DisplayStyle.None;\n\n            _assetImage = new Image { name = \"AssetImage\" };\n            _assetImage.AddToClassList(\"package-image\");\n\n            VisualElement assetLabelInfoBox = new VisualElement { name = \"assetLabelInfoBox\" };\n            assetLabelInfoBox.AddToClassList(\"package-label-info-box\");\n\n            _assetLabel = new Label { name = \"AssetLabel\", text = _package.Name };\n            _assetLabel.AddToClassList(\"package-label\");\n\n            _lastDateSizeLabel = new Label { name = \"AssetInfoLabel\", text = FormatDateSize() };\n            _lastDateSizeLabel.AddToClassList(\"package-info\");\n\n            assetLabelInfoBox.Add(_assetLabel);\n            assetLabelInfoBox.Add(_lastDateSizeLabel);\n\n            labelExpanderRow.Add(_expanderLabel);\n            labelExpanderRow.Add(_assetImage);\n            labelExpanderRow.Add(assetLabelInfoBox);\n\n            var openInBrowserButton = new Button(OpenPackageInBrowser)\n            {\n                name = \"OpenInBrowserButton\",\n                tooltip = \"View your package in the Publishing Portal.\"\n            };\n            openInBrowserButton.AddToClassList(\"package-open-in-browser-button\");\n\n            // Header Progress bar\n            _uploadProgressBar = new ProgressBar { name = \"HeaderProgressBar\" };\n            _uploadProgressBar.AddToClassList(\"package-header-progress-bar\");\n            _uploadProgressBar.style.display = DisplayStyle.None;\n            _uploadProgressBarBackground = _uploadProgressBar.Q<VisualElement>(className: \"unity-progress-bar__progress\");\n\n            // Connect it all\n            foldoutBoxInfo.Add(labelExpanderRow);\n            foldoutBoxInfo.Add(openInBrowserButton);\n\n            _foldoutBox.Add(foldoutBoxInfo);\n            _foldoutBox.Add(_uploadProgressBar);\n\n            Add(_foldoutBox);\n        }\n\n        private void CreateFoldoutContent()\n        {\n            var content = _packageFactory.CreatePackageContent(_package);\n            if (content == null)\n                return;\n\n            _contentElement = new PackageContentElement(content);\n            _contentElement.style.display = DisplayStyle.None;\n            Add(_contentElement);\n\n            SubscribeToContentWorkflowUpdates(content);\n        }\n\n        private void SubscribeToContentWorkflowUpdates(IPackageContent content)\n        {\n            foreach (var workflow in content.GetAvailableWorkflows())\n            {\n                workflow.OnUploadStateChanged += UpdateProgressBar;\n            }\n        }\n\n        private void UpdateProgressBar(UploadStatus? status, float? progress)\n        {\n            if (status != null)\n            {\n                _uploadProgressBarBackground.style.backgroundColor = PackageUploadElement.GetColorByStatus(status.Value);\n            }\n\n            if (progress != null)\n            {\n                _uploadProgressBar.value = progress.Value;\n            }\n        }\n\n        private void Toggle()\n        {\n            if (!_package.IsDraft)\n                return;\n\n            if (!Contains(_contentElement))\n                CreateFoldoutContent();\n\n            var shouldExpand = !_isSelected;\n            _expanderLabel.text = shouldExpand ? \"▼\" : \"►\";\n\n            if (shouldExpand)\n                _foldoutBox.AddToClassList(\"package-foldout-box-expanded\");\n            else\n                _foldoutBox.RemoveFromClassList(\"package-foldout-box-expanded\");\n            _contentElement.style.display = shouldExpand ? DisplayStyle.Flex : DisplayStyle.None;\n\n            _isSelected = !_isSelected;\n            ToggleProgressBar();\n\n            if (_isSelected)\n                OnSelected?.Invoke();\n        }\n\n        private void ToggleProgressBar()\n        {\n            if (!_isSelected && _uploadProgressBar.value != 0)\n                _uploadProgressBar.style.display = DisplayStyle.Flex;\n            else\n                _uploadProgressBar.style.display = DisplayStyle.None;\n        }\n\n        public bool Is(IPackage package)\n        {\n            return package == _package;\n        }\n\n        public void Select()\n        {\n            if (!_isSelected)\n                Toggle();\n        }\n\n        public void Unselect()\n        {\n            if (_isSelected)\n                Toggle();\n        }\n\n        private void SetPackageThumbnail()\n        {\n            _assetImage.image = _package.Icon;\n        }\n\n        private void Refresh()\n        {\n            _assetLabel.text = _package.Name;\n            _lastDateSizeLabel.text = FormatDateSize();\n        }\n\n        private string FormatDateSize()\n        {\n            return $\"{_package.Category} | {_package.FormattedSize()} | {_package.FormattedModified()}\";\n        }\n\n        private void OpenPackageInBrowser()\n        {\n            Application.OpenURL($\"https://publisher.unity.com/packages/{_package.VersionId}/edit/upload\");\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageElement.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageGroupElement.cs",
    "content": "﻿using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Services;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageGroupElement : VisualElement\n    {\n        // Data\n        public string Name => _packageGroup.Name;\n        private IPackageGroup _packageGroup;\n        private List<PackageElement> _packageElements;\n        private bool _isExpanded;\n\n        private IPackageFactoryService _packageFactory;\n\n        // UI\n        private Button _groupExpanderBox;\n        private VisualElement _groupContent;\n\n        private Label _expanderLabel;\n        private Label _groupLabel;\n\n        public PackageGroupElement(IPackageGroup packageGroup, IPackageFactoryService packageFactory)\n        {\n            _packageGroup = packageGroup;\n            _packageElements = new List<PackageElement>();\n            _packageGroup.OnPackagesSorted += RefreshPackages;\n            _packageGroup.OnPackagesFiltered += RefreshPackages;\n\n            _packageFactory = packageFactory;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreatePackageGroup();\n            CreatePackageGroupContent();\n            AddPackagesToGroupContent();\n        }\n\n        protected void CreatePackageGroup()\n        {\n            _groupExpanderBox = new Button(OnPackageGroupClicked);\n            _groupExpanderBox.AddToClassList(\"package-group-expander-box\");\n\n            _expanderLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _expanderLabel.AddToClassList(\"package-group-expander\");\n\n            _groupLabel = new Label { text = $\"{_packageGroup.Name} ({_packageGroup.Packages.Count})\" };\n            _groupLabel.AddToClassList(\"package-group-label\");\n            FormatGroupLabel(_packageGroup.Packages.Count);\n\n            _groupExpanderBox.Add(_expanderLabel);\n            _groupExpanderBox.Add(_groupLabel);\n\n            Add(_groupExpanderBox);\n        }\n\n        private void CreatePackageGroupContent()\n        {\n            _groupContent = new VisualElement { name = \"GroupContentBox\" };\n            _groupContent.AddToClassList(\"package-group-content-box\");\n            Toggle(false);\n\n            var groupSeparator = new VisualElement { name = \"GroupSeparator\" };\n            groupSeparator.AddToClassList(\"package-group-separator\");\n\n            if (_packageGroup.Name.ToLower() != \"draft\")\n            {\n                _groupLabel.SetEnabled(false);\n                _groupContent.AddToClassList(\"unity-disabled\");\n                groupSeparator.style.display = DisplayStyle.Flex;\n            }\n\n            Add(_groupContent);\n            Add(groupSeparator);\n        }\n\n        private void AddPackagesToGroupContent()\n        {\n            foreach (var package in _packageGroup.Packages)\n            {\n                var packageElement = new PackageElement(package, _packageFactory);\n                packageElement.OnSelected += () => OnPackageSelected(packageElement);\n                _packageElements.Add(packageElement);\n            }\n        }\n\n        private void FormatGroupLabel(int displayedPackageCount)\n        {\n            if (_packageGroup.Packages.Count == displayedPackageCount)\n                _groupLabel.text = $\"{Name} ({displayedPackageCount})\";\n            else\n                _groupLabel.text = $\"{Name} ({displayedPackageCount}/{_packageGroup.Packages.Count})\";\n        }\n\n        private void RefreshPackages(List<IPackage> packages)\n        {\n            _groupContent.Clear();\n\n            foreach (var package in packages)\n            {\n                var correspondingElement = _packageElements.FirstOrDefault(x => x.Is(package));\n                if (correspondingElement == null)\n                    continue;\n\n                _groupContent.Add(correspondingElement);\n            }\n\n            FormatGroupLabel(packages.Count());\n        }\n\n        private void OnPackageGroupClicked()\n        {\n            Toggle(!_isExpanded);\n        }\n\n        public void Toggle(bool expand)\n        {\n            if (expand)\n            {\n                _expanderLabel.text = \"▼\";\n                _groupContent.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _expanderLabel.text = \"►\";\n                _groupContent.style.display = DisplayStyle.None;\n            }\n\n            _isExpanded = expand;\n        }\n\n        private void OnPackageSelected(PackageElement packageElement)\n        {\n            foreach (var element in _packageElements)\n            {\n                if (element == packageElement)\n                    continue;\n\n                element.Unselect();\n            }\n        }\n    }\n}\n"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageGroupElement.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageListToolbar.cs",
    "content": "﻿using AssetStoreTools.Uploader.Data;\nusing System.Collections.Generic;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageListToolbar : VisualElement\n    {\n        private List<IPackageGroup> _packageGroups;\n\n        public PackageListToolbar()\n        {\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"package-list-toolbar\");\n\n            // Search\n            var searchField = new ToolbarSearchField { name = \"SearchField\" };\n            searchField.AddToClassList(\"package-search-field\");\n\n            // Sorting menu button\n            var sortMenu = new ToolbarMenu() { text = \"Sort: Name ↓\" };\n            sortMenu.menu.AppendAction(\"Sort: Name ↓\", (_) => { sortMenu.text = \"Sort: Name ↓\"; Sort(PackageSorting.Name); });\n            sortMenu.menu.AppendAction(\"Sort: Updated ↓\", (_) => { sortMenu.text = \"Sort: Updated ↓\"; Sort(PackageSorting.Date); });\n            sortMenu.menu.AppendAction(\"Sort: Category ↓\", (_) => { sortMenu.text = \"Sort: Category ↓\"; Sort(PackageSorting.Category); });\n            sortMenu.AddToClassList(\"package-sort-menu\");\n\n            // Finalize the bar\n            Add(searchField);\n            Add(sortMenu);\n\n            // Add Callbacks and click events\n            searchField.RegisterCallback<ChangeEvent<string>>(SearchFilter);\n        }\n\n        public void SetPackageGroups(List<IPackageGroup> packageGroups)\n        {\n            _packageGroups = packageGroups;\n        }\n\n        private void SearchFilter(ChangeEvent<string> evt)\n        {\n            var searchString = evt.newValue.ToLower();\n            foreach (var packageGroup in _packageGroups)\n                packageGroup.Filter(searchString);\n        }\n\n        public void Sort(PackageSorting sortingType)\n        {\n            foreach (var packageGroup in _packageGroups)\n                packageGroup.Sort(sortingType);\n        }\n    }\n}\n"
  },
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageUploadElement.cs",
    "content": "using AssetStoreTools.Api;\nusing AssetStoreTools.Api.Responses;\nusing AssetStoreTools.Exporter;\nusing AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.IO;\nusing System.Text.RegularExpressions;\nusing System.Threading.Tasks;\nusing UnityEditor;\n#if !UNITY_2021_1_OR_NEWER\nusing UnityEditor.UIElements;\n#endif\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PackageUploadElement : VisualElement\n    {\n        // Data\n        private IWorkflow _workflow;\n        private bool _enableExporting;\n\n        // UI\n        private VisualElement _exportAndUploadContainer;\n\n        private Button _cancelUploadButton;\n        private VisualElement _uploadProgressContainer;\n        private ProgressBar _uploadProgressBar;\n        private VisualElement _uploadProgressBarBackground;\n\n        public event Action OnInteractionAvailable;\n        public event Action OnInteractionUnavailable;\n\n        public PackageUploadElement(IWorkflow workflow, bool exposeExportButton)\n        {\n            _workflow = workflow;\n            _enableExporting = exposeExportButton;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            AddToClassList(\"uploading-box\");\n\n            CreateButtonContainer();\n            CreateProgressContainer();\n        }\n\n        private void CreateButtonContainer()\n        {\n            _exportAndUploadContainer = new VisualElement();\n            _exportAndUploadContainer.AddToClassList(\"uploading-export-and-upload-container\");\n\n            CreateExportButton();\n            CreateUploadButton();\n            Add(_exportAndUploadContainer);\n        }\n\n        private void CreateExportButton()\n        {\n            if (!_enableExporting)\n                return;\n\n            var _exportAndUploadButton = new Button(async () => await Export(true)) { name = \"ExportButton\", text = \"Export\" };\n            _exportAndUploadButton.AddToClassList(\"uploading-export-button\");\n\n            _exportAndUploadContainer.Add(_exportAndUploadButton);\n        }\n\n        private void CreateUploadButton()\n        {\n            var _uploadButton = new Button(Upload) { name = \"UploadButton\" };\n            _uploadButton.text = _enableExporting ? \"Export and Upload\" : \"Upload\";\n            _uploadButton.AddToClassList(\"uploading-upload-button\");\n\n            _exportAndUploadContainer.Add(_uploadButton);\n        }\n\n        private void CreateProgressContainer()\n        {\n            _uploadProgressContainer = new VisualElement();\n            _uploadProgressContainer.AddToClassList(\"uploading-progress-container\");\n            _uploadProgressContainer.style.display = DisplayStyle.None;\n\n            _uploadProgressBar = new ProgressBar { name = \"UploadProgressBar\" };\n            _uploadProgressBar.AddToClassList(\"uploading-progress-bar\");\n            _uploadProgressBarBackground = _uploadProgressBar.Q<VisualElement>(className: \"unity-progress-bar__progress\");\n\n            _cancelUploadButton = new Button() { name = \"CancelButton\", text = \"Cancel\" };\n            _cancelUploadButton.AddToClassList(\"uploading-cancel-button\");\n\n            _uploadProgressContainer.Add(_uploadProgressBar);\n            _uploadProgressContainer.Add(_cancelUploadButton);\n\n            Add(_uploadProgressContainer);\n        }\n\n        private async Task<PackageExporterResult> Export(bool interactive)\n        {\n            try\n            {\n                DisableInteraction();\n\n                if (!_workflow.IsPathSet)\n                {\n                    EditorUtility.DisplayDialog(\"Exporting failed\", \"No path was selected. Please \" +\n                        \"select a path and try again.\", \"OK\");\n                    return new PackageExporterResult() { Success = false, Exception = new Exception(\"No path was selected.\") };\n                }\n\n                var rootProjectPath = Constants.RootProjectPath;\n                var packageNameStripped = Regex.Replace(_workflow.PackageName, \"[^a-zA-Z0-9]\", \"\");\n                var outputName = $\"{packageNameStripped}-{DateTime.Now:yyyy-dd-M--HH-mm-ss}\";\n\n                string outputPath;\n                if (interactive)\n                {\n                    outputPath = EditorUtility.SaveFilePanel(\"Export Package\", rootProjectPath,\n                        outputName, _workflow.PackageExtension.Remove(0, 1)); // Ignoring the '.' character since SaveFilePanel already appends it\n\n                    if (string.IsNullOrEmpty(outputPath))\n                        return new PackageExporterResult() { Success = false, Exception = null };\n                }\n                else\n                {\n                    outputPath = $\"Temp/{outputName}{_workflow.PackageExtension}\";\n                }\n\n                var exportResult = await _workflow.ExportPackage(outputPath);\n                if (!exportResult.Success)\n                {\n                    Debug.LogError($\"Package exporting failed: {exportResult.Exception}\");\n                    EditorUtility.DisplayDialog(\"Exporting failed\", exportResult.Exception.Message, \"OK\");\n                }\n                else if (interactive)\n                    Debug.Log($\"Package exported to '{Path.GetFullPath(exportResult.ExportedPath).Replace(\"\\\\\", \"/\")}'\");\n\n                return exportResult;\n            }\n            finally\n            {\n                if (interactive)\n                    EnableInteraction();\n            }\n        }\n\n        private async void Upload()\n        {\n            DisableInteraction();\n\n            if (await ValidateUnityVersionsBeforeUpload() == false)\n            {\n                EnableInteraction();\n                return;\n            }\n\n            var exportResult = await Export(false);\n            if (!exportResult.Success)\n            {\n                EnableInteraction();\n                return;\n            }\n\n            if (!_workflow.IsPathSet)\n            {\n                EditorUtility.DisplayDialog(\"Uploading failed\", \"No path was selected. Please \" +\n                    \"select a path and try again.\", \"OK\");\n                EnableInteraction();\n                return;\n            }\n\n            _exportAndUploadContainer.style.display = DisplayStyle.None;\n            _uploadProgressContainer.style.display = DisplayStyle.Flex;\n\n            _cancelUploadButton.clicked += Cancel;\n            _workflow.OnUploadStateChanged += UpdateProgressBar;\n            var response = await _workflow.UploadPackage(exportResult.ExportedPath);\n            _workflow.OnUploadStateChanged -= UpdateProgressBar;\n\n            await OnUploadingStopped(response);\n        }\n\n        private async Task<bool> ValidateUnityVersionsBeforeUpload()\n        {\n            var validationEnabled = ASToolsPreferences.Instance.UploadVersionCheck;\n            if (!validationEnabled)\n                return true;\n\n            var requiredVersionUploaded = await _workflow.ValidatePackageUploadedVersions();\n            if (requiredVersionUploaded)\n                return true;\n\n            var result = EditorUtility.DisplayDialogComplex(\"Asset Store Tools\", $\"You may upload this package, but you will need to add a package using Unity version {Constants.Uploader.MinRequiredUnitySupportVersion} \" +\n                \"or higher to be able to submit a new asset\", \"Upload\", \"Cancel\", \"Upload and do not display this again\");\n\n            switch (result)\n            {\n                case 1:\n                    return false;\n                case 2:\n                    ASToolsPreferences.Instance.UploadVersionCheck = false;\n                    ASToolsPreferences.Instance.Save();\n                    break;\n            }\n\n            return true;\n        }\n\n        private void UpdateProgressBar(UploadStatus? status, float? progress)\n        {\n            if (status != null)\n            {\n                _uploadProgressBarBackground.style.backgroundColor = GetColorByStatus(status.Value);\n            }\n\n            if (progress != null)\n            {\n                _uploadProgressBar.value = progress.Value;\n                _uploadProgressBar.title = $\"{progress.Value:0.#}%\";\n\n                if (progress == 100f && _cancelUploadButton.enabledInHierarchy)\n                    _cancelUploadButton.SetEnabled(false);\n            }\n        }\n\n        private void Cancel()\n        {\n            _cancelUploadButton.SetEnabled(false);\n            _workflow.AbortUpload();\n        }\n\n        private async Task OnUploadingStopped(PackageUploadResponse response)\n        {\n            if (!response.Success && !response.Cancelled)\n            {\n                Debug.LogException(response.Exception);\n            }\n\n            if (response.Success)\n            {\n                await _workflow.RefreshPackage();\n            }\n\n            if (response.Status == UploadStatus.ResponseTimeout)\n            {\n                Debug.LogWarning($\"All bytes for the package '{_workflow.PackageName}' have been uploaded, but a response \" +\n                        $\"from the server was not received. This can happen because of Firewall restrictions. \" +\n                        $\"Please make sure that a new version of your package has reached the Publishing Portal.\");\n            }\n\n            _uploadProgressBar.title = GetProgressBarTitleByStatus(response.Status);\n\n            _cancelUploadButton.clickable = null;\n            _cancelUploadButton.clicked += Reset;\n            _cancelUploadButton.text = \"Done\";\n            _cancelUploadButton.SetEnabled(true);\n        }\n\n        private void Reset()\n        {\n            _cancelUploadButton.clickable = null;\n            _cancelUploadButton.text = \"Cancel\";\n\n            _workflow.ResetUploadStatus();\n            UpdateProgressBar(UploadStatus.Default, 0f);\n\n            _uploadProgressContainer.style.display = DisplayStyle.None;\n            _exportAndUploadContainer.style.display = DisplayStyle.Flex;\n            EnableInteraction();\n        }\n\n        public static Color GetColorByStatus(UploadStatus status)\n        {\n            switch (status)\n            {\n                default:\n                case UploadStatus.Default:\n                    return new Color(0.13f, 0.59f, 0.95f);\n                case UploadStatus.Success:\n                case UploadStatus.ResponseTimeout:\n                    return new Color(0f, 0.50f, 0.14f);\n                case UploadStatus.Cancelled:\n                    return new Color(0.78f, 0.59f, 0f);\n                case UploadStatus.Fail:\n                    return new Color(0.69f, 0.04f, 0.04f);\n            }\n        }\n\n        private string GetProgressBarTitleByStatus(UploadStatus status)\n        {\n            var progressBarTitle = \"Upload: \";\n            switch (status)\n            {\n                case UploadStatus.ResponseTimeout:\n                    progressBarTitle += UploadStatus.Success;\n                    break;\n                default:\n                    progressBarTitle += status;\n                    break;\n            }\n\n            return progressBarTitle;\n        }\n\n        private void EnableInteraction()\n        {\n            _exportAndUploadContainer.SetEnabled(true);\n            OnInteractionAvailable?.Invoke();\n        }\n\n        private void DisableInteraction()\n        {\n            _exportAndUploadContainer.SetEnabled(false);\n            OnInteractionUnavailable?.Invoke();\n            SetEnabled(true);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PackageUploadElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 242524e968bd4484eaeb154d8013f427\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PathSelectionElement.cs",
    "content": "using System;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PathSelectionElement : VisualElement\n    {\n        // Data\n        private string _labelText;\n        private string _labelTooltip;\n\n        public event Action OnBrowse;\n\n        // UI\n        private TextField _pathSelectionTextField;\n\n        public PathSelectionElement(string labelText, string labelTooltip)\n        {\n            AddToClassList(\"package-content-option-box\");\n\n            _labelText = labelText;\n            _labelTooltip = labelTooltip;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label folderPathLabel = new Label { text = _labelText };\n            Image folderPathLabelTooltip = new Image\n            {\n                tooltip = _labelTooltip\n            };\n\n            labelHelpRow.Add(folderPathLabel);\n            labelHelpRow.Add(folderPathLabelTooltip);\n\n            _pathSelectionTextField = new TextField();\n            _pathSelectionTextField.AddToClassList(\"package-content-option-textfield\");\n            _pathSelectionTextField.isReadOnly = true;\n\n            Button browsePathButton = new Button(Browse) { name = \"BrowsePathButton\", text = \"Browse\" };\n            browsePathButton.AddToClassList(\"package-content-option-button\");\n\n            Add(labelHelpRow);\n            Add(_pathSelectionTextField);\n            Add(browsePathButton);\n        }\n\n        private void Browse()\n        {\n            OnBrowse?.Invoke();\n        }\n\n        public void SetPath(string path)\n        {\n            _pathSelectionTextField.value = path;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PathSelectionElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PreviewGenerationElement.cs",
    "content": "using AssetStoreTools.Previews.Data;\nusing AssetStoreTools.Uploader.Data;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class PreviewGenerationElement : VisualElement\n    {\n        // Data\n        private IWorkflow _workflow;\n\n        // UI\n        private VisualElement _toggleRow;\n        private Toggle _previewToggle;\n\n        private VisualElement _buttonRow;\n        private VisualElement _viewButton;\n\n        public PreviewGenerationElement(IWorkflow workflow)\n        {\n            _workflow = workflow;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateInfoRow();\n            CreateViewButton();\n        }\n\n        private void CreateInfoRow()\n        {\n            _toggleRow = new VisualElement();\n            _toggleRow.AddToClassList(\"package-content-option-box\");\n\n            VisualElement toggleLabelHelpRow = new VisualElement();\n            toggleLabelHelpRow.AddToClassList(\"package-content-option-label-help-row\");\n\n            Label toggleLabel = new Label { text = \"Asset Previews\" };\n            Image toggleLabelTooltip = new Image\n            {\n                tooltip = \"Select how the previews for your assets will be generated.\\n\\n\" +\n                \"Unity generates asset preview images natively up to a size of 128x128. \" +\n                \"You can try generating previews which are of higher resolution, up to 300x300.\\n\\n\" +\n                \"Note: these asset preview images will only be displayed in the 'Package Content' section of the \" +\n                \"Asset Store listing page once the package is published, and in the package importer window that appears during the package import process.\\n\" +\n                \"They will not replace the images used for the assets in the Project window after the package gets imported.\"\n            };\n\n            _previewToggle = new Toggle { name = \"PreviewToggle\", text = \"Generate Hi-Res (experimental)\" };\n            _previewToggle.AddToClassList(\"package-content-option-toggle\");\n            _previewToggle.RegisterValueChangedCallback((_) => DependencyToggleValueChange());\n\n            toggleLabelHelpRow.Add(toggleLabel);\n            toggleLabelHelpRow.Add(toggleLabelTooltip);\n\n            _toggleRow.Add(toggleLabelHelpRow);\n            _toggleRow.Add(_previewToggle);\n\n            Add(_toggleRow);\n        }\n\n        private void CreateViewButton()\n        {\n            _buttonRow = new VisualElement();\n            _buttonRow.AddToClassList(\"package-content-option-box\");\n            _buttonRow.style.display = DisplayStyle.None;\n\n            var spaceFiller = new VisualElement();\n            spaceFiller.AddToClassList(\"package-content-option-label-help-row\");\n\n            _viewButton = new Button(ViewClicked) { text = \"Inspect Previews\" };\n\n            _buttonRow.Add(spaceFiller);\n            _buttonRow.Add(_viewButton);\n\n            Add(_buttonRow);\n        }\n\n        private void DependencyToggleValueChange()\n        {\n            _workflow.GenerateHighQualityPreviews = _previewToggle.value;\n            _buttonRow.style.display = _previewToggle.value ? DisplayStyle.Flex : DisplayStyle.None;\n        }\n\n        private void ViewClicked()\n        {\n            PreviewGenerationSettings settings;\n            if (_workflow.GenerateHighQualityPreviews)\n            {\n                settings = new CustomPreviewGenerationSettings() { InputPaths = _workflow.GetAllPaths().ToArray() };\n            }\n            else\n            {\n                settings = new NativePreviewGenerationSettings() { InputPaths = _workflow.GetAllPaths().ToArray() };\n            }\n\n            AssetStoreTools.ShowAssetStoreToolsPreviewGenerator(settings);\n        }\n\n        private void DisplayProgress(float value)\n        {\n            EditorUtility.DisplayProgressBar(\"Generating\", \"Generating previews...\", value);\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/PreviewGenerationElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/UnityPackageWorkflowElement.cs",
    "content": "using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Utility;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Uploader.UI.Elements\n{\n    internal class UnityPackageWorkflowElement : WorkflowElementBase\n    {\n        // Data\n        private UnityPackageWorkflow _workflow;\n\n        public UnityPackageWorkflowElement(UnityPackageWorkflow workflow) : base(workflow)\n        {\n            _workflow = workflow;\n            Create();\n        }\n\n        private void Create()\n        {\n            CreatePathElement(\"Package path\", \"Select the .unitypackage file you would like to upload.\");\n            CreateValidationElement(new ExternalProjectValidationElement(_workflow));\n            CreateUploadElement(_workflow, false);\n            Deserialize();\n        }\n\n        protected override void BrowsePath()\n        {\n            // Path retrieval\n            var absolutePackagePath = EditorUtility.OpenFilePanel(\"Select a .unitypackage file\", Constants.RootProjectPath, \"unitypackage\");\n\n            if (string.IsNullOrEmpty(absolutePackagePath))\n                return;\n\n            var relativeExportPath = FileUtility.AbsolutePathToRelativePath(absolutePackagePath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n            if (!_workflow.IsPathValid(relativeExportPath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid selection\", error, \"OK\");\n                return;\n            }\n\n            HandleUnityPackageUploadPathSelection(relativeExportPath, true);\n        }\n\n        private void HandleUnityPackageUploadPathSelection(string selectedPackagePath, bool serialize)\n        {\n            if (string.IsNullOrEmpty(selectedPackagePath))\n                return;\n\n            _workflow.SetPackagePath(selectedPackagePath, serialize);\n            SetPathSelectionTextField(selectedPackagePath);\n        }\n\n        protected override void Deserialize()\n        {\n            HandleUnityPackageUploadPathSelection(_workflow.GetPackagePath(), false);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements/UnityPackageWorkflowElement.cs.meta",
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Elements.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Views/LoginView.cs",
    "content": "﻿using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Utility;\nusing System;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader.UI.Views\n{\n    internal class LoginView : VisualElement\n    {\n        // Data\n        private IAuthenticationService _authenticationService;\n        private double _cloudLoginRefreshTime = 1d;\n        private double _lastRefreshTime;\n\n        // UI\n        private Button _cloudLoginButton;\n        private Label _cloudLoginLabel;\n\n        private Box _errorBox;\n        private Label _errorLabel;\n\n        private TextField _emailField;\n        private TextField _passwordField;\n        private Button _credentialsLoginButton;\n\n        public event Action<User> OnAuthenticated;\n\n        public LoginView(IAuthenticationService authenticationService)\n        {\n            _authenticationService = authenticationService;\n            Create();\n        }\n\n        public void Create()\n        {\n            styleSheets.Add(StyleSelector.UploaderWindow.LoginViewStyle);\n            styleSheets.Add(StyleSelector.UploaderWindow.LoginViewTheme);\n\n            CreateAssetStoreLogo();\n            CreateCloudLogin();\n            CreateErrorBox();\n            CreateCredentialsLogin();\n        }\n\n        private void CreateAssetStoreLogo()\n        {\n            // Asset Store logo\n            Image assetStoreLogo = new Image { name = \"AssetStoreLogo\" };\n            assetStoreLogo.AddToClassList(\"asset-store-logo\");\n\n            Add(assetStoreLogo);\n        }\n\n        private void CreateCloudLogin()\n        {\n            VisualElement cloudLogin = new VisualElement { name = \"CloudLogin\" };\n\n            _cloudLoginButton = new Button(LoginWithCloudToken) { name = \"LoginButtonCloud\" };\n            _cloudLoginButton.AddToClassList(\"cloud-button-login\");\n            _cloudLoginButton.SetEnabled(false);\n\n            _cloudLoginLabel = new Label { text = \"Cloud login unavailable\" };\n            _cloudLoginLabel.AddToClassList(\"cloud-button-login-label\");\n\n            Label orLabel = new Label { text = \"or\" };\n            orLabel.AddToClassList(\"cloud-label-or\");\n\n            _cloudLoginButton.Add(_cloudLoginLabel);\n\n            cloudLogin.Add(_cloudLoginButton);\n            cloudLogin.Add(orLabel);\n\n            UpdateCloudLoginButton();\n            EditorApplication.update += UpdateCloudLoginButton;\n            Add(cloudLogin);\n        }\n\n        private void CreateErrorBox()\n        {\n            _errorBox = new Box() { name = \"LoginErrorBox\" };\n            _errorBox.AddToClassList(\"error-container\");\n            _errorBox.style.display = DisplayStyle.None;\n\n            var errorImage = new Image();\n            _errorBox.Add(errorImage);\n\n            _errorLabel = new Label();\n            _errorBox.Add(_errorLabel);\n\n            Add(_errorBox);\n        }\n\n        public void DisplayError(string message)\n        {\n            if (string.IsNullOrEmpty(message))\n                return;\n\n            _errorLabel.text = message;\n            Debug.LogError(message);\n\n            _errorBox.style.display = DisplayStyle.Flex;\n        }\n\n        private void ClearError()\n        {\n            _errorLabel.text = string.Empty;\n            _errorBox.style.display = DisplayStyle.None;\n        }\n\n        private void CreateCredentialsLogin()\n        {\n            // Manual login\n            VisualElement manualLoginBox = new VisualElement { name = \"ManualLoginBox\" };\n            manualLoginBox.AddToClassList(\"credentials-container\");\n\n            // Email input box\n            VisualElement inputBoxEmail = new VisualElement();\n            inputBoxEmail.AddToClassList(\"credentials-input-container\");\n\n            Label emailTitle = new Label { text = \"Email\" };\n            _emailField = new TextField();\n\n            inputBoxEmail.Add(emailTitle);\n            inputBoxEmail.Add(_emailField);\n\n            manualLoginBox.Add(inputBoxEmail);\n\n            // Password input box\n            VisualElement inputBoxPassword = new VisualElement();\n            inputBoxPassword.AddToClassList(\"credentials-input-container\");\n\n            Label passwordTitle = new Label { text = \"Password\" };\n            _passwordField = new TextField { isPasswordField = true };\n\n            inputBoxPassword.Add(passwordTitle);\n            inputBoxPassword.Add(_passwordField);\n\n            manualLoginBox.Add(inputBoxPassword);\n\n            // Login button\n            _credentialsLoginButton = new Button(LoginWithCredentials) { name = \"LoginButtonCredentials\" };\n            _credentialsLoginButton.AddToClassList(\"credentials-button-login\");\n\n            Label loginDescriptionCredentials = new Label { text = \"Login\" };\n            loginDescriptionCredentials.AddToClassList(\"credentials-button-login-label\");\n\n            _credentialsLoginButton.Add(loginDescriptionCredentials);\n\n            manualLoginBox.Add(_credentialsLoginButton);\n\n            Add(manualLoginBox);\n\n            // Credentials login helpers\n            VisualElement helperBox = new VisualElement { name = \"HelperBox\" };\n            helperBox.AddToClassList(\"help-section-container\");\n\n            Button createAccountButton = new Button { name = \"CreateAccountButton\", text = \"Create Publisher ID\" };\n            Button forgotPasswordButton = new Button { name = \"ForgotPasswordButton\", text = \"Reset Password\" };\n\n            createAccountButton.AddToClassList(\"help-section-hyperlink-button\");\n            forgotPasswordButton.AddToClassList(\"help-section-hyperlink-button\");\n\n            createAccountButton.clicked += () => Application.OpenURL(Constants.Uploader.AccountRegistrationUrl);\n            forgotPasswordButton.clicked += () => Application.OpenURL(Constants.Uploader.AccountForgottenPasswordUrl);\n\n            helperBox.Add(createAccountButton);\n            helperBox.Add(forgotPasswordButton);\n\n            Add(helperBox);\n        }\n\n        public async void LoginWithSessionToken()\n        {\n            ASDebug.Log(\"Authenticating with session token...\");\n            ClearError();\n            SetEnabled(false);\n\n            var result = await _authenticationService.AuthenticateWithSessionToken();\n            if (!result.Success)\n            {\n                // Session authentication fail does not display errors in the UI\n                ASDebug.Log(\"No existing session was found\");\n                SetEnabled(true);\n                return;\n            }\n\n            OnLoginSuccess(result.User);\n        }\n\n        private async void LoginWithCloudToken()\n        {\n            ASDebug.Log(\"Authenticating with cloud token...\");\n            ClearError();\n            SetEnabled(false);\n\n            var result = await _authenticationService.AuthenticateWithCloudToken();\n            if (!result.Success)\n            {\n                OnLoginFail(result.Exception.Message);\n                return;\n            }\n\n            OnLoginSuccess(result.User);\n        }\n\n        private async void LoginWithCredentials()\n        {\n            ASDebug.Log(\"Authenticating with credentials...\");\n            ClearError();\n            var isValid = IsLoginDataValid(_emailField.text, _passwordField.value);\n            SetEnabled(!isValid);\n\n            if (!isValid)\n                return;\n\n            var result = await _authenticationService.AuthenticateWithCredentials(_emailField.text, _passwordField.text);\n            if (result.Success)\n                OnLoginSuccess(result.User);\n            else\n                OnLoginFail(result.Exception.Message);\n        }\n\n        private bool IsLoginDataValid(string email, string password)\n        {\n            if (string.IsNullOrEmpty(email))\n            {\n                DisplayError(\"Email field cannot be empty.\");\n                return false;\n            }\n\n            if (string.IsNullOrEmpty(password))\n            {\n                DisplayError(\"Password field cannot be empty.\");\n                return false;\n            }\n\n            return true;\n        }\n\n        private void UpdateCloudLoginButton()\n        {\n            if (_cloudLoginLabel == null)\n                return;\n\n            if (_lastRefreshTime + _cloudLoginRefreshTime > EditorApplication.timeSinceStartup)\n                return;\n\n            _lastRefreshTime = EditorApplication.timeSinceStartup;\n\n            // Cloud login\n            if (_authenticationService.CloudAuthenticationAvailable(out var username, out var _))\n            {\n                _cloudLoginLabel.text = $\"Login as {username}\";\n                _cloudLoginButton.SetEnabled(true);\n            }\n            else\n            {\n                _cloudLoginLabel.text = \"Cloud login unavailable\";\n                _cloudLoginButton.SetEnabled(false);\n            }\n        }\n\n        private void OnLoginSuccess(User user)\n        {\n            ASDebug.Log($\"Successfully authenticated as {user.Username}\\n{user}\");\n\n            _emailField.value = string.Empty;\n            _passwordField.value = string.Empty;\n\n            OnAuthenticated?.Invoke(user);\n            SetEnabled(true);\n        }\n\n        private void OnLoginFail(string message)\n        {\n            ASDebug.LogError($\"Authentication failed: {message}\");\n            DisplayError(message);\n            SetEnabled(true);\n        }\n    }\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Scripts/UI/Views/PackageListView.cs",
    "content": "﻿using AssetStoreTools.Uploader.Data;\nusing AssetStoreTools.Uploader.Services;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Uploader.UI.Elements;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UIElements;\nusing PackageModel = AssetStoreTools.Api.Models.Package;\n\nnamespace AssetStoreTools.Uploader.UI.Views\n{\n    internal class PackageListView : VisualElement\n    {\n        // Data\n        private List<IPackage> _packages;\n        private readonly string[] _priorityGroupNames = { \"draft\", \"published\" };\n\n        private IPackageDownloadingService _packageDownloadingService;\n        private IPackageFactoryService _packageFactory;\n\n        // UI\n        private LoadingSpinner _loadingSpinner;\n        private ScrollView _packageScrollView;\n        private PackageListToolbar _packageListToolbar;\n\n        public event Action<Exception> OnInitializeError;\n\n        public PackageListView(IPackageDownloadingService packageDownloadingService, IPackageFactoryService elementFactory)\n        {\n            _packages = new List<IPackage>();\n            _packageDownloadingService = packageDownloadingService;\n            _packageFactory = elementFactory;\n\n            Create();\n            EditorSceneManager.activeSceneChangedInEditMode += OnSceneChange;\n        }\n\n        private void Create()\n        {\n            styleSheets.Add(StyleSelector.UploaderWindow.PackageListViewStyle);\n            styleSheets.Add(StyleSelector.UploaderWindow.PackageListViewTheme);\n\n            AddToClassList(\"package-list-view\");\n\n            CreateFilteringTools();\n            CreateLoadingSpinner();\n            CreateScrollView();\n\n            ShowPackagesView();\n        }\n\n        private void CreateScrollView()\n        {\n            _packageScrollView = new ScrollView();\n            Add(_packageScrollView);\n        }\n\n        private void CreateFilteringTools()\n        {\n            _packageListToolbar = new PackageListToolbar();\n            Add(_packageListToolbar);\n        }\n\n        private void CreateLoadingSpinner()\n        {\n            _loadingSpinner = new LoadingSpinner();\n            Add(_loadingSpinner);\n        }\n\n        private void InsertReadOnlyInfoBox(string infoText)\n        {\n            var groupHeader = new Box { name = \"GroupReadOnlyInfoBox\" };\n            groupHeader.AddToClassList(\"package-group-info-box\");\n\n            var infoImage = new Image();\n            groupHeader.Add(infoImage);\n\n            var infoLabel = new Label { text = infoText };\n            groupHeader.Add(infoLabel);\n\n            _packageScrollView.Add(groupHeader);\n        }\n\n        public async Task LoadPackages(bool useCachedData)\n        {\n            _packages.Clear();\n            _packageScrollView.Clear();\n            _packageListToolbar.SetEnabled(false);\n\n            if (!useCachedData)\n            {\n                _packageDownloadingService.ClearPackageData();\n            }\n\n            _loadingSpinner.Show();\n            await Task.Delay(100);\n\n            try\n            {\n                var response = await _packageDownloadingService.GetPackageData();\n\n                if (response.Cancelled)\n                {\n                    ASDebug.Log(\"Package retrieval was cancelled\");\n                    return;\n                }\n\n                if (!response.Success)\n                {\n                    ASDebug.LogError(response.Exception);\n                    OnInitializeError?.Invoke(response.Exception);\n                    return;\n                }\n\n                var packageModels = response.Packages;\n                ASDebug.Log($\"Found {packageModels.Count} packages\");\n\n                if (packageModels.Count == 0)\n                {\n                    InsertReadOnlyInfoBox(\"You do not have any packages yet. Please visit the Publishing Portal if you \" +\n                        \"would like to create one.\");\n                    return;\n                }\n\n                // Create package groups\n                _packages = CreatePackages(packageModels);\n                var packageGroups = CreatePackageGroups(_packages);\n                var packageGroupElements = CreatePackageGroupElements(packageGroups);\n                PopulatePackageList(packageGroupElements);\n\n                // Setup filtering and thumbnails\n                SetupFilteringToolbar(packageGroups);\n                DownloadAndSetThumbnails();\n            }\n            finally\n            {\n                _loadingSpinner.Hide();\n            }\n        }\n\n        private List<IPackage> CreatePackages(List<PackageModel> packageModels)\n        {\n            return _packages = packageModels.Select(x => _packageFactory.CreatePackage(x)).ToList();\n        }\n\n        private List<IPackageGroup> CreatePackageGroups(List<IPackage> packages)\n        {\n            var packageGroups = new List<IPackageGroup>();\n            var packagesByStatus = packages.GroupBy(x => x.Status).ToDictionary(x => x.Key, x => x.ToList());\n\n            foreach (var kvp in packagesByStatus)\n            {\n                var groupName = char.ToUpper(kvp.Key[0]) + kvp.Key.Substring(1);\n                var groupPackages = kvp.Value;\n                var packageGroup = _packageFactory.CreatePackageGroup(groupName, groupPackages);\n                packageGroups.Add(packageGroup);\n            }\n\n            return packageGroups;\n        }\n\n        private List<PackageGroupElement> CreatePackageGroupElements(List<IPackageGroup> packageGroups)\n        {\n            var elements = new List<PackageGroupElement>();\n            foreach (var packageGroup in packageGroups)\n                elements.Add(new PackageGroupElement(packageGroup, _packageFactory));\n\n            return elements;\n        }\n\n        private void PopulatePackageList(List<PackageGroupElement> packageGroups)\n        {\n            // Draft group\n            var draftGroup = packageGroups.FirstOrDefault(x => x.Name.Equals(\"draft\", StringComparison.OrdinalIgnoreCase));\n            if (draftGroup != null)\n            {\n                draftGroup.Toggle(true);\n                _packageScrollView.Add(draftGroup);\n            }\n\n            // Infobox will only be shown if:\n            // 1) There is more than 1 group OR\n            // 2) There is only 1 group, but it is not draft\n            var showInfoBox = packageGroups.Count > 1\n                || packageGroups.Count == 1 && !packageGroups[0].Name.Equals(\"draft\", StringComparison.OrdinalIgnoreCase);\n\n            if (showInfoBox)\n                InsertReadOnlyInfoBox(\"Only packages with a 'Draft' status can be selected for uploading Assets\");\n\n            // Priority groups\n            foreach (var priorityName in _priorityGroupNames)\n            {\n                var priorityGroup = packageGroups.FirstOrDefault(x => x.Name.Equals(priorityName, StringComparison.OrdinalIgnoreCase));\n                if (priorityGroup == null || _packageScrollView.Contains(priorityGroup))\n                    continue;\n\n                _packageScrollView.Add(priorityGroup);\n            }\n\n            // The rest\n            foreach (var group in packageGroups)\n            {\n                if (!_packageScrollView.Contains(group))\n                    _packageScrollView.Add(group);\n            }\n        }\n\n        private void SetupFilteringToolbar(List<IPackageGroup> packageGroups)\n        {\n            _packageListToolbar.SetPackageGroups(packageGroups);\n            _packageListToolbar.Sort(PackageSorting.Name);\n            _packageListToolbar.SetEnabled(true);\n        }\n\n        private void DownloadAndSetThumbnails()\n        {\n            foreach (var package in _packages)\n            {\n                DownloadAndSetThumbnail(package);\n            }\n        }\n\n        private async void DownloadAndSetThumbnail(IPackage package)\n        {\n            var response = await _packageDownloadingService.GetPackageThumbnail(package);\n            if (!response.Success)\n                return;\n\n            package.UpdateIcon(response.Thumbnail);\n        }\n\n        private void ShowPackagesView()\n        {\n            _packageScrollView.style.display = DisplayStyle.Flex;\n            _packageListToolbar.style.display = DisplayStyle.Flex;\n        }\n\n        private void OnSceneChange(Scene _, Scene __)\n        {\n            DownloadAndSetThumbnails();\n        }\n    }\n}\n"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/LoginView/Style.uss",
    "content": "/* Logo */\n\n.asset-store-logo {\n    width: 90%;\n    height: 32px;\n\n    align-self: center;\n    \n    margin: 40px 0;\n\n    -unity-background-scale-mode: scale-to-fit;\n}\n\n/* Cloud Login */\n\n.cloud-button-login {\n    align-self: center;\n\n    width: 75%;\n}\n\n.cloud-button-login-label {\n    -unity-text-align: middle-center;\n    white-space: normal;\n\n    min-height: 24px;\n    padding-right: 4px;\n}\n\n.cloud-label-or {\n    align-self: center;\n\n    -unity-text-align: middle-center;\n\n    margin: 10px 0;\n}\n\n/* Error Section */\n\n.error-container {\n    flex-direction: row;\n    flex-shrink: 0;\n    \n    align-self: center;\n \n    min-width: 300px;\n    max-width: 300px;\n\n    margin: 5px 0 5px 1px;\n}\n\n.error-container > Image {\n    flex-direction: row;\n\n    width: 32px;\n    height: 32px;\n    \n    margin: 5px 10px;\n}\n\n.error-container > Label {\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    -unity-text-align: middle-left;\n    white-space: normal;\n    \n    margin-right: 5px;\n    padding: 2px 0;\n}\n\n/* Credentials Login */\n\n.credentials-container {\n    align-self: center;\n    \n    width: 75%;\n    \n    padding: 15px;\n}\n\n.credentials-input-container {\n    align-self: center;\n\n    width: 100%;\n\n    margin: 5px 0;\n}\n\n.credentials-input-container > Label {\n    -unity-text-align: upper-left;\n    \n    margin: 2px 0;\n}\n\n.credentials-input-container > TextField {\n    height: 20px;\n    margin: 0 1px;\n}\n\n.credentials-button-login {\n    align-self: center;\n\n    width: 100%;\n    margin: 10px 0 15px 0;\n}\n\n.credentials-button-login-label {\n    -unity-text-align: middle-center;\n    white-space: normal;\n\n    min-height: 24px;\n    padding-right: 4px;\n}\n\n/* Help Section */\n\n.help-section-container {\n    flex-direction: row;\n\n    justify-content: space-between;\n    align-self: center;\n    \n    width: 75%;\n    margin: 5px 0;\n}\n\n.help-section-hyperlink-button {\n    margin: 0 10px;\n    padding: 0;\n\n    flex-shrink: 1;\n    white-space: normal;\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/LoginView/ThemeDark.uss",
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    "content": "/* Logo */\n\n.asset-store-logo {\n    background-image: url(\"../../Icons/publisher-portal-light.png\");\n}\n\n/* Cloud Login */\n\n.cloud-label-or {\n    color: rgb(28, 28, 28);\n}\n\n/* Error Section */\n\n.error-container {\n    background-color: rgb(212, 212, 212);\n}\n\n.error-container > Image {\n    --unity-image: resource(\"console.erroricon@2x\");\n}\n\n/* Credentials Login */\n\n.credentials-container {\n    background-color: rgb(212, 212, 212);\n}\n\n/* Help Section */\n\n.help-section-hyperlink-button {\n    color: rgb(68, 113, 229);\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.help-section-hyperlink-button:hover {\n    color: rgb(68, 133, 229);\n    cursor: link;\n}\n\n.help-section-hyperlink-button:active {\n    color: rgb(68, 93, 229);\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/PackageListView/Style.uss",
    "content": ".package-list-view {\n    flex-grow: 1;\n}\n\n/* Package List Toolbar */\n\n.package-list-toolbar {\n    flex-direction: row;\n    flex-shrink: 0;\n    \n    justify-content: space-between;\n    \n    height: 24px;\n}\n\n.package-search-field {\n    flex-grow: 1;\n    flex-shrink: 1;\n    align-items: center;\n    \n    margin: 1px;\n}\n\n.package-search-field > #unity-search {\n    margin-top: 0;\n}\n\n.package-search-field > * > .unity-base-field__input {\n    font-size: 12px;\n    \n    padding-left: 5px;\n}\n\n.package-sort-menu {\n    flex-shrink: 0.001;\n    align-self: center;\n\n    height: 21px;\n    \n    margin: 1px;\n    padding: 1px 6px;\n}\n\n/* Loading Spinner  */\n\n.loading-spinner-box\n{\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    justify-content: center;\n}\n\n.loading-spinner-image {\n    align-self: center;\n    \n    width: 16px;\n    height: 16px;\n}\n\n/* Package Group */\n\n.package-group-expander-box {\n    flex-direction: row;\n    flex-grow: 0;\n    flex-shrink: 0;\n\n    align-items: center;\n\n    min-height: 30px;\n\n    margin: 10px 0 2px 0;\n    padding: 1px 5px;\n}\n\n.package-group-expander\n{\n    align-self: center;\n    \n    width: 30px;\n    height: 30px;\n}\n\n.package-group-label {\n    font-size: 14px;\n    -unity-font-style: bold;\n}\n\n.package-group-content-box {\n    margin: 0;\n}\n\n.package-group-separator {\n    height: 2px;\n    \n    margin: 5px 15px;\n\n    display: none;\n}\n\n.package-group-info-box {\n    flex-direction: row;\n    align-items: center;\n    font-size: 12px;\n    margin: 5px;\n    margin-top: 5px;\n}\n\n.package-group-info-box > Image\n{\n    flex-direction: row;\n    flex-shrink: 0;\n\n    width: 32px;\n    height: 32px;\n\n    margin: 5px 10px;\n}\n\n.package-group-info-box > Label\n{\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    -unity-text-align: middle-left;\n    white-space: normal;\n\n    margin-right: 5px;\n}\n\n/* Package Element */\n\n.package-full-box {\n    flex-direction: column;\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    min-width: 280px;\n}\n\n.package-foldout-box {\n    flex-direction: column;\n    margin: 0;\n}\n\n.package-foldout-box-expanded {\n    padding-top: 3px;\n    top: -2px;\n}\n\n.package-foldout-box-info {\n    flex-direction: row;\n    flex-grow: 0;\n    flex-shrink: 0;\n    \n    align-items: center;\n    justify-content: space-between;\n    \n    min-width: 200px;\n    min-height: 50px;\n\n    margin: 2px;\n}\n\n.package-expander-label-row {\n    flex-basis: 200px;\n    flex-direction: row;\n    flex-grow: 1;\n}\n\n.package-expander {\n    align-self: center;\n    \n    width: 30px;\n    height: 30px;\n}\n\n.package-image {\n    flex-shrink: 0;\n    \n    width: 48px;\n    height: 48px;\n    \n    margin: 0 5px;\n}\n\n.package-label-info-box {\n    flex-direction: column;\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    align-self: center;\n}\n\n.package-label {\n    flex-shrink: 1;\n    \n    align-self: stretch;\n    \n    -unity-text-align: middle-left;\n    -unity-font-style: bold;\n    white-space: normal;\n}\n\n.package-info {\n    font-size: 11px;\n    -unity-text-align: middle-left;\n    white-space: normal;\n}\n\n.package-open-in-browser-button {\n    flex-shrink: 0;\n\n    width: 16px;\n    height: 16px;\n    \n    -unity-background-scale-mode: scale-to-fit;\n}\n\n.package-header-progress-bar {\n    margin: 0 -6px -1px -6px;\n    padding: 0 0 2px 0;\n}\n\n.package-header-progress-bar > * > .unity-progress-bar__background {\n    height: 5px;\n}\n\n/* Package Content Element & its nested elements */\n\n.package-content-element {\n    flex-grow: 1;\n    flex-shrink: 0;\n\n    overflow: hidden;\n\n    margin: -5px 0px 2px 0px;\n    padding: 5px 10px 5px 40px;\n}\n\n.package-content-option-box {\n    flex-direction: row;\n    \n    margin-top: 10px;\n}\n\n.package-content-option-label-help-row {\n    flex-direction: row;\n    flex-shrink: 0;\n    \n    align-self: flex-start;\n    align-items: center;\n    justify-content: flex-start;\n    \n    width: 115px;\n}\n\n.package-content-option-label-help-row > Label {\n    -unity-text-align: middle-left;\n}\n\n.package-content-option-label-help-row > Image {\n    height: 16px;\n    width: 16px;\n}\n\n.package-content-option-dropdown {\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    align-self: stretch;\n    \n    margin-right: 0;\n    margin-left: 3px;\n}\n\n.package-content-option-textfield {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-self: stretch;\n}\n\n.package-content-option-button {\n    margin-right: 0;\n}\n\n.package-content-option-toggle {\n    flex-shrink: 1;\n}\n\n.package-content-option-toggle > * {\n    flex-shrink: 1;\n}\n\n.package-content-option-toggle * > .unity-label {\n    flex-shrink: 1;\n    overflow: hidden;\n    text-overflow: ellipsis;\n    margin-left: 5px;\n}\n\n/* MutliToggleSelection Element */\n\n.multi-toggle-box {\n    flex-grow: 1;\n    flex-direction: column;\n}\n\n.multi-toggle-box-scrollview {\n    flex-grow: 1;\n\n    height: 100px;\n    margin-left: 3px;\n}\n\n.multi-toggle-box-scrollview > .unity-scroll-view__content-viewport\n{\n    margin-left: 1px;\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__content-container\n{\n    padding: 3px 0 5px 0;\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__vertical-scroller\n{\n    margin: -1px 0;\n}\n\n.multi-toggle-box-empty-label {\n    flex-grow: 1;\n\n    font-size: 11px;\n    -unity-text-align: middle-center;\n    white-space: normal;\n    \n    display: none;\n}\n\n.multi-toggle-box-toolbar {\n    flex-direction: row;\n    margin: -1px 0 0 3px;\n}\n\n.multi-toggle-box-toolbar-selecting-box {\n    flex-grow: 1;\n    flex-shrink: 1;\n    flex-direction: row;\n\n    align-items: center;\n    justify-content: flex-end;\n\n    margin-top: 1px;\n}\n\n.multi-toggle-box-toolbar-selecting-box > Button {\n    flex-shrink: 1;\n    width: 75px;\n    margin-right: 0;\n}\n\n.multi-toggle-box-toolbar-filtering-box {\n    flex-grow: 1;\n    flex-direction: row;\n\n    align-items: center;\n    justify-content: flex-start;\n\n    margin-top: 1px;\n    margin-left: 1px;\n}\n\n.multi-toggle-box-toolbar-filtering-box > ToolbarMenu {\n    width: 100px;\n    margin: 0;\n}\n\n.multi-toggle-box-toggle {\n    padding: 2px 0 0 5px;\n}\n\n.multi-toggle-box-toggle > * > .unity-label {\n    margin-left: 5px;\n}\n\n/* Validation Element */\n\n.validation-result-box {\n    flex-direction: row;\n\n    align-items: center;\n\n    font-size: 12px;\n    \n    margin-top: 5px;\n}\n\n.validation-result-box > Image {\n    flex-direction: row;\n    flex-shrink: 0;\n\n    width: 32px;\n    height: 32px;\n\n    margin: 5px 10px;\n}\n\n.validation-result-box > Label {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    -unity-text-align: middle-left;\n    white-space: normal;\n\n    margin-right: 5px;\n}\n\n.validation-result-box > Button {\n    margin-right: 10px;\n}\n\n.validation-result-view-report-button-container {\n    flex-shrink: 0;\n    padding: 0 10px 0 10px;\n}\n\n.validation-result-view-report-button {\n    margin: 0;\n    padding: 4px 0 4px 0;\n}\n\n.validation-result-view-report-button:hover {\n    cursor: link;\n}\n\n/* Uploading Element */\n\n.uploading-box {\n    margin-top: 10px;\n}\n\n.uploading-export-and-upload-container {\n    flex-direction: row;\n    flex-wrap: wrap;\n}\n\n.uploading-export-button {\n    flex-basis: 110px;\n    flex-grow: 1;\n    height: 24px;\n    margin: 1px 2px 0 2px;\n}\n\n.uploading-upload-button {\n    flex-basis: 110px;\n    flex-grow: 1;\n    height: 24px;\n    margin: 1px 2px 0 2px;\n}\n\n.uploading-progress-container {\n    flex-direction: row;\n}\n\n.uploading-progress-bar {\n    flex-grow: 1;\n    flex-shrink: 1;\n    \n    justify-content: center;\n\n    padding: 0;\n    margin: 0 10px 0 0;\n}\n\n.uploading-progress-bar > * > .unity-progress-bar__background {\n    height: 22px;\n}\n\n.uploading-cancel-button {\n    width: 95px;\n    height: 24px;\n    margin: 0;\n}"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/PackageListView/ThemeDark.uss",
    "content": "/* Package List Toolbar */\n\n.package-list-toolbar {\n    border-bottom-width: 1px;\n    border-color: rgb(33, 33, 33);\n    \n    background-color: rgb(68, 68, 68);\n}\n\n.package-sort-menu {\n    color: rgb(238, 238, 238);\n    \n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n    \n    background-color: rgb(88, 88, 88);\n}\n\n.package-sort-menu:hover {\n    background-color: rgb(103, 103, 103);\n}\n\n.package-sort-menu:active {\n    background-color: rgb(73, 73, 73);\n}\n\n/* Loading Spinner  */\n\n.loading-spinner-image {\n    --unity-image: resource(\"WaitSpin00\");\n}\n\n/* Package Group */\n\n.package-group-expander-box {\n    border-width: 0;\n    border-color: rgba(33, 33, 33, 0);\n    \n    background-color: rgba(68, 68, 68, 0);\n}\n\n.package-group-expander {\n    color: rgb(104, 104, 104);\n}\n\n.package-group-label {\n    color: rgb(255, 255, 255);\n}\n\n.package-group-separator {\n    background-color: rgb(48, 48, 48);\n}\n\n.package-group-info-box {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.package-group-info-box > Image {\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n/* Package Element */\n\n.package-foldout-box {\n    border-width: 0;\n    border-radius: 0;\n    background-color: rgb(56, 56, 56);\n}\n\n.package-foldout-box:hover {\n    background-color: rgb(68, 68, 68);\n}\n\n.package-foldout-box-draft:active {\n    background-color: rgb(48, 48, 48);\n}\n\n.package-foldout-box-expanded {\n    background-color: rgb(68, 68, 68);\n}\n\n.package-expander {\n    color: rgb(104, 104, 104);\n}\n\n.package-image {\n    border-radius: 5px;\n    background-image: resource(\"Sprite Icon\");\n}\n\n.package-label {\n    color: rgb(255, 255, 255);\n}\n\n.package-info {\n    color: rgb(200, 200, 200);\n}\n\n.package-open-in-browser-button {\n    border-width: 0;\n    border-radius: 0;\n\n    background-color: rgba(0, 0, 0, 0);\n    background-image: url(\"../../Icons/open-in-browser.png\");\n\n    -unity-background-image-tint-color: rgb(200, 200, 200);\n}\n\n.package-open-in-browser-button:hover {\n    -unity-background-image-tint-color: rgb(255, 255, 255);\n}\n\n.package-open-in-browser-button:active {\n    -unity-background-image-tint-color: rgb(155, 155, 155);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(33, 150, 243);\n}\n\n/* Package Content Element */\n\n.package-content-element {\n    background-color: rgb(68, 68, 68);\n}\n\n.package-content-option-label-help-row > Image {\n    --unity-image: resource(\"d__Help@2x\");\n}\n\n.package-content-option-dropdown {\n    color: rgb(238, 238, 238);\n    \n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n\n    background-color: rgb(88, 88, 88);\n}\n\n.package-content-option-dropdown:hover {\n    background-color: rgb(103, 103, 103);\n}\n\n/* MultiToggleSelection Element */\n\n.multi-toggle-box-scrollview {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.multi-toggle-box-empty-label {\n    color: rgb(200, 200, 200);\n}\n\n.multi-toggle-box-toolbar {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.multi-toggle-box-toolbar-filtering-box > ToolbarMenu {\n    color: rgb(188, 188, 188);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n\n    background-color: rgb(88, 88, 88);\n}\n\n/* Validation Element */\n\n.validation-result-box {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.validation-result-box > Image {\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n.validation-result-view-report-button {\n    color: rgb(68, 113, 229);\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validation-result-view-report-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.validation-result-view-report-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Uploading Element */\n\n.uploading-export-button {\n    color: rgb(220, 220, 220);\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-upload-button {\n    color: rgb(220, 220, 220);\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    border-radius: 2px;\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(33, 150, 243);\n}\n\n.uploading-cancel-button {\n    color: rgb(220, 220, 220);\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}"
  },
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/PackageListView/ThemeLight.uss",
    "content": "/* Package List Toolbar */\n\n.package-list-toolbar {\n    border-bottom-width: 1px;\n    border-color: rgb(127, 127, 127);\n    \n    background-color: rgb(203, 203, 203);\n}\n\n.package-sort-menu {\n    color: rgb(9, 9, 9);\n    \n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(178, 178, 178);\n    \n    background-color: rgb(228, 228, 228);\n}\n\n.package-sort-menu:hover {\n    background-color: rgb(236, 236, 236);\n}\n\n.package-sort-menu:active {\n    background-color: rgb(220, 220, 220);\n}\n\n/* Loading Spinner  */\n\n.loading-spinner-image {\n    --unity-image: resource(\"WaitSpin00\");\n}\n\n/* Package Group */\n\n.package-group-expander-box {\n    border-width: 0;\n    border-color: rgba(0, 0, 0, 0);\n    \n    background-color: rgba(0, 0, 0, 0);\n}\n\n.package-group-expander {\n    color: rgb(77, 77, 77);\n}\n\n.package-group-label {\n    color: rgb(0, 0, 0);\n}\n\n.package-group-separator\n{\n    background-color: rgb(48, 48, 48);\n}\n\n.package-group-info-box\n{\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.package-group-info-box > Image\n{\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n/* Package Element */\n\n.package-foldout-box {\n    border-width: 0;\n    border-radius: 0;\n    background-color: rgb(198, 198, 198);\n}\n\n.package-foldout-box:hover {\n    background-color: rgb(212, 212, 212);\n}\n\n.package-foldout-box-draft:active {\n    background-color: rgb(180, 180, 180);\n}\n\n.package-foldout-box-expanded {\n    background-color: rgb(212, 212, 212);\n}\n\n.package-expander {\n    color: rgb(77, 77, 77);\n}\n\n.package-image {\n    border-radius: 5px;\n    background-image: resource(\"Sprite Icon\");\n}\n\n.package-label {\n    color: rgb(0, 0, 0);\n}\n\n.package-info {\n    color: rgb(48, 48, 48);\n}\n\n.package-open-in-browser-button {\n    border-width: 0;\n    border-radius: 0;\n\n    background-color: rgba(0, 0, 0, 0);\n    background-image: url(\"../../Icons/open-in-browser.png\");\n\n    -unity-background-image-tint-color: rgb(150, 150, 150);\n}\n\n.package-open-in-browser-button:hover {\n    -unity-background-image-tint-color: rgb(100, 100, 100);\n}\n\n.package-open-in-browser-button:active {\n    -unity-background-image-tint-color: rgb(50, 50, 50);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.package-header-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(108, 157, 243);\n}\n\n/* Package Content Element */\n\n.package-content-element {\n    background-color: rgb(212, 212, 212);\n}\n\n.package-content-option-label-help-row  > Image {\n    --unity-image: resource(\"_Help@2x\");\n}\n\n.package-content-option-dropdown {\n    color: rgb(9, 9, 9);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(178, 178, 178);\n\n    background-color: rgb(228, 228, 228);\n}\n\n.package-content-option-dropdown:hover {\n    background-color: rgb(236, 236, 236);\n}\n\n/* MultiToggleSelection Element */\n\n.multi-toggle-box-scrollview {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(200, 200, 200);\n}\n\n.multi-toggle-box-scrollview > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.multi-toggle-box-empty-label {\n    color: rgb(0, 0, 0);\n}\n\n.multi-toggle-box-toolbar {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(200, 200, 200);\n}\n\n.multi-toggle-box-toolbar-filtering-box > ToolbarMenu {\n    color: rgb(9, 9, 9);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(178, 178, 178);\n\n    background-color: rgb(228, 228, 228);\n}\n\n/* Validation Element */\n\n.validation-result-box {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.validation-result-box > Image {\n    --unity-image: resource(\"console.infoicon@2x\");\n}\n\n.validation-result-view-report-button {\n    color: rgb(68, 113, 229);\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validation-result-view-report-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.validation-result-view-report-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Uploading Element */\n\n.uploading-export-button {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-upload-button {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background {\n    border-width: 0;\n    border-radius: 2px;\n}\n\n.uploading-progress-bar > .unity-progress-bar__container > .unity-progress-bar__background > .unity-progress-bar__progress {\n    background-image: none;\n    background-color: rgb(108, 157, 243);\n}\n\n.uploading-cancel-button {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/Style.uss",
    "content": ".uploader-window-root {\n    flex-grow: 1;\n}\n\n.uploader-window-root-scrollview {\n    flex-grow: 1;\n}\n\n.uploader-window-root-scrollview > * > .unity-scroll-view__content-container {\n    flex-grow: 1;\n}\n\n.uploader-window-root-scrollview > * > .unity-scroll-view__content-viewport {\n    flex-shrink: 1;\n}\n\n.uploader-window-root-scrollview > * > * > .unity-scroll-view__content-container {\n    flex-grow: 1;\n    flex-shrink: 1;\n}\n\n.account-toolbar {\n    flex-direction: row;\n    flex-shrink: 0;\n\n    justify-content: space-between;\n    margin: 0;\n}\n\n.account-toolbar-left-side-container {\n    flex-grow: 1;\n    flex-shrink: 0;\n    flex-basis: 0px;\n    overflow: hidden;\n    min-width: 16px;\n    align-self: center;\n    flex-direction: row;\n    margin: 3px 0px 3px 1px;\n}\n\n.account-toolbar-right-side-container {\n    flex-shrink: 1;\n    flex-grow: 0;\n    flex-wrap: wrap;\n    align-self: center;\n    flex-direction: row;\n    margin: 0;\n}\n\n.account-toolbar-user-image {\n    width: 16px;\n    height: 16px;\n    flex-shrink: 0;\n    margin-right: 1px;\n}\n\n.account-toolbar-email-label {\n    flex-shrink: 1;\n    overflow: hidden;\n    text-overflow: ellipsis;\n    -unity-font-style: bold;\n}\n\n.account-toolbar-button-refresh {\n    flex-grow: 1;\n    min-width: 50px;\n    margin-right: 1px;\n}\n\n.account-toolbar-button-logout {\n    flex-grow: 1;\n    min-width: 50px;\n    margin-right: 1px;\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/Style.uss.meta",
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeDark.uss",
    "content": ".account-toolbar {\n\tbackground-color: rgb(68, 68, 68);\n\tborder-color: rgb(33, 33, 33);\n\tborder-top-width: 1px;\n}\n\n.account-toolbar-user-image {\n\tbackground-image: url(\"../Icons/account-dark.png\");\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeDark.uss.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeLight.uss",
    "content": ".account-toolbar {\n\tbackground-color: rgb(203, 203, 203);\n\tborder-color: rgb(127, 127, 127);\n\tborder-top-width: 1px;\n}\n\n.account-toolbar-user-image {\n\tbackground-image: url(\"../Icons/account-light.png\");\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles/ThemeLight.uss.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/Styles.meta",
    "content": "fileFormatVersion: 2\nguid: f9398c14296d30f479b9de5f3ec3b827\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Uploader/UploaderWindow.cs",
    "content": "using AssetStoreTools.Api.Models;\nusing AssetStoreTools.Uploader.Services;\nusing AssetStoreTools.Uploader.Services.Analytics;\nusing AssetStoreTools.Uploader.Services.Api;\nusing AssetStoreTools.Uploader.UI.Elements;\nusing AssetStoreTools.Uploader.UI.Views;\nusing AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Uploader\n{\n    internal class UploaderWindow : AssetStoreToolsWindow\n    {\n        private const string DebugPhrase = \"debug\";\n\n        // Services\n        private ICachingService _cachingService;\n        private IAuthenticationService _authenticationService;\n        private IPackageDownloadingService _packageDownloadingService;\n        private IPackageUploadingService _packageUploadingService;\n        private IAnalyticsService _analyticsService;\n        private IPackageFactoryService _packageFactoryService;\n\n        // Data\n        private bool _isQuitting = false;\n\n        // UI\n        private VisualElement _uploaderWindowRoot;\n        private ScrollView _rootScrollView;\n\n        private LoginView _loginView;\n        private PackageListView _packageListView;\n        private AccountToolbar _accountToolbar;\n\n        protected override string WindowTitle => \"Asset Store Uploader\";\n\n        protected override void Init()\n        {\n            RegisterServices();\n            SetupWindow();\n        }\n\n        private void RegisterServices()\n        {\n            var uploaderServiceProvider = UploaderServiceProvider.Instance;\n            _analyticsService = uploaderServiceProvider.GetService<IAnalyticsService>();\n            _cachingService = uploaderServiceProvider.GetService<ICachingService>();\n            _authenticationService = uploaderServiceProvider.GetService<IAuthenticationService>();\n            _packageDownloadingService = uploaderServiceProvider.GetService<IPackageDownloadingService>();\n            _packageUploadingService = uploaderServiceProvider.GetService<IPackageUploadingService>();\n            _packageFactoryService = uploaderServiceProvider.GetService<IPackageFactoryService>();\n        }\n\n        private void SetupWindow()\n        {\n            minSize = new Vector2(400, 430);\n            this.SetAntiAliasing(4);\n            rootVisualElement.styleSheets.Add(StyleSelector.UploaderWindow.UploaderWindowStyle);\n            rootVisualElement.styleSheets.Add(StyleSelector.UploaderWindow.UploaderWindowTheme);\n\n            if (_cachingService.GetCachedUploaderWindow(out _uploaderWindowRoot))\n            {\n                rootVisualElement.Add(_uploaderWindowRoot);\n                return;\n            }\n\n            _uploaderWindowRoot = new VisualElement();\n            _uploaderWindowRoot.AddToClassList(\"uploader-window-root\");\n            rootVisualElement.Add(_uploaderWindowRoot);\n\n            _rootScrollView = new ScrollView();\n            _rootScrollView.AddToClassList(\"uploader-window-root-scrollview\");\n            _uploaderWindowRoot.Add(_rootScrollView);\n\n            CreateLoginView();\n            CreatePackageListView();\n            CreateAccountToolbar();\n            EditorApplication.wantsToQuit += OnWantsToQuit;\n\n            _cachingService.CacheUploaderWindow(_uploaderWindowRoot);\n\n            PerformAuthentication();\n        }\n\n        private void CreateLoginView()\n        {\n            _loginView = new LoginView(_authenticationService);\n            _loginView.OnAuthenticated += OnAuthenticationSuccess;\n            _rootScrollView.Add(_loginView);\n        }\n\n        private void CreatePackageListView()\n        {\n            _packageListView = new PackageListView(_packageDownloadingService, _packageFactoryService);\n            _packageListView.OnInitializeError += PackageViewInitializationError;\n            _rootScrollView.Add(_packageListView);\n        }\n\n        private void CreateAccountToolbar()\n        {\n            _accountToolbar = new AccountToolbar();\n            _accountToolbar.OnRefresh += RefreshPackages;\n            _accountToolbar.OnLogout += LogOut;\n            _uploaderWindowRoot.Add(_accountToolbar);\n        }\n\n        private void PerformAuthentication()\n        {\n            ShowAuthenticationView();\n            _loginView.LoginWithSessionToken();\n        }\n\n        private async void OnAuthenticationSuccess(User user)\n        {\n            _accountToolbar.SetUser(user);\n            _accountToolbar.DisableButtons();\n\n            ShowAccountPackageView();\n            await _packageListView.LoadPackages(true);\n\n            _accountToolbar.EnableButtons();\n        }\n\n        private async Task RefreshPackages()\n        {\n            _packageUploadingService.StopAllUploadinng();\n            _packageDownloadingService.StopDownloading();\n\n            await _packageListView.LoadPackages(false);\n        }\n\n        private void LogOut()\n        {\n            _packageUploadingService.StopAllUploadinng();\n            _packageDownloadingService.StopDownloading();\n\n            _authenticationService.Deauthenticate();\n            _packageDownloadingService.ClearPackageData();\n\n            _accountToolbar.SetUser(null);\n            ShowAuthenticationView();\n        }\n\n        private void PackageViewInitializationError(Exception e)\n        {\n            _loginView.DisplayError(e.Message);\n            LogOut();\n        }\n\n        private void ShowAuthenticationView()\n        {\n            HideElement(_accountToolbar);\n            HideElement(_packageListView);\n            ShowElement(_loginView);\n        }\n\n        private void ShowAccountPackageView()\n        {\n            HideElement(_loginView);\n            ShowElement(_accountToolbar);\n            ShowElement(_packageListView);\n        }\n\n        private void ShowElement(params VisualElement[] elements)\n        {\n            foreach (var e in elements)\n                e.style.display = DisplayStyle.Flex;\n        }\n\n        private void HideElement(params VisualElement[] elements)\n        {\n            foreach (var e in elements)\n                e.style.display = DisplayStyle.None;\n        }\n\n        private void OnDestroy()\n        {\n            if (!_isQuitting && _packageUploadingService.IsUploading)\n            {\n                EditorUtility.DisplayDialog(\"Notice\", \"Assets are still being uploaded to the Asset Store. \" +\n                    \"If you wish to check on the progress, please re-open the Asset Store Uploader window\", \"OK\");\n            }\n        }\n\n        private bool OnWantsToQuit()\n        {\n            if (!_packageUploadingService.IsUploading)\n                return true;\n\n            _isQuitting = EditorUtility.DisplayDialog(\"Notice\", \"Assets are still being uploaded to the Asset Store. \" +\n                    \"Would you still like to close Unity Editor?\", \"Yes\", \"No\");\n\n            return _isQuitting;\n        }\n\n        #region Debug Utility\n\n        private readonly List<char> _debugBuffer = new List<char>();\n\n        private void OnGUI()\n        {\n            CheckForDebugMode();\n        }\n\n        private void CheckForDebugMode()\n        {\n            Event e = Event.current;\n\n            if (e.type != EventType.KeyDown || e.keyCode == KeyCode.None)\n                return;\n\n            _debugBuffer.Add(e.keyCode.ToString().ToLower()[0]);\n            if (_debugBuffer.Count > DebugPhrase.Length)\n                _debugBuffer.RemoveAt(0);\n\n            if (string.Join(string.Empty, _debugBuffer.ToArray()) != DebugPhrase)\n                return;\n\n            ASDebug.DebugModeEnabled = !ASDebug.DebugModeEnabled;\n            ASDebug.Log($\"DEBUG MODE ENABLED: {ASDebug.DebugModeEnabled}\");\n            _debugBuffer.Clear();\n        }\n\n        #endregion\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/ASDebug.cs",
    "content": "﻿using UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class ASDebug\n    {\n        private enum LogType\n        {\n            Info,\n            Warning,\n            Error\n        }\n\n        private static string FormatInfo(object message) => $\"<b>[AST Info]</b> {message}\";\n        private static string FormatWarning(object message) => $\"<color=yellow><b>[AST Warning]</b></color> {message}\";\n        private static string FormatError(object message) => $\"<color=red><b>[AST Error]</b></color> {message}\";\n\n\n        private static bool s_debugModeEnabled = EditorPrefs.GetBool(Constants.Debug.DebugModeKey);\n\n        public static bool DebugModeEnabled\n        {\n            get => s_debugModeEnabled;\n            set { s_debugModeEnabled = value; EditorPrefs.SetBool(Constants.Debug.DebugModeKey, value); }\n        }\n\n        public static void Log(object message)\n        {\n            LogMessage(message, LogType.Info);\n        }\n\n        public static void LogWarning(object message)\n        {\n            LogMessage(message, LogType.Warning);\n        }\n\n        public static void LogError(object message)\n        {\n            LogMessage(message, LogType.Error);\n        }\n\n        private static void LogMessage(object message, LogType type)\n        {\n            if (!DebugModeEnabled)\n                return;\n\n            switch (type)\n            {\n                case LogType.Info:\n                    Debug.Log(FormatInfo(message));\n                    break;\n                case LogType.Warning:\n                    Debug.LogWarning(FormatWarning(message));\n                    break;\n                case LogType.Error:\n                    Debug.LogError(FormatError(message));\n                    break;\n                default:\n                    Debug.Log(message);\n                    break;\n            }\n        }\n    }\n}\n"
  },
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/ASToolsPreferences.cs",
    "content": "﻿using System;\nusing System.Collections.Generic;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Utility\n{\n    internal class ASToolsPreferences\n    {\n        private static ASToolsPreferences s_instance;\n        public static ASToolsPreferences Instance => s_instance ?? (s_instance = new ASToolsPreferences());\n\n        public static event Action OnSettingsChange;\n\n        private ASToolsPreferences()\n        {\n            Load();\n        }\n\n        private void Load()\n        {\n            CheckForUpdates = PlayerPrefs.GetInt(\"AST_CheckForUpdates\", 1) == 1;\n            LegacyVersionCheck = PlayerPrefs.GetInt(\"AST_LegacyVersionCheck\", 1) == 1;\n            UploadVersionCheck = PlayerPrefs.GetInt(\"AST_UploadVersionCheck\", 1) == 1;\n            DisplayHiddenMetaDialog = PlayerPrefs.GetInt(\"AST_HiddenFolderMetaCheck\", 1) == 1;\n            EnableSymlinkSupport = PlayerPrefs.GetInt(\"AST_EnableSymlinkSupport\", 0) == 1;\n            UseLegacyExporting = PlayerPrefs.GetInt(\"AST_UseLegacyExporting\", 0) == 1;\n        }\n\n        public void Save(bool triggerSettingsChange = false)\n        {\n            PlayerPrefs.SetInt(\"AST_CheckForUpdates\", CheckForUpdates ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_LegacyVersionCheck\", LegacyVersionCheck ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_UploadVersionCheck\", UploadVersionCheck ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_HiddenFolderMetaCheck\", DisplayHiddenMetaDialog ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_EnableSymlinkSupport\", EnableSymlinkSupport ? 1 : 0);\n            PlayerPrefs.SetInt(\"AST_UseLegacyExporting\", UseLegacyExporting ? 1 : 0);\n            PlayerPrefs.Save();\n\n            if (triggerSettingsChange)\n                OnSettingsChange?.Invoke();\n        }\n\n        /// <summary>\n        /// Periodically check if an update for the Asset Store Publishing Tools is available\n        /// </summary>\n        public bool CheckForUpdates;\n\n        /// <summary>\n        /// Check if legacy Asset Store Tools are in the Project\n        /// </summary>\n        public bool LegacyVersionCheck;\n\n        /// <summary>\n        /// Enables a DisplayDialog when hidden folders are found to be missing meta files\n        /// </summary>\n        public bool DisplayHiddenMetaDialog;\n\n        /// <summary>\n        /// Check if the package has been uploaded from a correct Unity version at least once\n        /// </summary>\n        public bool UploadVersionCheck;\n\n        /// <summary>\n        /// Enables Junction symlink support\n        /// </summary>\n        public bool EnableSymlinkSupport;\n\n        /// <summary>\n        /// Enables legacy exporting for Folder Upload workflow\n        /// </summary>\n        public bool UseLegacyExporting;\n    }\n\n    internal class ASToolsPreferencesProvider : SettingsProvider\n    {\n        private const string SettingsPath = \"Project/Asset Store Tools\";\n\n        private class Styles\n        {\n            public static readonly GUIContent CheckForUpdatesLabel = EditorGUIUtility.TrTextContent(\"Check for Updates\", \"Periodically check if an update for the Asset Store Publishing Tools is available.\");\n            public static readonly GUIContent LegacyVersionCheckLabel = EditorGUIUtility.TrTextContent(\"Legacy ASTools Check\", \"Enable Legacy Asset Store Tools version checking.\");\n            public static readonly GUIContent UploadVersionCheckLabel = EditorGUIUtility.TrTextContent(\"Upload Version Check\", \"Check if the package has been uploader from a correct Unity version at least once.\");\n            public static readonly GUIContent DisplayHiddenMetaDialogLabel = EditorGUIUtility.TrTextContent(\"Display Hidden Folder Meta Dialog\", \"Show a DisplayDialog when hidden folders are found to be missing meta files.\\nNote: this only affects hidden folders ending with a '~' character\");\n            public static readonly GUIContent EnableSymlinkSupportLabel = EditorGUIUtility.TrTextContent(\"Enable Symlink Support\", \"Enable Junction Symlink support. Note: folder selection validation will take longer.\");\n            public static readonly GUIContent UseLegacyExportingLabel = EditorGUIUtility.TrTextContent(\"Use Legacy Exporting\", \"Enabling this option uses native Unity methods when exporting packages for the Folder Upload workflow.\\nNote: individual package dependency selection when choosing to 'Include Package Manifest' is unavailable when this option is enabled.\");\n            public static readonly GUIContent UseCustomPreviewsLabel = EditorGUIUtility.TrTextContent(\"Enable High Quality Previews (experimental)\", \"Override native asset preview retrieval with higher-quality preview generation\");\n        }\n\n        public static void OpenSettings()\n        {\n            SettingsService.OpenProjectSettings(SettingsPath);\n        }\n\n        private ASToolsPreferencesProvider(string path, SettingsScope scopes, IEnumerable<string> keywords = null)\n            : base(path, scopes, keywords) { }\n\n        public override void OnGUI(string searchContext)\n        {\n            var preferences = ASToolsPreferences.Instance;\n\n            EditorGUI.BeginChangeCheck();\n            using (CreateSettingsWindowGUIScope())\n            {\n                preferences.CheckForUpdates = EditorGUILayout.Toggle(Styles.CheckForUpdatesLabel, preferences.CheckForUpdates);\n                preferences.LegacyVersionCheck = EditorGUILayout.Toggle(Styles.LegacyVersionCheckLabel, preferences.LegacyVersionCheck);\n                preferences.UploadVersionCheck = EditorGUILayout.Toggle(Styles.UploadVersionCheckLabel, preferences.UploadVersionCheck);\n                preferences.DisplayHiddenMetaDialog = EditorGUILayout.Toggle(Styles.DisplayHiddenMetaDialogLabel, preferences.DisplayHiddenMetaDialog);\n                preferences.EnableSymlinkSupport = EditorGUILayout.Toggle(Styles.EnableSymlinkSupportLabel, preferences.EnableSymlinkSupport);\n                preferences.UseLegacyExporting = EditorGUILayout.Toggle(Styles.UseLegacyExportingLabel, preferences.UseLegacyExporting);\n            }\n\n            if (EditorGUI.EndChangeCheck())\n            {\n                ASToolsPreferences.Instance.Save(true);\n            }\n        }\n\n        [SettingsProvider]\n        public static SettingsProvider CreateAssetStoreToolsSettingProvider()\n        {\n            var provider = new ASToolsPreferencesProvider(SettingsPath, SettingsScope.Project, GetSearchKeywordsFromGUIContentProperties<Styles>());\n            return provider;\n        }\n\n        private IDisposable CreateSettingsWindowGUIScope()\n        {\n            var unityEditorAssembly = Assembly.GetAssembly(typeof(EditorWindow));\n            var type = unityEditorAssembly.GetType(\"UnityEditor.SettingsWindow+GUIScope\");\n            return Activator.CreateInstance(type) as IDisposable;\n        }\n    }\n}\n"
  },
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/ASToolsUpdater.cs",
    "content": "using AssetStoreTools.Api;\nusing System;\nusing System.Linq;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Utility\n{\n    [InitializeOnLoad]\n    internal class ASToolsUpdater : AssetStoreToolsWindow\n    {\n        protected override string WindowTitle => \"Asset Store Tools Update Check\";\n\n        private static IAssetStoreApi _api;\n\n        private VisualElement _loadingContainer;\n        private VisualElement _versionInfoContainer;\n\n        private Image _loadingImage;\n        private double _lastTimeSinceStartup;\n        private double _timeSinceLoadingImageChange;\n        private int _loadingImageIndex;\n\n        private static bool _updateCheckPerformed\n        {\n            get\n            {\n                return SessionState.GetBool(\"AST_UpdateChecked\", false);\n            }\n            set\n            {\n                SessionState.SetBool(\"AST_UpdateChecked\", value);\n            }\n        }\n\n        static ASToolsUpdater()\n        {\n            _api = new AssetStoreApi(new AssetStoreClient());\n            // Retrieving cached SessionState/PlayerPrefs values is not allowed from an instance field initializer\n            EditorApplication.update += CheckForUpdatesAfterEditorUpdate;\n        }\n\n        private static async void CheckForUpdatesAfterEditorUpdate()\n        {\n            EditorApplication.update -= CheckForUpdatesAfterEditorUpdate;\n\n            if (!ShouldCheckForUpdates())\n                return;\n\n            await CheckForUpdates((success, currentVersion, latestVersion) =>\n            {\n                if (success && currentVersion < latestVersion)\n                {\n                    AssetStoreTools.OpenUpdateChecker();\n                }\n            });\n        }\n\n        private static bool ShouldCheckForUpdates()\n        {\n            if (!ASToolsPreferences.Instance.CheckForUpdates)\n                return false;\n\n            return _updateCheckPerformed == false;\n        }\n\n        private static async Task CheckForUpdates(Action<bool, Version, Version> OnUpdatesChecked)\n        {\n            _updateCheckPerformed = true;\n            var latestVersionResult = await _api.GetLatestAssetStoreToolsVersion();\n            if (!latestVersionResult.Success)\n            {\n                OnUpdatesChecked?.Invoke(false, null, null);\n                return;\n            }\n\n            Version currentVersion = null;\n            Version latestVersion = null;\n\n            try\n            {\n                var latestVersionStr = latestVersionResult.Version;\n                var currentVersionStr = PackageUtility.GetAllPackages().FirstOrDefault(x => x.name == \"com.unity.asset-store-tools\").version;\n\n                currentVersion = new Version(currentVersionStr);\n                latestVersion = new Version(latestVersionStr);\n            }\n            catch\n            {\n                OnUpdatesChecked?.Invoke(false, null, null);\n            }\n\n            OnUpdatesChecked?.Invoke(true, currentVersion, latestVersion);\n        }\n\n        protected override void Init()\n        {\n            rootVisualElement.styleSheets.Add(StyleSelector.UpdaterWindow.UpdaterWindowStyle);\n            rootVisualElement.styleSheets.Add(StyleSelector.UpdaterWindow.UpdaterWindowTheme);\n\n            SetupLoadingSpinner();\n            _ = CheckForUpdates(OnVersionsRetrieved);\n        }\n\n        private void OnVersionsRetrieved(bool success, Version currentVersion, Version latestVersion)\n        {\n            if (_loadingContainer != null)\n                _loadingContainer.style.display = DisplayStyle.None;\n\n            if (success)\n            {\n                SetupVersionInfo(currentVersion, latestVersion);\n            }\n            else\n            {\n                SetupFailInfo();\n            }\n        }\n\n        private void SetupLoadingSpinner()\n        {\n            _loadingContainer = new VisualElement();\n            _loadingContainer.AddToClassList(\"updater-loading-container\");\n            _loadingImage = new Image();\n            EditorApplication.update += LoadingSpinLoop;\n\n            _loadingContainer.Add(_loadingImage);\n            rootVisualElement.Add(_loadingContainer);\n        }\n\n        private void SetupVersionInfo(Version currentVersion, Version latestVersion)\n        {\n            _versionInfoContainer = new VisualElement();\n            _versionInfoContainer.AddToClassList(\"updater-info-container\");\n\n            AddDescriptionLabels(currentVersion, latestVersion);\n            AddUpdateButtons(currentVersion, latestVersion);\n            AddCheckForUpdatesToggle();\n\n            rootVisualElement.Add(_versionInfoContainer);\n        }\n\n        private void AddDescriptionLabels(Version currentVersion, Version latestVersion)\n        {\n            var descriptionText = currentVersion < latestVersion ?\n                \"An update to the Asset Store Publishing Tools is available. Updating to the latest version is highly recommended.\" :\n                \"Asset Store Publishing Tools are up to date!\";\n\n            var labelContainer = new VisualElement();\n            labelContainer.AddToClassList(\"updater-info-container-labels\");\n            var descriptionLabel = new Label(descriptionText);\n            descriptionLabel.AddToClassList(\"updater-info-container-labels-description\");\n\n            var currentVersionRow = new VisualElement();\n            currentVersionRow.AddToClassList(\"updater-info-container-labels-row\");\n            var latestVersionRow = new VisualElement();\n            latestVersionRow.AddToClassList(\"updater-info-container-labels-row\");\n\n            var currentVersionLabel = new Label(\"Current version:\");\n            currentVersionLabel.AddToClassList(\"updater-info-container-labels-row-identifier\");\n            var latestVersionLabel = new Label(\"Latest version:\");\n            latestVersionLabel.AddToClassList(\"updater-info-container-labels-row-identifier\");\n\n            var currentVersionLabelValue = new Label(currentVersion.ToString());\n            var latestVersionLabelValue = new Label(latestVersion.ToString());\n\n            currentVersionRow.Add(currentVersionLabel);\n            currentVersionRow.Add(currentVersionLabelValue);\n            latestVersionRow.Add(latestVersionLabel);\n            latestVersionRow.Add(latestVersionLabelValue);\n\n            labelContainer.Add(descriptionLabel);\n            labelContainer.Add(currentVersionRow);\n            labelContainer.Add(latestVersionRow);\n\n            _versionInfoContainer.Add(labelContainer);\n        }\n\n        private void AddUpdateButtons(Version currentVersion, Version latestVersion)\n        {\n            if (currentVersion >= latestVersion)\n                return;\n\n            var buttonContainer = new VisualElement();\n            buttonContainer.AddToClassList(\"updater-info-container-buttons\");\n            var latestVersionButton = new Button(() => Application.OpenURL(Constants.Updater.AssetStoreToolsUrl)) { text = \"Get the latest version\" };\n            var skipVersionButton = new Button(Close) { text = \"Skip for now\" };\n\n            buttonContainer.Add(latestVersionButton);\n            buttonContainer.Add(skipVersionButton);\n\n            _versionInfoContainer.Add(buttonContainer);\n        }\n\n        private void AddCheckForUpdatesToggle()\n        {\n            var toggleContainer = new VisualElement();\n            toggleContainer.AddToClassList(\"updater-info-container-toggle\");\n            var checkForUpdatesToggle = new Toggle() { text = \"Check for Updates\", value = ASToolsPreferences.Instance.CheckForUpdates };\n            checkForUpdatesToggle.RegisterValueChangedCallback(OnCheckForUpdatesToggleChanged);\n\n            toggleContainer.Add(checkForUpdatesToggle);\n            _versionInfoContainer.Add(toggleContainer);\n        }\n\n        private void OnCheckForUpdatesToggleChanged(ChangeEvent<bool> evt)\n        {\n            ASToolsPreferences.Instance.CheckForUpdates = evt.newValue;\n            ASToolsPreferences.Instance.Save();\n        }\n\n        private void SetupFailInfo()\n        {\n            var failContainer = new VisualElement();\n            failContainer.AddToClassList(\"updater-fail-container\");\n\n            var failImage = new Image();\n            var failDescription = new Label(\"Asset Store Publishing Tools could not retrieve information about the latest version.\");\n\n            failContainer.Add(failImage);\n            failContainer.Add(failDescription);\n\n            rootVisualElement.Add(failContainer);\n        }\n\n        private void LoadingSpinLoop()\n        {\n            var currentTimeSinceStartup = EditorApplication.timeSinceStartup;\n            var deltaTime = EditorApplication.timeSinceStartup - _lastTimeSinceStartup;\n            _lastTimeSinceStartup = currentTimeSinceStartup;\n\n            _timeSinceLoadingImageChange += deltaTime;\n            if (_timeSinceLoadingImageChange < 0.075)\n                return;\n\n            _timeSinceLoadingImageChange = 0;\n\n            _loadingImage.image = EditorGUIUtility.IconContent($\"WaitSpin{_loadingImageIndex++:00}\").image;\n            if (_loadingImageIndex > 11)\n                _loadingImageIndex = 0;\n        }\n\n        private void OnDestroy()\n        {\n            EditorApplication.update -= LoadingSpinLoop;\n        }\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/CacheUtil.cs",
    "content": "﻿using System.IO;\nusing CacheConstants = AssetStoreTools.Constants.Cache;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class CacheUtil\n    {\n        public static bool GetFileFromTempCache(string fileName, out string filePath)\n        {\n            return GetCacheFile(CacheConstants.TempCachePath, fileName, out filePath);\n        }\n\n        public static bool GetFileFromPersistentCache(string fileName, out string filePath)\n        {\n            return GetCacheFile(CacheConstants.PersistentCachePath, fileName, out filePath);\n        }\n\n        public static bool GetFileFromProjectPersistentCache(string projectPath, string fileName, out string filePath)\n        {\n            return GetCacheFile(Path.Combine(projectPath, CacheConstants.PersistentCachePath), fileName, out filePath);\n        }\n\n        private static bool GetCacheFile(string rootPath, string fileName, out string filePath)\n        {\n            filePath = Path.Combine(rootPath, fileName);\n            return File.Exists(filePath);\n        }\n\n        public static void CreateFileInTempCache(string fileName, object content, bool overwrite)\n        {\n            CreateCacheFile(CacheConstants.TempCachePath, fileName, content, overwrite);\n        }\n\n        public static void CreateFileInPersistentCache(string fileName, object content, bool overwrite)\n        {\n            CreateCacheFile(CacheConstants.PersistentCachePath, fileName, content, overwrite);\n        }\n\n        private static void CreateCacheFile(string rootPath, string fileName, object content, bool overwrite)\n        {\n            if (!Directory.Exists(rootPath))\n                Directory.CreateDirectory(rootPath);\n\n            var fullPath = Path.Combine(rootPath, fileName);\n\n            bool willUpdate = false;\n            if (File.Exists(fullPath))\n            {\n                if (overwrite)\n                {\n                    File.Delete(fullPath);\n                    willUpdate = true;\n                }\n                else\n                    return;\n            }\n\n            switch (content)\n            {\n                case byte[] bytes:\n                    File.WriteAllBytes(fullPath, bytes);\n                    break;\n                default:\n                    File.WriteAllText(fullPath, content.ToString());\n                    break;\n            }\n\n            var keyword = willUpdate ? \"Updating\" : \"Creating\";\n            ASDebug.Log($\"{keyword} cache file: '{fullPath}'\");\n        }\n\n        public static void DeleteFileFromTempCache(string fileName)\n        {\n            DeleteFileFromCache(CacheConstants.TempCachePath, fileName);\n        }\n\n        public static void DeleteFileFromPersistentCache(string fileName)\n        {\n            DeleteFileFromCache(CacheConstants.PersistentCachePath, fileName);\n        }\n\n        private static void DeleteFileFromCache(string rootPath, string fileName)\n        {\n            var path = Path.Combine(rootPath, fileName);\n            if (File.Exists(path))\n                File.Delete(path);\n        }\n\n        //private static void CreateFileInPersistentCache(string fileName, object content, bool overwrite)\n        //{\n        //    CreateCacheFile(CacheConstants.PersistentCachePath, fileName, content, overwrite);\n        //}\n\n        //private static void CreateCacheFile(string rootPath, string fileName, object content, bool overwrite)\n        //{\n        //    if (!Directory.Exists(rootPath))\n        //        Directory.CreateDirectory(rootPath);\n\n        //    var fullPath = Path.Combine(rootPath, fileName);\n\n        //    if (File.Exists(fullPath))\n        //    {\n        //        if (overwrite)\n        //            File.Delete(fullPath);\n        //        else\n        //            return;\n        //    }\n\n        //    switch (content)\n        //    {\n        //        case byte[] bytes:\n        //            File.WriteAllBytes(fullPath, bytes);\n        //            break;\n        //        default:\n        //            File.WriteAllText(fullPath, content.ToString());\n        //            break;\n        //    }\n        //    ASDebug.Log($\"Creating cached file: '{fullPath}'\");\n        //}\n\n        //public static void ClearTempCache()\n        //{\n        //    if (!File.Exists(Path.Combine(CacheConstants.TempCachePath, CacheConstants.PackageDataFile)))\n        //        return;\n\n\n        //    // Cache consists of package data and package texture thumbnails. We don't clear\n        //    // texture thumbnails here since they are less likely to change. They are still\n        //    // deleted and redownloaded every project restart (because of being stored in the 'Temp' folder)\n        //    var fullPath = Path.Combine(CacheConstants.TempCachePath, CacheConstants.PackageDataFile);\n        //    ASDebug.Log($\"Deleting cached file '{fullPath}'\");\n        //    File.Delete(fullPath);\n        //}\n\n        //public static void CachePackageMetadata(List<Package> data)\n        //{\n        //    var serializerSettings = new JsonSerializerSettings()\n        //    {\n        //        ContractResolver = Package.CachedPackageResolver.Instance,\n        //        Formatting = Formatting.Indented\n        //    };\n\n        //    CreateFileInTempCache(CacheConstants.PackageDataFile, JsonConvert.SerializeObject(data, serializerSettings), true);\n        //}\n\n        //public static void UpdatePackageMetadata(Package data)\n        //{\n        //    if (!GetCachedPackageMetadata(out var cachedData))\n        //        return;\n\n        //    var index = cachedData.FindIndex(x => x.PackageId.Equals(data.PackageId));\n        //    if (index == -1)\n        //    {\n        //        cachedData.Add(data);\n        //    }\n        //    else\n        //    {\n        //        cachedData.RemoveAt(index);\n        //        cachedData.Insert(index, data);\n        //    }\n\n        //    CachePackageMetadata(cachedData);\n        //}\n\n        //public static bool GetCachedPackageMetadata(out List<Package> data)\n        //{\n        //    data = new List<Package>();\n        //    var path = Path.Combine(CacheConstants.TempCachePath, CacheConstants.PackageDataFile);\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    try\n        //    {\n        //        var serializerSettings = new JsonSerializerSettings()\n        //        {\n        //            ContractResolver = Package.CachedPackageResolver.Instance\n        //        };\n\n        //        data = JsonConvert.DeserializeObject<List<Package>>(File.ReadAllText(path, Encoding.UTF8), serializerSettings);\n        //        return true;\n        //    }\n        //    catch\n        //    {\n        //        return false;\n        //    }\n        //}\n\n        //public static void CacheTexture(string packageId, Texture2D texture)\n        //{\n        //    CreateFileInTempCache($\"{packageId}.png\", texture.EncodeToPNG(), true);\n        //}\n\n        //public static bool GetCachedTexture(string packageId, out Texture2D texture)\n        //{\n        //    texture = new Texture2D(1, 1);\n        //    var path = Path.Combine(CacheConstants.TempCachePath, $\"{packageId}.png\");\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    texture.LoadImage(File.ReadAllBytes(path));\n        //    return true;\n        //}\n\n        //public static void CacheWorkflowStateData(string packageId, WorkflowStateData data)\n        //{\n        //    var fileName = $\"{packageId}-workflowStateData.asset\";\n        //    CreateFileInPersistentCache(fileName, JsonConvert.SerializeObject(data, Formatting.Indented), true);\n        //}\n\n        //public static bool GetCachedWorkflowStateData(string packageId, out WorkflowStateData data)\n        //{\n        //    data = null;\n        //    var path = Path.Combine(CacheConstants.PersistentCachePath, $\"{packageId}-workflowStateData.asset\");\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    data = JsonConvert.DeserializeObject<WorkflowStateData>(File.ReadAllText(path, Encoding.UTF8));\n        //    return true;\n        //}\n\n        //public static void CacheValidationStateData(ValidationStateData data)\n        //{\n        //    var serializerSettings = new JsonSerializerSettings()\n        //    {\n        //        ContractResolver = ValidationStateDataContractResolver.Instance,\n        //        Formatting = Formatting.Indented,\n        //        TypeNameHandling = TypeNameHandling.Auto,\n        //        Converters = new List<JsonConverter>() { new StringEnumConverter() }\n        //    };\n\n        //    CreateFileInPersistentCache(CacheConstants.ValidationResultFile, JsonConvert.SerializeObject(data, serializerSettings), true);\n        //}\n\n        //public static bool GetCachedValidationStateData(out ValidationStateData data)\n        //{\n        //    return GetCachedValidationStateData(Constants.RootProjectPath, out data);\n        //}\n\n        //public static bool GetCachedValidationStateData(string projectPath, out ValidationStateData data)\n        //{\n        //    data = null;\n        //    var path = Path.Combine(projectPath, CacheConstants.PersistentCachePath, CacheConstants.ValidationResultFile);\n        //    if (!File.Exists(path))\n        //        return false;\n\n        //    try\n        //    {\n        //        var serializerSettings = new JsonSerializerSettings()\n        //        {\n        //            ContractResolver = ValidationStateDataContractResolver.Instance,\n        //            Formatting = Formatting.Indented,\n        //            TypeNameHandling = TypeNameHandling.Auto,\n        //            Converters = new List<JsonConverter>() { new StringEnumConverter() }\n        //        };\n\n        //        data = JsonConvert.DeserializeObject<ValidationStateData>(File.ReadAllText(path, Encoding.UTF8), serializerSettings);\n        //        return true;\n        //    }\n        //    catch (System.Exception e)\n        //    {\n        //        UnityEngine.Debug.LogException(e);\n        //        return false;\n        //    }\n        //}\n    }\n}\n"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/CacheUtil.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/FileUtility.cs",
    "content": "﻿using System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class FileUtility\n    {\n        private class RenameInfo\n        {\n            public string OriginalName;\n            public string CurrentName;\n        }\n\n        public static string AbsolutePathToRelativePath(string path, bool allowSymlinks)\n        {\n            if (!File.Exists(path) && !Directory.Exists(path))\n                return path;\n\n            string convertedPath = path.Replace(\"\\\\\", \"/\");\n\n            var allPackages = PackageUtility.GetAllPackages();\n            foreach (var package in allPackages)\n            {\n                if (Path.GetFullPath(package.resolvedPath) != Path.GetFullPath(convertedPath)\n                    && !Path.GetFullPath(convertedPath).StartsWith(Path.GetFullPath(package.resolvedPath) + Path.DirectorySeparatorChar))\n                    continue;\n\n                convertedPath = Path.GetFullPath(convertedPath)\n                    .Replace(Path.GetFullPath(package.resolvedPath), package.assetPath)\n                    .Replace(\"\\\\\", \"/\");\n\n                return convertedPath;\n            }\n\n            if (convertedPath.StartsWith(Constants.RootProjectPath))\n            {\n                convertedPath = convertedPath.Substring(Constants.RootProjectPath.Length);\n            }\n            else\n            {\n                if (allowSymlinks && SymlinkUtil.FindSymlinkFolderRelative(convertedPath, out var symlinkPath))\n                    convertedPath = symlinkPath;\n            }\n\n            return convertedPath;\n        }\n\n        public static void CopyDirectory(string sourceDir, string destinationDir, bool recursive)\n        {\n            // Get information about the source directory\n            var dir = new DirectoryInfo(sourceDir);\n\n            // Check if the source directory exists\n            if (!dir.Exists)\n                throw new DirectoryNotFoundException($\"Source directory not found: {dir.FullName}\");\n\n            // Cache directories before we start copying\n            DirectoryInfo[] dirs = dir.GetDirectories();\n\n            // Create the destination directory\n            Directory.CreateDirectory(destinationDir);\n\n            // Get the files in the source directory and copy to the destination directory\n            foreach (FileInfo file in dir.GetFiles())\n            {\n                string targetFilePath = Path.Combine(destinationDir, file.Name);\n                file.CopyTo(targetFilePath);\n            }\n\n            // If recursive and copying subdirectories, recursively call this method\n            if (recursive)\n            {\n                foreach (DirectoryInfo subDir in dirs)\n                {\n                    string newDestinationDir = Path.Combine(destinationDir, subDir.Name);\n                    CopyDirectory(subDir.FullName, newDestinationDir, true);\n                }\n            }\n        }\n\n        public static bool ShouldHaveMeta(string assetPath)\n        {\n            if (string.IsNullOrEmpty(assetPath))\n                return false;\n\n            // Meta files never have other metas\n            if (assetPath.EndsWith(\".meta\", System.StringComparison.OrdinalIgnoreCase))\n                return false;\n\n            // File System entries ending with '~' are hidden in the context of ADB\n            if (assetPath.EndsWith(\"~\"))\n                return false;\n\n            // File System entries whose names start with '.' are hidden in the context of ADB\n            var assetName = assetPath.Replace(\"\\\\\", \"/\").Split('/').Last();\n            if (assetName.StartsWith(\".\"))\n                return false;\n\n            return true;\n        }\n\n        public static bool IsMissingMetaFiles(IEnumerable<string> sourcePaths)\n        {\n            foreach (var sourcePath in sourcePaths)\n            {\n                if (!Directory.Exists(sourcePath))\n                    continue;\n\n                var allDirectories = Directory.GetDirectories(sourcePath, \"*\", SearchOption.AllDirectories);\n                foreach (var dir in allDirectories)\n                {\n                    var dirInfo = new DirectoryInfo(dir);\n                    if (!dirInfo.Name.EndsWith(\"~\"))\n                        continue;\n\n                    var nestedContent = dirInfo.GetFileSystemInfos(\"*\", SearchOption.AllDirectories);\n                    foreach (var nested in nestedContent)\n                    {\n                        if (!ShouldHaveMeta(nested.FullName))\n                            continue;\n\n                        if (!File.Exists(nested.FullName + \".meta\"))\n                            return true;\n                    }\n                }\n            }\n\n            return false;\n        }\n\n        public static void GenerateMetaFiles(IEnumerable<string> sourcePaths)\n        {\n            var renameInfos = new List<RenameInfo>();\n\n            foreach (var sourcePath in sourcePaths)\n            {\n                if (!Directory.Exists(sourcePath))\n                    continue;\n\n                var hiddenDirectoriesInPath = Directory.GetDirectories(sourcePath, \"*\", SearchOption.AllDirectories).Where(x => x.EndsWith(\"~\"));\n                foreach (var hiddenDir in hiddenDirectoriesInPath)\n                {\n                    var hiddenDirRelative = AbsolutePathToRelativePath(hiddenDir, ASToolsPreferences.Instance.EnableSymlinkSupport);\n                    if (!hiddenDirRelative.StartsWith(\"Assets/\") && !hiddenDirRelative.StartsWith(\"Packages/\"))\n                    {\n                        ASDebug.LogWarning($\"Path {sourcePath} is not part of the Asset Database and will be skipped\");\n                        continue;\n                    }\n\n                    renameInfos.Add(new RenameInfo() { CurrentName = hiddenDirRelative, OriginalName = hiddenDirRelative });\n                }\n            }\n\n            if (renameInfos.Count == 0)\n                return;\n\n            try\n            {\n                EditorApplication.LockReloadAssemblies();\n\n                // Order paths from longest to shortest to avoid having to rename them multiple times\n                renameInfos = renameInfos.OrderByDescending(x => x.OriginalName.Length).ToList();\n\n                try\n                {\n                    AssetDatabase.StartAssetEditing();\n                    foreach (var renameInfo in renameInfos)\n                    {\n                        renameInfo.CurrentName = renameInfo.OriginalName.TrimEnd('~');\n                        Directory.Move(renameInfo.OriginalName, renameInfo.CurrentName);\n                    }\n                }\n                finally\n                {\n                    AssetDatabase.StopAssetEditing();\n                    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n                    AssetDatabase.ReleaseCachedFileHandles();\n                }\n\n                // Restore the original path names in reverse order\n                renameInfos = renameInfos.OrderBy(x => x.OriginalName.Length).ToList();\n\n                try\n                {\n                    AssetDatabase.StartAssetEditing();\n                    foreach (var renameInfo in renameInfos)\n                    {\n                        Directory.Move(renameInfo.CurrentName, renameInfo.OriginalName);\n                        if (File.Exists($\"{renameInfo.CurrentName}.meta\"))\n                            File.Delete($\"{renameInfo.CurrentName}.meta\");\n                    }\n                }\n                finally\n                {\n                    AssetDatabase.StopAssetEditing();\n                    AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);\n                }\n            }\n            finally\n            {\n                EditorApplication.UnlockReloadAssemblies();\n            }\n        }\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/LegacyToolsRemover.cs",
    "content": "﻿using System;\nusing System.IO;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Utility\n{\n    [InitializeOnLoad]\n    internal class LegacyToolsRemover\n    {\n        private const string MessagePart1 = \"A legacy version of Asset Store Tools \" +\n            \"was detected at the following path:\\n\";\n        private const string MessagePart2 = \"\\n\\nHaving both the legacy and the latest version installed at the same time is not supported \" +\n            \"and might prevent the latest version from functioning properly.\\n\\nWould you like the legacy version to be removed automatically?\";\n\n        static LegacyToolsRemover()\n        {\n            try\n            {\n                if (Application.isBatchMode)\n                    return;\n\n                CheckAndRemoveLegacyTools();\n            }\n            catch { }\n        }\n\n        private static void CheckAndRemoveLegacyTools()\n        {\n            if (!ASToolsPreferences.Instance.LegacyVersionCheck || !ProjectContainsLegacyTools(out string path))\n                return;\n\n            var relativePath = path.Substring(Application.dataPath.Length - \"Assets\".Length).Replace(\"\\\\\", \"/\");\n            var result = EditorUtility.DisplayDialog(\"Asset Store Tools\", MessagePart1 + relativePath + MessagePart2, \"Yes\", \"No\");\n\n            // If \"No\" - do nothing\n            if (!result)\n                return;\n\n            // If \"Yes\" - remove legacy tools\n            File.Delete(path);\n            File.Delete(path + \".meta\");\n            RemoveEmptyFolders(Path.GetDirectoryName(path)?.Replace(\"\\\\\", \"/\"));\n            AssetDatabase.Refresh();\n\n            // We could also optionally prevent future execution here\n            // but the ProjectContainsLegacyTools() function runs in less\n            // than a milisecond on an empty project\n        }\n\n        private static bool ProjectContainsLegacyTools(out string path)\n        {\n            path = null;\n\n            foreach (Assembly assembly in AppDomain.CurrentDomain.GetAssemblies())\n            {\n                if (assembly.ManifestModule.Name == \"AssetStoreTools.dll\")\n                {\n                    path = assembly.Location;\n                    break;\n                }\n            }\n\n            if (string.IsNullOrEmpty(path))\n                return false;\n            return true;\n        }\n\n        private static void RemoveEmptyFolders(string directory)\n        {\n            if (directory.EndsWith(Application.dataPath))\n                return;\n\n            if (Directory.GetFiles(directory).Length == 0 && Directory.GetDirectories(directory).Length == 0)\n            {\n                var parentPath = Path.GetDirectoryName(directory).Replace(\"\\\\\", \"/\");\n\n                Directory.Delete(directory);\n                File.Delete(directory + \".meta\");\n\n                RemoveEmptyFolders(parentPath);\n            }\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/LegacyToolsRemover.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/PackageUtility.cs",
    "content": "﻿#if !UNITY_2021_1_OR_NEWER\nusing System;\nusing System.Reflection;\n#endif\nusing Newtonsoft.Json.Linq;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEditor.PackageManager;\nusing UnityEngine;\nusing PackageInfo = UnityEditor.PackageManager.PackageInfo;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class PackageUtility\n    {\n        public class PackageInfoSampleMetadata\n        {\n            public string DisplayName;\n            public string Description;\n            public string Path;\n        }\n\n        public class PackageInfoUnityVersionMetadata\n        {\n            /// <summary>\n            /// Major bit of the Unity version, e.g. 2021.3\n            /// </summary>\n            public string Version;\n            /// <summary>\n            /// Minor bit of the Unity version, e.g. 0f1\n            /// </summary>\n            public string Release;\n\n            public override string ToString()\n            {\n                if (string.IsNullOrEmpty(Version))\n                    return Release;\n\n                if (string.IsNullOrEmpty(Release))\n                    return Release;\n\n                return $\"{Version}.{Release}\";\n            }\n        }\n\n        /// <summary>\n        /// Returns a package identifier, consisting of package name and package version\n        /// </summary>\n        /// <param name=\"package\"></param>\n        /// <returns></returns>\n        public static string GetPackageIdentifier(this PackageInfo package)\n        {\n            return $\"{package.name}-{package.version}\";\n        }\n\n        public static PackageInfo[] GetAllPackages()\n        {\n#if !UNITY_2021_1_OR_NEWER\n            var method = typeof(PackageInfo).GetMethod(\"GetAll\", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Static, null, new Type[0], null);\n            var packages = method?.Invoke(null, null) as PackageInfo[];\n#else\n            var packages = PackageInfo.GetAllRegisteredPackages();\n#endif\n            return packages;\n        }\n\n        public static PackageInfo[] GetAllLocalPackages()\n        {\n            var packages = GetAllPackages();\n            var localPackages = packages.Where(x => x.source == PackageSource.Embedded || x.source == PackageSource.Local)\n                .Where(x => x.isDirectDependency).ToArray();\n            return localPackages;\n        }\n\n        public static PackageInfo[] GetAllRegistryPackages()\n        {\n            var packages = GetAllPackages();\n            var registryPackages = packages.Where(x => x.source == PackageSource.Registry || x.source == PackageSource.BuiltIn)\n                .OrderBy(x => string.Compare(x.type, \"module\", System.StringComparison.OrdinalIgnoreCase) == 0)\n                .ThenBy(x => x.name).ToArray();\n\n            return registryPackages;\n        }\n\n        public static bool GetPackageByManifestPath(string packageManifestPath, out PackageInfo package)\n        {\n            package = null;\n\n            if (string.IsNullOrEmpty(packageManifestPath))\n                return false;\n\n            var fileInfo = new FileInfo(packageManifestPath);\n            if (!fileInfo.Exists)\n                return false;\n\n            var allPackages = GetAllPackages();\n\n            package = allPackages.FirstOrDefault(x => Path.GetFullPath(x.resolvedPath).Equals(fileInfo.Directory.FullName));\n            return package != null;\n        }\n\n        public static bool GetPackageByPackageName(string packageName, out PackageInfo package)\n        {\n            package = null;\n\n            if (string.IsNullOrEmpty(packageName))\n                return false;\n\n            return GetPackageByManifestPath($\"Packages/{packageName}/package.json\", out package);\n        }\n\n        public static TextAsset GetManifestAsset(this PackageInfo packageInfo)\n        {\n            return AssetDatabase.LoadAssetAtPath<TextAsset>($\"{packageInfo.assetPath}/package.json\");\n        }\n\n        public static List<PackageInfoSampleMetadata> GetSamples(this PackageInfo packageInfo)\n        {\n            var samples = new List<PackageInfoSampleMetadata>();\n\n            var packageManifest = packageInfo.GetManifestAsset();\n            var json = JObject.Parse(packageManifest.text);\n\n            if (!json.ContainsKey(\"samples\") || json[\"samples\"].Type != JTokenType.Array)\n                return samples;\n\n            var sampleList = json[\"samples\"].ToList();\n            foreach (JObject sample in sampleList)\n            {\n                var displayName = string.Empty;\n                var description = string.Empty;\n                var path = string.Empty;\n\n                if (sample.ContainsKey(\"displayName\"))\n                    displayName = sample[\"displayName\"].ToString();\n                if (sample.ContainsKey(\"description\"))\n                    description = sample[\"description\"].ToString();\n                if (sample.ContainsKey(\"path\"))\n                    path = sample[\"path\"].ToString();\n\n                if (!string.IsNullOrEmpty(displayName) || !string.IsNullOrEmpty(description) || !string.IsNullOrEmpty(path))\n                    samples.Add(new PackageInfoSampleMetadata() { DisplayName = displayName, Description = description, Path = path });\n            }\n\n            return samples;\n        }\n\n        public static PackageInfoUnityVersionMetadata GetUnityVersion(this PackageInfo packageInfo)\n        {\n            var packageManifest = packageInfo.GetManifestAsset();\n            var json = JObject.Parse(packageManifest.text);\n\n            var unityVersion = string.Empty;\n            var unityRelease = string.Empty;\n\n            if (json.ContainsKey(\"unity\"))\n                unityVersion = json[\"unity\"].ToString();\n            if (json.ContainsKey(\"unityRelease\"))\n                unityRelease = json[\"unityRelease\"].ToString();\n\n            return new PackageInfoUnityVersionMetadata()\n            {\n                Version = unityVersion,\n                Release = unityRelease\n            };\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/PackageUtility.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/ServiceProvider.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Utility\n{\n    internal abstract class ServiceProvider<Service>\n    {\n        private Dictionary<Type, Service> _services = new Dictionary<Type, Service>();\n        private Dictionary<Type, Func<Service>> _queuedServices = new Dictionary<Type, Func<Service>>();\n\n        protected class MissingServiceDependencyException : Exception\n        {\n            public Type ServiceType { get; private set; }\n            public Type MissingDependencyType { get; private set; }\n\n            public MissingServiceDependencyException(Type serviceType, Type missingDependencyType)\n            {\n                ServiceType = serviceType;\n                MissingDependencyType = missingDependencyType;\n            }\n        }\n\n        protected ServiceProvider()\n        {\n            RegisterServices();\n            CreateRegisteredServices();\n        }\n\n        protected abstract void RegisterServices();\n\n        protected void Register<TService, TInstance>() where TService : Service where TInstance : TService\n        {\n            Register<TService>(() => CreateServiceInstance(typeof(TInstance)));\n        }\n\n        protected void Register<TService>(Func<Service> initializer) where TService : Service\n        {\n            _queuedServices.Add(typeof(TService), initializer);\n        }\n\n        private void CreateRegisteredServices()\n        {\n            if (_queuedServices.Count == 0)\n                return;\n\n            var createdAnyService = false;\n            var missingServices = new List<MissingServiceDependencyException>();\n\n            foreach (var service in _queuedServices)\n            {\n                try\n                {\n                    var instance = service.Value.Invoke();\n                    _services.Add(service.Key, instance);\n                    createdAnyService = true;\n                }\n                catch (MissingServiceDependencyException e)\n                {\n                    missingServices.Add(e);\n                }\n            }\n\n            foreach (var createdService in _services)\n            {\n                _queuedServices.Remove(createdService.Key);\n            }\n\n            if (!createdAnyService)\n            {\n                var message = string.Join(\", \", missingServices.Select(x => $\"{x.ServiceType} depends on {x.MissingDependencyType}\"));\n                throw new Exception(\"Could not create the following services due to missing dependencies: \" + message);\n            }\n\n            // Recursively register remaining queued services that may have failed\n            // due to missing depenedencies that are now registered\n            CreateRegisteredServices();\n        }\n\n        private Service CreateServiceInstance(Type concreteType)\n        {\n            if (concreteType.IsAbstract)\n                throw new Exception($\"Cannot create an instance of an abstract class {concreteType}\");\n\n            var constructor = concreteType.GetConstructors().First();\n            var expectedParameters = constructor.GetParameters();\n            var parametersToUse = new List<object>();\n\n            foreach (var parameter in expectedParameters)\n            {\n                if (!_services.ContainsKey(parameter.ParameterType))\n                    throw new MissingServiceDependencyException(concreteType, parameter.ParameterType);\n\n                parametersToUse.Add(_services[parameter.ParameterType]);\n            }\n\n            return (Service)constructor.Invoke(parametersToUse.ToArray());\n        }\n\n        public T GetService<T>() where T : Service\n        {\n            return (T)GetService(typeof(T));\n        }\n\n        public object GetService(Type type)\n        {\n            if (!_services.ContainsKey(type))\n                throw new Exception($\"Service of type {type} is not registered\");\n\n            return _services[type];\n        }\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/StyleSelector.cs",
    "content": "﻿using System;\nusing UnityEditor;\nusing UnityEngine.UIElements;\nusing WindowStyles = AssetStoreTools.Constants.WindowStyles;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class StyleSelector\n    {\n        private static StyleSheet GetStylesheet(string rootPath, string filePath)\n        {\n            var path = $\"{rootPath}/{filePath}.uss\";\n            var sheet = AssetDatabase.LoadAssetAtPath<StyleSheet>(path);\n            if (sheet == null)\n                throw new Exception($\"Stylesheet '{path}' was not found\");\n            return sheet;\n        }\n\n        private static StyleSheet GetStylesheetTheme(string rootPath, string filePath)\n        {\n            var suffix = !EditorGUIUtility.isProSkin ? \"Light\" : \"Dark\";\n            return GetStylesheet(rootPath, filePath + suffix);\n        }\n\n        public static class UploaderWindow\n        {\n            public static StyleSheet UploaderWindowStyle => GetStylesheet(WindowStyles.UploaderStylesPath, \"Style\");\n            public static StyleSheet UploaderWindowTheme => GetStylesheetTheme(WindowStyles.UploaderStylesPath, \"Theme\");\n\n            public static StyleSheet LoginViewStyle => GetStylesheet(WindowStyles.UploaderStylesPath, \"LoginView/Style\");\n            public static StyleSheet LoginViewTheme => GetStylesheetTheme(WindowStyles.UploaderStylesPath, \"LoginView/Theme\");\n\n            public static StyleSheet PackageListViewStyle => GetStylesheet(WindowStyles.UploaderStylesPath, \"PackageListView/Style\");\n            public static StyleSheet PackageListViewTheme => GetStylesheetTheme(WindowStyles.UploaderStylesPath, \"PackageListView/Theme\");\n        }\n\n        public static class ValidatorWindow\n        {\n            public static StyleSheet ValidatorWindowStyle => GetStylesheet(WindowStyles.ValidatorStylesPath, \"Style\");\n            public static StyleSheet ValidatorWindowTheme => GetStylesheetTheme(WindowStyles.ValidatorStylesPath, \"Theme\");\n        }\n\n        public static class PreviewGeneratorWindow\n        {\n            public static StyleSheet PreviewGeneratorWindowStyle => GetStylesheet(WindowStyles.PreviewGeneratorStylesPath, \"Style\");\n            public static StyleSheet PreviewGeneratorWindowTheme => GetStylesheetTheme(WindowStyles.PreviewGeneratorStylesPath, \"Theme\");\n        }\n\n        public static class UpdaterWindow\n        {\n            public static StyleSheet UpdaterWindowStyle => GetStylesheet(WindowStyles.UpdaterStylesPath, \"Style\");\n            public static StyleSheet UpdaterWindowTheme => GetStylesheetTheme(WindowStyles.UpdaterStylesPath, \"Theme\");\n        }\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater/Style.uss",
    "content": "﻿.updater-loading-container {\n\tflex-grow: 1;\n\talign-items: center;\n\tjustify-content: center;\n}\n\n.updater-loading-container > Image {\n\twidth: 16px;\n\theight: 16px;\n}\n\n.updater-info-container {\n\tflex-grow: 1;\n\tmargin: 0 5px 5px 5px;\n}\n\n.updater-info-container-labels {\n\tflex-grow: 1;\n\tmargin-bottom: 10px;\n\tmargin-top: 5px;\n}\n\n.updater-info-container-labels-description {\n\tflex-grow: 0.5;\n\tmargin-bottom: 5px;\n\twhite-space: normal;\n\t-unity-text-align: middle-left;\n}\n\n.updater-info-container-labels-row {\n\tflex-direction: row;\n}\n\n.updater-info-container-labels-row-identifier {\n\t-unity-font-style: bold;\n}\n\n.updater-info-container-buttons {\n\tflex-direction: row;\n\tmargin-bottom: 5px;\n}\n\n.updater-info-container-buttons > Button {\n\tflex-grow: 1;\n\tflex-shrink: 1;\n\tflex-basis: 100%;\n\theight: 25px;\n}\n\n.updater-info-container-toggle {\n\talign-self: flex-end;\n}\n\n.updater-info-container-toggle > Toggle > VisualElement > Label {\n\tmargin-left: 5px;\n}\n\n.updater-fail-container {\n\tflex-grow: 1;\n\tflex-direction: row;\n\tmargin: 0 5px 5px 5px;\n\tjustify-content: center;\n\talign-items: center;\n}\n\n.updater-fail-container > Image {\n\tflex-shrink: 0;\n\twidth: 36px;\n\theight: 36px;\n\tmargin-right: 5px;\n}\n\n.updater-fail-container > Label {\n\tflex-shrink: 1;\n\twhite-space: normal;\n}"
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater/ThemeDark.uss",
    "content": "﻿.updater-fail-container > Image {\n\t--unity-image: resource(\"console.erroricon@2x\");\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater/ThemeDark.uss.meta",
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    "content": "﻿.updater-fail-container > Image {\n\t--unity-image: resource(\"console.erroricon@2x\");\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/Styles/Updater.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Utility/SymlinkUtil.cs",
    "content": "﻿using System.IO;\n\nnamespace AssetStoreTools.Utility\n{\n    internal static class SymlinkUtil\n    {\n        private const FileAttributes FolderSymlinkAttributes = FileAttributes.Directory | FileAttributes.ReparsePoint;\n\n        public static bool FindSymlinkFolderRelative(string folderPathAbsolute, out string relativePath)\n        {\n            // Get directory info for path outside of the project\n            var absoluteInfo = new DirectoryInfo(folderPathAbsolute);\n\n            // Get all directories within the project\n            var allFolderPaths = Directory.GetDirectories(\"Assets\", \"*\", SearchOption.AllDirectories);\n            foreach (var path in allFolderPaths)\n            {\n                var fullPath = path.Replace(\"\\\\\", \"/\");\n\n                // Get directory info for one of the paths within the project\n                var relativeInfo = new DirectoryInfo(fullPath);\n\n                // Check if project's directory is a symlink\n                if (!relativeInfo.Attributes.HasFlag(FolderSymlinkAttributes))\n                    continue;\n\n                // Compare metadata of outside directory with a directories within the project\n                if (!CompareDirectories(absoluteInfo, relativeInfo))\n                    continue;\n\n                // Found symlink within the project, assign it\n                relativePath = fullPath;\n                return true;\n            }\n\n            relativePath = string.Empty;\n            return false;\n        }\n\n        private static bool CompareDirectories(DirectoryInfo directory, DirectoryInfo directory2)\n        {\n            var contents = directory.EnumerateFileSystemInfos(\"*\", SearchOption.AllDirectories).GetEnumerator();\n            var contents2 = directory2.EnumerateFileSystemInfos(\"*\", SearchOption.AllDirectories).GetEnumerator();\n\n            while (true)\n            {\n                var firstNext = contents.MoveNext();\n                var secondNext = contents2.MoveNext();\n\n                if (firstNext != secondNext)\n                    return false;\n\n                if (!firstNext && !secondNext)\n                    break;\n\n                var equals = contents.Current?.Name == contents2.Current?.Name\n                             && contents.Current?.LastWriteTime == contents2.Current?.LastWriteTime;\n\n                if (!equals)\n                    return false;\n            }\n\n            return true;\n        }\n\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Categories/CategoryEvaluator.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\n\nnamespace AssetStoreTools.Validator.Categories\n{\n    internal class CategoryEvaluator\n    {\n        private string _category;\n\n        public CategoryEvaluator(string category)\n        {\n            if (string.IsNullOrEmpty(category))\n                _category = string.Empty;\n            else\n                _category = category;\n        }\n\n        public void SetCategory(string category)\n        {\n            if (category == null)\n                _category = string.Empty;\n            else\n                _category = category;\n        }\n\n        public string GetCategory()\n        {\n            return _category;\n        }\n\n        public TestResultStatus Evaluate(ValidationTest validation, bool slugify = false)\n        {\n            var result = validation.Result.Status;\n            if (result != TestResultStatus.VariableSeverityIssue)\n                return result;\n\n            var category = _category;\n\n            if (slugify)\n                category = validation.Slugify(category);\n\n            return validation.CategoryInfo.EvaluateByFilter(category);\n        }\n\n#if AB_BUILDER\n        public TestResultStatus EvaluateAndSlugify(ValidationTest validation)\n        {\n            return Evaluate(validation, true);\n        }\n#endif\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Categories/ValidatorCategory.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing System;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.Categories\n{\n    [System.Serializable]\n    internal class ValidatorCategory\n    {\n        public bool IsFailFilter = false;\n        public bool IsInclusiveFilter = true;\n        public bool AppliesToSubCategories = true;\n        public string[] Filter = { \"Tools\", \"Art\" };\n\n        public TestResultStatus EvaluateByFilter(string category)\n        {\n            if (AppliesToSubCategories)\n                category = category.Split('/')[0];\n\n            var isCategoryInFilter = Filter.Any(x => String.Compare(x, category, StringComparison.OrdinalIgnoreCase) == 0);\n\n            if (IsInclusiveFilter)\n            {\n                if (isCategoryInFilter)\n                    return IsFailFilter ? TestResultStatus.Fail : TestResultStatus.Warning;\n                else\n                    return IsFailFilter ? TestResultStatus.Warning : TestResultStatus.Fail;\n            }\n            else\n            {\n                if (isCategoryInFilter)\n                    return IsFailFilter ? TestResultStatus.Warning : TestResultStatus.Fail;\n                else\n                    return IsFailFilter ? TestResultStatus.Fail : TestResultStatus.Warning;\n            }\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/CurrentProjectValidator.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.IO;\n\nnamespace AssetStoreTools.Validator\n{\n    internal class CurrentProjectValidator : ValidatorBase\n    {\n        private CurrentProjectValidationSettings _settings;\n\n        public CurrentProjectValidator(CurrentProjectValidationSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            if (_settings == null)\n                throw new Exception(\"Validation Settings is null\");\n\n            if (_settings.ValidationPaths == null\n                || _settings.ValidationPaths.Count == 0)\n                throw new Exception(\"No validation paths were set\");\n\n            switch (_settings.ValidationType)\n            {\n                case ValidationType.Generic:\n                case ValidationType.UnityPackage:\n                    ValidateUnityPackageSettings();\n                    break;\n                default:\n                    throw new NotImplementedException(\"Undefined validation type\");\n            }\n        }\n\n        private void ValidateUnityPackageSettings()\n        {\n            var invalidPaths = string.Empty;\n            foreach (var path in _settings.ValidationPaths)\n            {\n                if (!Directory.Exists(path))\n                    invalidPaths += $\"\\n{path}\";\n            }\n\n            if (!string.IsNullOrEmpty(invalidPaths))\n                throw new Exception(\"The following directories do not exist:\" + invalidPaths);\n        }\n\n        protected override ValidationResult GenerateValidationResult()\n        {\n            ITestConfig config;\n            var applicableTests = GetApplicableTests(ValidationType.Generic);\n            switch (_settings.ValidationType)\n            {\n                case ValidationType.Generic:\n                    config = new GenericTestConfig() { ValidationPaths = _settings.ValidationPaths.ToArray() };\n                    break;\n                case ValidationType.UnityPackage:\n                    applicableTests.AddRange(GetApplicableTests(ValidationType.UnityPackage));\n                    config = new GenericTestConfig() { ValidationPaths = _settings.ValidationPaths.ToArray() };\n                    break;\n                default:\n                    return new ValidationResult() { Status = ValidationStatus.Failed, Exception = new Exception(\"Undefined validation type\") };\n            }\n\n            var validationResult = RunTests(applicableTests, config);\n            return validationResult;\n        }\n    }\n}"
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/CurrentProjectValidationSettings.cs",
    "content": "using System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class CurrentProjectValidationSettings : ValidationSettings\n    {\n        public List<string> ValidationPaths;\n        public ValidationType ValidationType;\n\n        public CurrentProjectValidationSettings()\n        {\n            Category = string.Empty;\n            ValidationPaths = new List<string>();\n        }\n\n        public override int GetHashCode()\n        {\n            return base.GetHashCode();\n        }\n\n        public override bool Equals(object obj)\n        {\n            if (obj == null || obj.GetType() != typeof(CurrentProjectValidationSettings))\n                return false;\n\n            var other = (CurrentProjectValidationSettings)obj;\n            return Category == other.Category\n                && ValidationType == other.ValidationType\n                && ValidationPaths.OrderBy(x => x).SequenceEqual(other.ValidationPaths.OrderBy(x => x));\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/CurrentProjectValidationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9e4a4a4aa3f501847b1abb1e08505f9b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ExternalProjectValidationSettings.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal class ExternalProjectValidationSettings : ValidationSettings\n    {\n        public string PackagePath;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ExternalProjectValidationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f79c895f4bb099b4983dd20eef72a7bd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/HighlightObjectAction.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data.MessageActions\n{\n    internal class HighlightObjectAction : IMessageAction\n    {\n        public string Tooltip => \"Click to highlight the associated object in Hierarchy/Project view\";\n        public Object Target => _target?.GetObject();\n\n        [JsonProperty]\n        private TestResultObject _target;\n\n        public HighlightObjectAction() { }\n\n        public HighlightObjectAction(Object target)\n        {\n            _target = new TestResultObject(target);\n        }\n\n        public void Execute()\n        {\n            var targetObject = _target.GetObject();\n            if (targetObject == null)\n                return;\n\n            EditorGUIUtility.PingObject(targetObject);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/HighlightObjectAction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: de24c0a7f8a22c142a224e6abd0ddc68\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/IMessageAction.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data.MessageActions\n{\n    internal interface IMessageAction\n    {\n        [JsonIgnore]\n        string Tooltip { get; }\n\n        [JsonIgnore]\n        Object Target { get; }\n\n        void Execute();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/IMessageAction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f1636d7241abdf1498368f841aa818a2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/OpenAssetAction.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data.MessageActions\n{\n    internal class OpenAssetAction : IMessageAction\n    {\n        public string Tooltip => \"Click to open the associated asset\";\n        public Object Target => _target?.GetObject();\n\n        [JsonProperty]\n        private TestResultObject _target;\n        [JsonProperty]\n        private int _lineNumber;\n\n        public OpenAssetAction() { }\n\n        public OpenAssetAction(Object target)\n        {\n            _target = new TestResultObject(target);\n        }\n\n        public OpenAssetAction(Object target, int lineNumber) : this(target)\n        {\n            _lineNumber = lineNumber;\n        }\n\n        public void Execute()\n        {\n            var targetObject = _target.GetObject();\n            if (targetObject == null)\n                return;\n\n            AssetDatabase.OpenAsset(targetObject, _lineNumber);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions/OpenAssetAction.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9fb4fec293bf73f4a8f870c535750613\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/MessageActions.meta",
    "content": "fileFormatVersion: 2\nguid: d51c5c866dcd449488caa10a40dd3301\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResult.cs",
    "content": "﻿using AssetStoreTools.Validator.Data.MessageActions;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal struct TestResult\n    {\n        public TestResultStatus Status;\n\n        [JsonProperty]\n        private List<TestResultMessage> _messages;\n\n        [JsonIgnore]\n        public int MessageCount => _messages != null ? _messages.Count : 0;\n\n        public TestResultMessage GetMessage(int index)\n        {\n            return _messages[index];\n        }\n\n        public void AddMessage(string msg)\n        {\n            AddMessage(msg, null, null);\n        }\n\n        public void AddMessage(string msg, IMessageAction clickAction)\n        {\n            AddMessage(msg, clickAction, null);\n        }\n\n        public void AddMessage(string msg, IMessageAction clickAction, params UnityEngine.Object[] messageObjects)\n        {\n            if (_messages == null)\n                _messages = new List<TestResultMessage>();\n\n            var message = new TestResultMessage(msg, clickAction);\n            _messages.Add(message);\n\n            if (messageObjects == null)\n                return;\n\n            foreach (var obj in messageObjects)\n            {\n                if (obj == null)\n                    continue;\n\n                message.AddMessageObject(obj);\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 05d7d92bbda6bf44f8ed5fbd0cde57e6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultMessage.cs",
    "content": "using AssetStoreTools.Validator.Data.MessageActions;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class TestResultMessage\n    {\n        [JsonIgnore]\n        public int MessageObjectCount => _messageObjects.Count;\n\n        [JsonProperty]\n        private string _text;\n        [JsonProperty]\n        private List<TestResultObject> _messageObjects;\n        [JsonProperty]\n        private IMessageAction _clickAction;\n\n        public TestResultMessage() { }\n\n        public TestResultMessage(string text)\n        {\n            _text = text;\n            _messageObjects = new List<TestResultObject>();\n        }\n\n        public TestResultMessage(string text, IMessageAction clickAction) : this(text)\n        {\n            _clickAction = clickAction;\n        }\n\n        public string GetText()\n        {\n            return _text;\n        }\n\n        public IMessageAction GetClickAction()\n        {\n            return _clickAction;\n        }\n\n        public void AddMessageObject(Object obj)\n        {\n            _messageObjects.Add(new TestResultObject(obj));\n        }\n\n        public TestResultObject GetMessageObject(int index)\n        {\n            return _messageObjects[index];\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultMessage.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0761356c44140ca49917f93b42926471\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultObject.cs",
    "content": "using Newtonsoft.Json;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class TestResultObject\n    {\n        [JsonIgnore]\n        private Object _object;\n        [JsonProperty]\n        private string _objectGlobalId;\n\n        public TestResultObject(Object obj)\n        {\n            _object = obj;\n            _objectGlobalId = GlobalObjectId.GetGlobalObjectIdSlow(obj).ToString();\n        }\n\n        public Object GetObject()\n        {\n            if (_object != null)\n                return _object;\n\n            if (string.IsNullOrEmpty(_objectGlobalId))\n                return null;\n\n            if (!GlobalObjectId.TryParse(_objectGlobalId, out var globalObject))\n                return null;\n\n            _object = GlobalObjectId.GlobalObjectIdentifierToObjectSlow(globalObject);\n            return _object;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: acce8e477b7fe2c4aa430ebdd65ea7d1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultStatus.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal enum TestResultStatus\n    {\n        Undefined = 0,\n        Pass = 1,\n        Fail = 2,\n        Warning = 3,\n        VariableSeverityIssue = 4\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/TestResultStatus.cs.meta",
    "content": "fileFormatVersion: 2\nguid: eef1ba0cf35f1304d8929e23b94e7c23\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationResult.cs",
    "content": "﻿using AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.Data\n{\n    internal class ValidationResult\n    {\n        public ValidationStatus Status;\n        public bool HadCompilationErrors;\n        public string ProjectPath;\n        public List<AutomatedTest> Tests;\n        public Exception Exception;\n\n        public ValidationResult()\n        {\n            Status = ValidationStatus.NotRun;\n            HadCompilationErrors = false;\n            ProjectPath = string.Empty;\n            Tests = new List<AutomatedTest>();\n            Exception = null;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationResult.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b15525b8dcf3e654ca2f895472ab7cb1\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationSettings.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal abstract class ValidationSettings\n    {\n        public string Category;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 33e99d6b6e1e7ef4abd6cd2c0137741a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationStatus.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal enum ValidationStatus\n    {\n        NotRun,\n        RanToCompletion,\n        Failed,\n        Cancelled\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationStatus.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a1f1e1e94faa6284f8d71804ba2bbd24\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationType.cs",
    "content": "namespace AssetStoreTools.Validator.Data\n{\n    internal enum ValidationType\n    {\n        Generic = 0,\n        UnityPackage = 1\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data/ValidationType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 079f8963464230145853d86eff935e04\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 1c2a38ded8e054c4088aff1db7224f66\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/ExternalProjectValidator.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Threading;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator\n{\n    internal class ExternalProjectValidator : ValidatorBase\n    {\n        private ExternalProjectValidationSettings _settings;\n\n        public ExternalProjectValidator(ExternalProjectValidationSettings settings) : base(settings)\n        {\n            _settings = settings;\n        }\n\n        protected override void ValidateSettings()\n        {\n            if (_settings == null)\n                throw new Exception(\"Validation Settings is null\");\n\n            if (string.IsNullOrEmpty(_settings.PackagePath)\n                || !File.Exists(_settings.PackagePath))\n                throw new Exception(\"Package was not found\");\n        }\n\n        protected override ValidationResult GenerateValidationResult()\n        {\n            bool interactiveMode = false;\n            try\n            {\n                // Step 1 - prepare a temporary project\n                var result = PrepareTemporaryValidationProject(interactiveMode);\n\n                // If preparation was cancelled or setting up project failed - return immediately\n                if (result.Status == ValidationStatus.Cancelled || result.Status == ValidationStatus.Failed)\n                    return result;\n\n                // Step 2 - load the temporary project and validate the package\n                result = ValidateTemporaryValidationProject(result, interactiveMode);\n\n                // Step 3 - copy validation results\n                result = ParseValidationResult(result.ProjectPath);\n\n                return result;\n            }\n            catch (Exception e)\n            {\n                return new ValidationResult() { Status = ValidationStatus.Failed, Exception = e };\n            }\n            finally\n            {\n                EditorUtility.ClearProgressBar();\n            }\n        }\n\n        private ValidationResult PrepareTemporaryValidationProject(bool interactiveMode)\n        {\n            EditorUtility.DisplayProgressBar(\"Validating...\", \"Preparing the validation project. This may take a while.\", 0.3f);\n\n            var result = new ValidationResult();\n            var tempProjectPath = Path.Combine(Constants.RootProjectPath, \"Temp\", GUID.Generate().ToString()).Replace(\"\\\\\", \"/\");\n            result.ProjectPath = tempProjectPath;\n\n            if (!Directory.Exists(tempProjectPath))\n                Directory.CreateDirectory(tempProjectPath);\n\n            // Cannot edit a package.json file that does not yet exist - copy over AST instead\n            var tempPackagesPath = $\"{tempProjectPath}/Packages\";\n            if (!Directory.Exists(tempPackagesPath))\n                Directory.CreateDirectory(tempPackagesPath);\n            var assetStoreToolsPath = PackageUtility.GetAllPackages().FirstOrDefault(x => x.name == \"com.unity.asset-store-tools\").resolvedPath.Replace(\"\\\\\", \"/\");\n            FileUtility.CopyDirectory(assetStoreToolsPath, $\"{tempPackagesPath}/com.unity.asset-store-tools\", true);\n\n            var logFilePath = $\"{tempProjectPath}/preparation.log\";\n\n            // Create the temporary project\n            var processInfo = new System.Diagnostics.ProcessStartInfo()\n            {\n                FileName = Constants.UnityPath,\n                Arguments = $\"-createProject \\\"{tempProjectPath}\\\" -logFile \\\"{logFilePath}\\\" -importpackage \\\"{Path.GetFullPath(_settings.PackagePath)}\\\" -quit\"\n            };\n\n            if (!interactiveMode)\n                processInfo.Arguments += \" -batchmode\";\n\n            var exitCode = 0;\n\n            using (var process = System.Diagnostics.Process.Start(processInfo))\n            {\n                while (!process.HasExited)\n                {\n                    if (EditorUtility.DisplayCancelableProgressBar(\"Validating...\", \"Preparing the validation project. This may take a while.\", 0.3f))\n                        process.Kill();\n\n                    Thread.Sleep(10);\n                }\n\n                exitCode = process.ExitCode;\n\n                // Windows and MacOS exit codes\n                if (exitCode == -1 || exitCode == 137)\n                {\n                    result.Status = ValidationStatus.Cancelled;\n                    return result;\n                }\n            }\n\n            if (exitCode != 0)\n            {\n                result.Status = ValidationStatus.Failed;\n                result.Exception = new Exception($\"Setting up the temporary project failed (exit code {exitCode})\\n\\nMore information can be found in the log file: {logFilePath}\");\n            }\n            else\n            {\n                result.Status = ValidationStatus.RanToCompletion;\n            }\n\n            return result;\n        }\n\n        private ValidationResult ValidateTemporaryValidationProject(ValidationResult result, bool interactiveMode)\n        {\n            EditorUtility.DisplayProgressBar(\"Validating...\", \"Performing validation...\", 0.6f);\n\n            var logFilePath = $\"{result.ProjectPath}/validation.log\";\n            var processInfo = new System.Diagnostics.ProcessStartInfo()\n            {\n                FileName = Constants.UnityPath,\n                Arguments = $\"-projectPath \\\"{result.ProjectPath}\\\" -logFile \\\"{logFilePath}\\\" -executeMethod AssetStoreTools.Validator.ExternalProjectValidator.ValidateProject -category \\\"{_settings.Category}\\\"\"\n            };\n\n            if (!interactiveMode)\n                processInfo.Arguments += \" -batchmode -ignorecompilererrors\";\n\n            var exitCode = 0;\n\n            using (var process = System.Diagnostics.Process.Start(processInfo))\n            {\n                process.WaitForExit();\n                exitCode = process.ExitCode;\n            }\n\n            if (exitCode != 0)\n            {\n                result.Status = ValidationStatus.Failed;\n                result.Exception = new Exception($\"Validating the temporary project failed (exit code {exitCode})\\n\\nMore information can be found in the log file: {logFilePath}\");\n            }\n            else\n            {\n                result.Status = ValidationStatus.RanToCompletion;\n            }\n\n            return result;\n        }\n\n        private ValidationResult ParseValidationResult(string externalProjectPath)\n        {\n            if (!CachingService.GetCachedValidatorStateData(externalProjectPath, out var validationStateData))\n                throw new Exception(\"Could not find external project's validation results\");\n\n            var cachedResult = validationStateData.GetResults();\n            var cachedTestResults = cachedResult.GetResults();\n            var tests = GetApplicableTests(ValidationType.Generic, ValidationType.UnityPackage);\n\n            foreach (var test in tests)\n            {\n                if (!cachedTestResults.Any(x => x.Key == test.Id))\n                    continue;\n\n                var matchingTest = cachedTestResults.First(x => x.Key == test.Id);\n                test.Result = matchingTest.Value;\n            }\n\n            var result = new ValidationResult()\n            {\n                Status = cachedResult.GetStatus(),\n                HadCompilationErrors = cachedResult.GetHadCompilationErrors(),\n                ProjectPath = cachedResult.GetProjectPath(),\n                Tests = tests\n            };\n\n            return result;\n        }\n\n        public static void OpenExternalValidationProject(string projectPath)\n        {\n            var unityPath = Constants.UnityPath;\n            var logFilePath = $\"{projectPath}/editor.log\";\n\n            var processInfo = new System.Diagnostics.ProcessStartInfo()\n            {\n                FileName = unityPath,\n                Arguments = $\"-projectPath \\\"{projectPath}\\\" -logFile \\\"{logFilePath}\\\" -executeMethod AssetStoreTools.AssetStoreTools.ShowAssetStoreToolsValidator\"\n            };\n\n            using (var process = System.Diagnostics.Process.Start(processInfo))\n            {\n                process.WaitForExit();\n            }\n        }\n\n        // Invoked via Command Line Arguments\n        private static void ValidateProject()\n        {\n            var exitCode = 0;\n            try\n            {\n                // Determine whether to validate Assets folder or Packages folders\n                var validationPaths = new List<string>();\n                var packageDirectories = Directory.GetDirectories(\"Packages\", \"*\", SearchOption.TopDirectoryOnly)\n                    .Select(x => x.Replace(\"\\\\\", \"/\"))\n                    .Where(x => x != \"Packages/com.unity.asset-store-tools\").ToArray();\n\n                if (packageDirectories.Length > 0)\n                    validationPaths.AddRange(packageDirectories);\n                else\n                    validationPaths.Add(\"Assets\");\n\n                // Parse category\n                var category = string.Empty;\n                var args = Environment.GetCommandLineArgs().ToList();\n                var categoryIndex = args.IndexOf(\"-category\");\n                if (categoryIndex != -1 && categoryIndex + 1 < args.Count)\n                    category = args[categoryIndex + 1];\n\n                // Run validation\n                var validationSettings = new CurrentProjectValidationSettings()\n                {\n                    Category = category,\n                    ValidationPaths = validationPaths,\n                    ValidationType = ValidationType.UnityPackage\n                };\n\n                var validator = new CurrentProjectValidator(validationSettings);\n                var result = validator.Validate();\n\n                // Display results\n                AssetStoreTools.ShowAssetStoreToolsValidator(validationSettings, result);\n                EditorUtility.DisplayDialog(\"Validation complete\", \"Package validation complete.\\n\\nTo resume work in the original project, close this Editor instance\", \"OK\");\n            }\n            catch\n            {\n                exitCode = 1;\n                throw;\n            }\n            finally\n            {\n                if (Application.isBatchMode)\n                    EditorApplication.Exit(exitCode);\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/ExternalProjectValidator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 2664bbca63a2444498f13beb7e4fa731\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/IValidator.cs",
    "content": "using AssetStoreTools.Validator.Data;\n\nnamespace AssetStoreTools.Validator\n{\n    internal interface IValidator\n    {\n        ValidationSettings Settings { get; }\n\n        ValidationResult Validate();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/IValidator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d49e9393288e0ed418c546e57c4cb425\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/CachingService.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing Newtonsoft.Json;\nusing Newtonsoft.Json.Converters;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Text;\n\nnamespace AssetStoreTools.Validator.Services\n{\n    internal class CachingService : ICachingService\n    {\n        public bool GetCachedValidatorStateData(out ValidatorStateData stateData)\n        {\n            return GetCachedValidatorStateData(Constants.RootProjectPath, out stateData);\n        }\n\n        public bool GetCachedValidatorStateData(string projectPath, out ValidatorStateData stateData)\n        {\n            stateData = null;\n            if (!CacheUtil.GetFileFromProjectPersistentCache(projectPath, Constants.Cache.ValidationResultFile, out var filePath))\n                return false;\n\n            try\n            {\n                var serializerSettings = new JsonSerializerSettings()\n                {\n                    ContractResolver = ValidatorStateDataContractResolver.Instance,\n                    TypeNameHandling = TypeNameHandling.Auto,\n                    Converters = new List<JsonConverter>() { new StringEnumConverter() }\n                };\n\n                stateData = JsonConvert.DeserializeObject<ValidatorStateData>(File.ReadAllText(filePath, Encoding.UTF8), serializerSettings);\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n\n        public void CacheValidatorStateData(ValidatorStateData stateData)\n        {\n            var serializerSettings = new JsonSerializerSettings()\n            {\n                ContractResolver = ValidatorStateDataContractResolver.Instance,\n                Formatting = Formatting.Indented,\n                TypeNameHandling = TypeNameHandling.Auto,\n                Converters = new List<JsonConverter>() { new StringEnumConverter() }\n            };\n\n            CacheUtil.CreateFileInPersistentCache(Constants.Cache.ValidationResultFile, JsonConvert.SerializeObject(stateData, serializerSettings), true);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/CachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b2d545f659acb4343bf485ffb20ecf72\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/ICachingService.cs",
    "content": "using AssetStoreTools.Validator.UI.Data.Serialization;\n\nnamespace AssetStoreTools.Validator.Services\n{\n    internal interface ICachingService : IValidatorService\n    {\n        void CacheValidatorStateData(ValidatorStateData stateData);\n        bool GetCachedValidatorStateData(out ValidatorStateData stateData);\n        bool GetCachedValidatorStateData(string projectPath, out ValidatorStateData stateData);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/ICachingService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8a3e36c133848447b043a91e709c63e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/PreviewDatabaseContractResolver.cs",
    "content": "using Newtonsoft.Json.Serialization;\n\nnamespace AssetStoreTools.Previews.Services\n{\n    internal class PreviewDatabaseContractResolver : DefaultContractResolver\n    {\n        private static PreviewDatabaseContractResolver _instance;\n        public static PreviewDatabaseContractResolver Instance => _instance ?? (_instance = new PreviewDatabaseContractResolver());\n\n        private NamingStrategy _namingStrategy;\n\n        private PreviewDatabaseContractResolver()\n        {\n            _namingStrategy = new SnakeCaseNamingStrategy();\n        }\n\n        protected override string ResolvePropertyName(string propertyName)\n        {\n            var resolvedName = _namingStrategy.GetPropertyName(propertyName, false);\n            if (resolvedName.StartsWith(\"_\"))\n                return resolvedName.Substring(1);\n\n            return resolvedName;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService/PreviewDatabaseContractResolver.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aee615e9aaf50fb4f989cd4698e8947e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/CachingService.meta",
    "content": "fileFormatVersion: 2\nguid: 0a52c1c4a2b7caa458af5b9a212b80a5\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/IValidatorService.cs",
    "content": "namespace AssetStoreTools.Validator.Services\n{\n    internal interface IValidatorService { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/IValidatorService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 075953f4ab4a65d4fae6e891360df0d0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IAssetUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IAssetUtilityService : IValidatorService\n    {\n        IEnumerable<string> GetAssetPathsFromAssets(string[] searchPaths, AssetType type);\n        IEnumerable<T> GetObjectsFromAssets<T>(string[] searchPaths, AssetType type) where T : Object;\n        IEnumerable<Object> GetObjectsFromAssets(string[] searchPaths, AssetType type);\n        string ObjectToAssetPath(Object obj);\n        T AssetPathToObject<T>(string assetPath) where T : Object;\n        Object AssetPathToObject(string assetPath);\n        AssetImporter GetAssetImporter(string assetPath);\n        AssetImporter GetAssetImporter(Object asset);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IAssetUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d28c5ea40f4c9954bae02804e416b898\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IFileSignatureUtilityService.cs",
    "content": "namespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IFileSignatureUtilityService : IValidatorService\n    {\n        ArchiveType GetArchiveType(string filePath);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IFileSignatureUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 609c423482ecf8844a71166b4ef49cb6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IMeshUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IMeshUtilityService : IValidatorService\n    {\n        IEnumerable<Mesh> GetCustomMeshesInObject(GameObject obj);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IMeshUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: acde6f9b97c9cac4b88a84aa9001a0fc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IModelUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IModelUtilityService : IValidatorService\n    {\n        Dictionary<Object, List<LogEntry>> GetImportLogs(params Object[] models);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IModelUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 91f6bacccdfecb84fb5ab0ba384353b4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/ISceneUtilityService.cs",
    "content": "using UnityEngine;\nusing UnityEngine.SceneManagement;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface ISceneUtilityService : IValidatorService\n    {\n        string CurrentScenePath { get; }\n\n        Scene OpenScene(string scenePath);\n        GameObject[] GetRootGameObjects();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/ISceneUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cf5ef331063e5aa4e95dfe3eadedf9af\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IScriptUtilityService.cs",
    "content": "using System;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal interface IScriptUtilityService : IValidatorService\n    {\n        IReadOnlyDictionary<MonoScript, IList<(string Name, string Namespace)>> GetTypeNamespacesFromScriptAssets(IList<MonoScript> monoScripts);\n        IReadOnlyDictionary<Object, IList<Type>> GetTypesFromAssemblies(IList<Object> assemblies);\n        IReadOnlyDictionary<MonoScript, IList<Type>> GetTypesFromScriptAssets(IList<MonoScript> monoScripts);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions/IScriptUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e0a9f88d37222e4428853b6d3d00b1bd\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Abstractions.meta",
    "content": "fileFormatVersion: 2\nguid: ed0af5acc22551645ae4cb7d75bd1c36\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/AssetUtilityService.cs",
    "content": "using AssetStoreTools.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEditor.Compilation;\nusing UnityEngine;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class AssetUtilityService : IAssetUtilityService\n    {\n        public IEnumerable<string> GetAssetPathsFromAssets(string[] searchPaths, AssetType type)\n        {\n            string filter = string.Empty;\n            string[] extensions = null;\n\n            switch (type)\n            {\n                // General Types\n                case AssetType.All:\n                    filter = \"\";\n                    break;\n                case AssetType.Prefab:\n                    filter = \"t:prefab\";\n                    break;\n                case AssetType.Material:\n                    filter = \"t:material\";\n                    break;\n                case AssetType.Model:\n                    filter = \"t:model\";\n                    break;\n                case AssetType.Scene:\n                    filter = \"t:scene\";\n                    break;\n                case AssetType.Texture:\n                    filter = \"t:texture\";\n                    break;\n                case AssetType.Video:\n                    filter = \"t:VideoClip\";\n                    break;\n                // Specific Types\n                case AssetType.LossyAudio:\n                    filter = \"t:AudioClip\";\n                    extensions = new[] { \".mp3\", \".ogg\" };\n                    break;\n                case AssetType.NonLossyAudio:\n                    filter = \"t:AudioClip\";\n                    extensions = new[] { \".wav\", \".aif\", \".aiff\" };\n                    break;\n                case AssetType.JavaScript:\n                    filter = \"t:TextAsset\";\n                    extensions = new[] { \".js\" };\n                    break;\n                case AssetType.Mixamo:\n                    filter = \"t:model\";\n                    extensions = new[] { \".fbx\" };\n                    break;\n                case AssetType.JPG:\n                    filter = \"t:texture\";\n                    extensions = new[] { \".jpg\", \"jpeg\" };\n                    break;\n                case AssetType.Executable:\n                    filter = string.Empty;\n                    extensions = new[] { \".exe\", \".bat\", \".msi\", \".apk\" };\n                    break;\n                case AssetType.Documentation:\n                    filter = string.Empty;\n                    extensions = new[] { \".txt\", \".pdf\", \".html\", \".rtf\", \".md\" };\n                    break;\n                case AssetType.SpeedTree:\n                    filter = string.Empty;\n                    extensions = new[] { \".spm\", \".srt\", \".stm\", \".scs\", \".sfc\", \".sme\", \".st\" };\n                    break;\n                case AssetType.Shader:\n                    filter = string.Empty;\n                    extensions = new[] { \".shader\", \".shadergraph\", \".raytrace\", \".compute\" };\n                    break;\n                case AssetType.MonoScript:\n                    filter = \"t:script\";\n                    extensions = new[] { \".cs\" };\n                    break;\n                case AssetType.UnityPackage:\n                    filter = string.Empty;\n                    extensions = new[] { \".unitypackage\" };\n                    break;\n                case AssetType.PrecompiledAssembly:\n                    var assemblyPaths = GetPrecompiledAssemblies(searchPaths);\n                    return assemblyPaths;\n                default:\n                    return Array.Empty<string>();\n            }\n\n            var guids = AssetDatabase.FindAssets(filter, searchPaths);\n            var paths = guids.Select(AssetDatabase.GUIDToAssetPath);\n\n            if (extensions != null)\n                paths = paths.Where(x => extensions.Any(x.ToLower().EndsWith));\n\n            if (type == AssetType.Mixamo)\n                paths = paths.Where(IsMixamoFbx);\n\n            paths = paths.Distinct();\n            return paths;\n        }\n\n        public IEnumerable<T> GetObjectsFromAssets<T>(string[] searchPaths, AssetType type) where T : Object\n        {\n            var paths = GetAssetPathsFromAssets(searchPaths, type);\n#if !AB_BUILDER\n            var objects = paths.Select(AssetDatabase.LoadAssetAtPath<T>).Where(x => x != null);\n#else\n            var objects = new AssetEnumerator<T>(paths);\n#endif\n            return objects;\n        }\n\n        public IEnumerable<Object> GetObjectsFromAssets(string[] searchPaths, AssetType type)\n        {\n            return GetObjectsFromAssets<Object>(searchPaths, type);\n        }\n\n        private IEnumerable<string> GetPrecompiledAssemblies(string[] searchPaths)\n        {\n            // Note - for packages, Compilation Pipeline returns full paths, as they appear on disk, not Asset Database\n            var allDllPaths = CompilationPipeline.GetPrecompiledAssemblyPaths(CompilationPipeline.PrecompiledAssemblySources.UserAssembly);\n            var rootProjectPath = Application.dataPath.Substring(0, Application.dataPath.Length - \"Assets\".Length);\n            var packages = PackageUtility.GetAllLocalPackages();\n\n            var result = new List<string>();\n            foreach (var dllPath in allDllPaths)\n            {\n                var absoluteDllPath = Path.GetFullPath(dllPath).Replace(\"\\\\\", \"/\");\n                foreach (var validationPath in searchPaths)\n                {\n                    var absoluteValidationPath = Path.GetFullPath(validationPath).Replace(\"\\\\\", \"/\");\n                    if (absoluteDllPath.StartsWith(absoluteValidationPath))\n                    {\n                        int pathSeparatorLength = 1;\n                        if (absoluteDllPath.StartsWith(Application.dataPath))\n                        {\n                            var adbPath = $\"Assets/{absoluteDllPath.Remove(0, Application.dataPath.Length + pathSeparatorLength)}\";\n                            result.Add(adbPath);\n                        }\n                        else\n                        {\n                            // For non-Asset folder paths (i.e. local and embedded packages), convert disk path to ADB path\n                            var package = packages.FirstOrDefault(x => dllPath.StartsWith(x.resolvedPath.Replace('\\\\', '/')));\n\n                            if (package == null)\n                                continue;\n\n                            var dllPathInPackage = absoluteDllPath.Remove(0, Path.GetFullPath(package.resolvedPath).Length + pathSeparatorLength);\n                            var adbPath = $\"Packages/{package.name}/{dllPathInPackage}\";\n\n                            result.Add(adbPath);\n                        }\n                    }\n                }\n            }\n\n            return result;\n        }\n\n        private bool IsMixamoFbx(string fbxPath)\n        {\n            // Location of Mixamo Header, this is located in every mixamo fbx file exported\n            //const int mixamoHeader = 0x4c0 + 2; // < this is the original location from A$ Tools, unsure if Mixamo file headers were changed since then\n            const int mixamoHeader = 1622;\n            // Length of Mixamo header\n            const int length = 0xa;\n\n            var fs = new FileStream(fbxPath, FileMode.Open);\n            // Check if length is further than\n            if (fs.Length < mixamoHeader)\n                return false;\n\n            byte[] buffer = new byte[length];\n            using (BinaryReader reader = new BinaryReader(fs))\n            {\n                reader.BaseStream.Seek(mixamoHeader, SeekOrigin.Begin);\n                reader.Read(buffer, 0, length);\n            }\n\n            string result = System.Text.Encoding.ASCII.GetString(buffer);\n            return result.Contains(\"Mixamo\");\n        }\n\n        public string ObjectToAssetPath(Object obj)\n        {\n            return AssetDatabase.GetAssetPath(obj);\n        }\n\n        public T AssetPathToObject<T>(string assetPath) where T : Object\n        {\n            return AssetDatabase.LoadAssetAtPath<T>(assetPath);\n        }\n\n        public Object AssetPathToObject(string assetPath)\n        {\n            return AssetPathToObject<Object>(assetPath);\n        }\n\n        public AssetImporter GetAssetImporter(string assetPath)\n        {\n            return AssetImporter.GetAtPath(assetPath);\n        }\n\n        public AssetImporter GetAssetImporter(Object asset)\n        {\n            return GetAssetImporter(ObjectToAssetPath(asset));\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/AssetUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9634968648d355c47b7cb12aead7abab\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/ArchiveType.cs",
    "content": "﻿namespace AssetStoreTools.Validator.Services.Validation\n{\n    internal enum ArchiveType\n    {\n        None,\n        TarGz,\n        Zip,\n        Rar,\n        Tar,\n        TarZip,\n        Bz2,\n        LZip,\n        SevenZip,\n        GZip,\n        QuickZip,\n        Xz,\n        Wim\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/ArchiveType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4061cb7aed3883346a66494c23e2e77b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetEnumerator.cs",
    "content": "﻿using System;\nusing System.Collections;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class AssetEnumerator<T> : IEnumerator<T>, IEnumerable<T> where T : Object\n    {\n        public const int Capacity = 32;\n\n        private Queue<string> _pathQueue;\n        private Queue<T> _loadedAssetQueue;\n\n        private T _currentElement;\n\n        public AssetEnumerator(IEnumerable<string> paths)\n        {\n            _pathQueue = new Queue<string>(paths);\n            _loadedAssetQueue = new Queue<T>();\n        }\n\n        public bool MoveNext()\n        {\n            bool hasPathsButHasNoAssets = _pathQueue.Count != 0 && _loadedAssetQueue.Count == 0;\n            if (hasPathsButHasNoAssets)\n            {\n                LoadMore();\n            }\n\n            bool dequeued = false;\n            if (_loadedAssetQueue.Count != 0)\n            {\n                _currentElement = _loadedAssetQueue.Dequeue();\n                dequeued = true;\n            }\n\n            return dequeued;\n        }\n\n        private void LoadMore()\n        {\n            int limit = Capacity;\n            while (limit > 0 && _pathQueue.Count != 0)\n            {\n                string path = _pathQueue.Dequeue();\n                T asset = AssetDatabase.LoadAssetAtPath<T>(path);\n                if (asset != null)\n                {\n                    _loadedAssetQueue.Enqueue(asset);\n                    limit--;\n                }\n            }\n\n            // Unload other loose asset references\n            EditorUtility.UnloadUnusedAssetsImmediate();\n        }\n\n        public void Reset()\n        {\n            throw new NotSupportedException(\"Asset Enumerator cannot be reset.\");\n        }\n\n        public T Current => _currentElement;\n\n        object IEnumerator.Current => Current;\n\n        public void Dispose()\n        {\n            // No need to dispose\n        }\n\n        IEnumerator<T> IEnumerable<T>.GetEnumerator()\n        {\n            return this;\n        }\n\n        public IEnumerator GetEnumerator()\n        {\n            return this;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetEnumerator.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 0859579889cc56f4aa26eb863a1487b9\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetType.cs",
    "content": "﻿namespace AssetStoreTools.Validator.Services.Validation\n{\n    internal enum AssetType\n    {\n        All,\n        Documentation,\n        Executable,\n        JPG,\n        JavaScript,\n        LossyAudio,\n        Material,\n        Mixamo,\n        Model,\n        MonoScript,\n        NonLossyAudio,\n        PrecompiledAssembly,\n        Prefab,\n        Scene,\n        Shader,\n        SpeedTree,\n        Texture,\n        UnityPackage,\n        Video\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/AssetType.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b81d00d4ed0a7da4289d4d6248ef9d34\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/LogEntry.cs",
    "content": "﻿using UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class LogEntry\n    {\n        public string Message;\n        public LogType Severity;\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/Data/LogEntry.cs.meta",
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/FileSignatureUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class FileSignatureUtilityService : IFileSignatureUtilityService\n    {\n        private class FileSignature\n        {\n            public byte[] SignatureBytes;\n            public int Offset;\n\n            public FileSignature(byte[] signatureBytes, int offset)\n            {\n                SignatureBytes = signatureBytes;\n                Offset = offset;\n            }\n        }\n\n        private static readonly Dictionary<FileSignature, ArchiveType> ArchiveSignatures = new Dictionary<FileSignature, ArchiveType>\n        {\n            { new FileSignature(new byte[] { 0x1f, 0x8b }, 0), ArchiveType.TarGz },\n            { new FileSignature(new byte[] { 0x50, 0x4b, 0x03, 0x04 }, 0), ArchiveType.Zip },\n            { new FileSignature(new byte[] { 0x50, 0x4b, 0x05, 0x06 }, 0), ArchiveType.Zip }, // Empty Zip Archive\n            { new FileSignature(new byte[] { 0x50, 0x4b, 0x07, 0x08 }, 0), ArchiveType.Zip }, // Spanned Zip Archive\n\n            { new FileSignature(new byte[] { 0x52, 0x61, 0x72, 0x21, 0x1a, 0x07, 0x00 }, 0), ArchiveType.Rar }, // RaR v1.50+\n            { new FileSignature(new byte[] { 0x52, 0x61, 0x72, 0x21, 0x1a, 0x07, 0x01, 0x00 }, 0), ArchiveType.Rar }, // RaR v5.00+\n            { new FileSignature(new byte[] { 0x75, 0x73, 0x74, 0x61, 0x72, 0x00, 0x30, 0x30 }, 257), ArchiveType.Tar },\n            { new FileSignature(new byte[] { 0x75, 0x73, 0x74, 0x61, 0x72, 0x20, 0x20, 0x00 }, 257), ArchiveType.Tar },\n            { new FileSignature(new byte[] { 0x1f, 0x9d }, 0), ArchiveType.TarZip }, // TarZip LZW algorithm\n            { new FileSignature(new byte[] { 0x1f, 0xa0 }, 0), ArchiveType.TarZip }, // TarZip LZH algorithm\n            { new FileSignature(new byte[] { 0x42, 0x5a, 0x68 }, 0), ArchiveType.Bz2 },\n            { new FileSignature(new byte[] { 0x4c, 0x5a, 0x49, 0x50 }, 0), ArchiveType.LZip },\n            { new FileSignature(new byte[] { 0x37, 0x7a, 0xbc, 0xaf, 0x27, 0x1c }, 0), ArchiveType.SevenZip },\n            { new FileSignature(new byte[] { 0x1f, 0x8b }, 0), ArchiveType.GZip },\n            { new FileSignature(new byte[] { 0x52, 0x53, 0x56, 0x4b, 0x44, 0x41, 0x54, 0x41 }, 0), ArchiveType.QuickZip },\n            { new FileSignature(new byte[] { 0xfd, 0x37, 0x7a, 0x58, 0x5a, 0x00 }, 0), ArchiveType.Xz },\n            { new FileSignature(new byte[] { 0x4D, 0x53, 0x57, 0x49, 0x4D, 0x00, 0x00, 0x00, 0xD0, 0x00, 0x00, 0x00, 0x00 }, 0), ArchiveType.Wim }\n        };\n\n        public ArchiveType GetArchiveType(string filePath)\n        {\n            if (!File.Exists(filePath))\n                return ArchiveType.None;\n\n            try\n            {\n                using (FileStream stream = new FileStream(filePath, FileMode.Open, FileAccess.Read))\n                {\n                    foreach (var kvp in ArchiveSignatures)\n                    {\n                        var fileSignature = kvp.Key;\n                        var archiveType = kvp.Value;\n\n                        if (stream.Length < fileSignature.SignatureBytes.Length)\n                            continue;\n\n                        var bytes = new byte[fileSignature.SignatureBytes.Length];\n                        stream.Seek(fileSignature.Offset, SeekOrigin.Begin);\n                        stream.Read(bytes, 0, bytes.Length);\n\n                        if (fileSignature.SignatureBytes.SequenceEqual(bytes.Take(fileSignature.SignatureBytes.Length)))\n                            return archiveType;\n                    }\n                }\n            }\n            catch (DirectoryNotFoundException)\n            {\n                Debug.LogWarning($\"File '{filePath}' exists, but could not be opened for reading. Please make sure the project path lengths are not too long for the Operating System\");\n            }\n\n            return ArchiveType.None;\n        }\n    }\n}"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/FileSignatureUtilityService.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/MeshUtilityService.cs",
    "content": "using System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class MeshUtilityService : IMeshUtilityService\n    {\n        public IEnumerable<Mesh> GetCustomMeshesInObject(GameObject obj)\n        {\n            var meshes = new List<Mesh>();\n\n            var meshFilters = obj.GetComponentsInChildren<MeshFilter>(true);\n            var skinnedMeshes = obj.GetComponentsInChildren<SkinnedMeshRenderer>(true);\n\n            meshes.AddRange(meshFilters.Select(m => m.sharedMesh));\n            meshes.AddRange(skinnedMeshes.Select(m => m.sharedMesh));\n\n            meshes = meshes.Where(m => AssetDatabase.GetAssetPath(m).StartsWith(\"Assets/\") ||\n            AssetDatabase.GetAssetPath(m).StartsWith(\"Packages/\")).ToList();\n\n            return meshes;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/MeshUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 307f5dd7be983e246adbda52ac50ecf3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ModelUtilityService.cs",
    "content": "#if !UNITY_2022_2_OR_NEWER\nusing System;\nusing System.Reflection;\n#endif\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\n#if UNITY_2022_2_OR_NEWER\nusing UnityEditor.AssetImporters;\n#endif\nusing UnityEngine;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class ModelUtilityService : IModelUtilityService\n    {\n        private IAssetUtilityService _assetUtility;\n\n#if !UNITY_2022_2_OR_NEWER\n        // Rig fields\n        private const string RigImportWarningsField = \"m_RigImportWarnings\";\n        private const string RigImportErrorsField = \"m_RigImportErrors\";\n\n        // Animation fields\n        private const string AnimationImportWarningsField = \"m_AnimationImportWarnings\";\n        private const string AnimationImportErrorsField = \"m_AnimationImportErrors\";\n\n        private static Editor _modelImporterEditor = null;\n#endif\n\n        public ModelUtilityService(IAssetUtilityService assetUtility)\n        {\n            _assetUtility = assetUtility;\n        }\n\n        public Dictionary<Object, List<LogEntry>> GetImportLogs(params Object[] models)\n        {\n#if UNITY_2022_2_OR_NEWER\n            return GetImportLogsDefault(models);\n#else\n            return GetImportLogsLegacy(models);\n#endif\n        }\n\n#if UNITY_2022_2_OR_NEWER\n        private Dictionary<Object, List<LogEntry>> GetImportLogsDefault(params Object[] models)\n        {\n            var modelsWithLogs = new Dictionary<Object, List<LogEntry>>();\n\n            foreach (var model in models)\n            {\n                var modelLogs = new List<LogEntry>();\n\n                var importLog = AssetImporter.GetImportLog(_assetUtility.ObjectToAssetPath(model));\n\n                if (importLog == null)\n                    continue;\n\n                var entries = importLog.logEntries.Where(x => x.flags.HasFlag(ImportLogFlags.Warning) || x.flags.HasFlag(ImportLogFlags.Error));\n                foreach (var entry in entries)\n                {\n                    var severity = entry.flags.HasFlag(ImportLogFlags.Error) ? LogType.Error : LogType.Warning;\n                    modelLogs.Add(new LogEntry() { Message = entry.message, Severity = severity });\n                }\n\n                if (modelLogs.Count > 0)\n                    modelsWithLogs.Add(model, modelLogs);\n            }\n\n            return modelsWithLogs;\n        }\n#endif\n\n#if !UNITY_2022_2_OR_NEWER\n        private Dictionary<Object, List<LogEntry>> GetImportLogsLegacy(params Object[] models)\n        {\n            var modelsWithLogs = new Dictionary<Object, List<LogEntry>>();\n\n            foreach (var model in models)\n            {\n                var modelLogs = new List<LogEntry>();\n\n                // Load the Model Importer\n                var modelImporter = _assetUtility.GetAssetImporter(model) as ModelImporter;\n\n                var editorAssembly = AppDomain.CurrentDomain.GetAssemblies().FirstOrDefault(x => x.GetName().Name.Equals(\"UnityEditor\"));\n\n                var modelImporterEditorType = editorAssembly.GetType(\"UnityEditor.ModelImporterEditor\");\n\n                // Load its Model Importer Editor\n                Editor.CreateCachedEditorWithContext(new Object[] { modelImporter }, model, modelImporterEditorType, ref _modelImporterEditor);\n\n                // Find the base type\n                var modelImporterEditorTypeBase = _modelImporterEditor.GetType().BaseType;\n\n                // Get the tabs value\n                var tabsArrayType = modelImporterEditorTypeBase.GetRuntimeProperties().FirstOrDefault(x => x.Name == \"tabs\");\n                var tabsArray = (Array)tabsArrayType.GetValue(_modelImporterEditor);\n\n                // Get the tabs (Model | Rig | Animation | Materials)\n                var rigTab = tabsArray.GetValue(1);\n                var animationTab = tabsArray.GetValue(2);\n\n                var rigErrorsCheckSuccess = CheckFieldForSerializedProperty(rigTab, RigImportErrorsField, out var rigErrors);\n                var rigWarningsCheckSuccess = CheckFieldForSerializedProperty(rigTab, RigImportWarningsField, out var rigWarnings);\n                var animationErrorsCheckSuccess = CheckFieldForSerializedProperty(animationTab, AnimationImportErrorsField, out var animationErrors);\n                var animationWarningsCheckSuccess = CheckFieldForSerializedProperty(animationTab, AnimationImportWarningsField, out var animationWarnings);\n\n                if (!rigErrorsCheckSuccess || !rigWarningsCheckSuccess || !animationErrorsCheckSuccess || !animationWarningsCheckSuccess)\n                    UnityEngine.Debug.LogWarning($\"An error was encountered when checking import logs for model '{model.name}'\");\n\n                if (!string.IsNullOrEmpty(rigWarnings))\n                    modelLogs.Add(new LogEntry() { Message = rigWarnings, Severity = LogType.Warning });\n                if (!string.IsNullOrEmpty(rigErrors))\n                    modelLogs.Add(new LogEntry() { Message = rigErrors, Severity = LogType.Error });\n                if (!string.IsNullOrEmpty(animationWarnings))\n                    modelLogs.Add(new LogEntry() { Message = animationWarnings, Severity = LogType.Warning });\n                if (!string.IsNullOrEmpty(animationErrors))\n                    modelLogs.Add(new LogEntry() { Message = animationErrors, Severity = LogType.Error });\n\n                if (modelLogs.Count > 0)\n                    modelsWithLogs.Add(model, modelLogs);\n            }\n\n            return modelsWithLogs;\n        }\n\n        private static bool CheckFieldForSerializedProperty(object source, string propertyName, out string message)\n        {\n            message = string.Empty;\n\n            try\n            {\n                var propertyType = source.GetType().GetRuntimeFields().FirstOrDefault(x => x.Name.Equals(propertyName, StringComparison.OrdinalIgnoreCase));\n                var propertyValue = propertyType.GetValue(source) as SerializedProperty;\n                message = propertyValue.stringValue;\n                return true;\n            }\n            catch\n            {\n                return false;\n            }\n        }\n#endif\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ModelUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c50ca4c87e66f1b478279e5d1db4a08e\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/SceneUtilityService.cs",
    "content": "using UnityEditor;\nusing UnityEditor.SceneManagement;\nusing UnityEngine;\nusing UnityEngine.SceneManagement;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class SceneUtilityService : ISceneUtilityService\n    {\n        public string CurrentScenePath => SceneManager.GetActiveScene().path;\n\n        public Scene OpenScene(string scenePath)\n        {\n            EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();\n            if (string.IsNullOrEmpty(scenePath) || AssetDatabase.LoadAssetAtPath<SceneAsset>(scenePath) == null)\n                return EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);\n            else\n                return EditorSceneManager.OpenScene(scenePath);\n        }\n\n        public GameObject[] GetRootGameObjects()\n        {\n            return SceneManager.GetSceneByPath(CurrentScenePath).GetRootGameObjects();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/SceneUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 53e8deb0ebfb7ea47956f3a859580cd4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ScriptUtilityService.cs",
    "content": "using System;\nusing System.Collections.Concurrent;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing System.Text;\nusing System.Text.RegularExpressions;\nusing System.Threading;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing Object = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.Services.Validation\n{\n    internal class ScriptUtilityService : IScriptUtilityService\n    {\n        private const int ScriptTimeoutMs = 10000;\n        private const string IgnoredAssemblyCharacters = \"!@#$%^*&()-+=[]{}\\\\|;:'\\\",.<>/?\";\n\n        /// <summary>\n        /// For a given list of script assets, retrieves a list of types and their namespaces\n        /// </summary>\n        /// <param name=\"monoScripts\"></param>\n        /// <returns>A dictionary mapping each script asset with a list of its types.\n        /// The type tuple contains a name (e.g. <i>class MyClass</i>) and its namespace (e.g. <i>MyNamespace</i>)\n        /// </returns>\n        public IReadOnlyDictionary<MonoScript, IList<(string Name, string Namespace)>> GetTypeNamespacesFromScriptAssets(IList<MonoScript> monoScripts)\n        {\n            var typesAndNamespaces = new Dictionary<MonoScript, IList<(string Name, string Namespace)>>();\n            var typeInfos = GetTypeInfosFromScriptAssets(monoScripts);\n\n            foreach (var kvp in typeInfos)\n            {\n                var namespacesInScript = new List<(string Name, string Namespace)>();\n                foreach (var typeInfo in kvp.Value)\n                {\n                    bool isValidType = typeInfo.TypeName == ScriptParser.TypeName.Class || typeInfo.TypeName == ScriptParser.TypeName.Struct ||\n                        typeInfo.TypeName == ScriptParser.TypeName.Interface || typeInfo.TypeName == ScriptParser.TypeName.Enum;\n\n                    if (isValidType)\n                        namespacesInScript.Add(($\"{typeInfo.TypeName.ToString().ToLower()} {typeInfo.Name}\", typeInfo.Namespace));\n                }\n\n                typesAndNamespaces.Add(kvp.Key, namespacesInScript);\n            }\n\n            return typesAndNamespaces;\n        }\n\n        /// <summary>\n        /// Scans the given precompiled assembly assets to retrieve a list of their contained types\n        /// </summary>\n        /// <param name=\"assemblies\"></param>\n        /// <returns>A dictionary mapping each precompiled assembly asset with a list of <see cref=\"Type\"> System.Type </see> objects.</returns>\n        public IReadOnlyDictionary<Object, IList<Type>> GetTypesFromAssemblies(IList<Object> assemblies)\n        {\n            var dllPaths = assemblies.ToDictionary(t => AssetDatabase.GetAssetPath(t), t => t);\n            var types = new ConcurrentDictionary<Object, IList<Type>>();\n            var failedDllPaths = new ConcurrentBag<string>();\n\n            var allAssemblies = AppDomain.CurrentDomain.GetAssemblies();\n\n            Parallel.ForEach(dllPaths.Keys,\n                (assemblyPath) =>\n                {\n                    try\n                    {\n                        var assembly = allAssemblies.FirstOrDefault(x => Path.GetFullPath(x.Location).Equals(Path.GetFullPath(assemblyPath), StringComparison.OrdinalIgnoreCase));\n                        if (assembly == null)\n                            return;\n\n                        var assemblyTypes = assembly.GetTypes().Where(x => !IgnoredAssemblyCharacters.Any(c => x.Name.Contains(c))).ToList();\n                        types.TryAdd(dllPaths[assemblyPath], assemblyTypes);\n                    }\n                    catch\n                    {\n                        failedDllPaths.Add(assemblyPath);\n                    }\n                });\n\n            if (failedDllPaths.Count > 0)\n            {\n                var message = new StringBuilder(\"The following precompiled assemblies could not be checked:\");\n                foreach (var path in failedDllPaths)\n                    message.Append($\"\\n{path}\");\n                UnityEngine.Debug.LogWarning(message);\n            }\n\n            // Types are sorted randomly due to parallelism, therefore need to be sorted before returning\n            var sortedTypes = dllPaths.Where(x => types.ContainsKey(x.Value))\n                .Select(x => new KeyValuePair<Object, IList<Type>>(x.Value, types[x.Value]))\n                .ToDictionary(t => t.Key, t => t.Value);\n\n            return sortedTypes;\n        }\n\n        /// <summary>\n        /// Scans the given script assets to retrieve a list of their contained types\n        /// </summary>\n        /// <param name=\"monoScripts\"></param>\n        /// <returns>A dictionary mapping each precompiled assembly asset with a list of <see cref=\"Type\"> System.Type </see> objects.</returns>\n        public IReadOnlyDictionary<MonoScript, IList<Type>> GetTypesFromScriptAssets(IList<MonoScript> monoScripts)\n        {\n            var realTypes = new Dictionary<MonoScript, IList<Type>>();\n            var typeInfos = GetTypeInfosFromScriptAssets(monoScripts);\n            var assemblies = AppDomain.CurrentDomain.GetAssemblies();\n\n            foreach (var kvp in typeInfos)\n            {\n                var realTypesInScript = new List<Type>();\n                foreach (var typeInfo in kvp.Value)\n                {\n                    bool isValidType = typeInfo.TypeName == ScriptParser.TypeName.Class || typeInfo.TypeName == ScriptParser.TypeName.Struct ||\n                        typeInfo.TypeName == ScriptParser.TypeName.Interface || typeInfo.TypeName == ScriptParser.TypeName.Enum;\n\n                    if (isValidType)\n                    {\n                        var realType = assemblies.Where(a => a.GetType(typeInfo.GetReflectionFriendlyFullName()) != null)\n                            .Select(a => a.GetType(typeInfo.GetReflectionFriendlyFullName())).FirstOrDefault();\n                        if (realType != null)\n                            realTypesInScript.Add(realType);\n                    }\n                }\n\n                realTypes.Add(kvp.Key, realTypesInScript);\n            }\n\n            return realTypes;\n        }\n\n        /// <summary>\n        /// Scans the given MonoScript assets to retrieve a list of their contained types\n        /// </summary>\n        /// <param name=\"monoScripts\"></param>\n        /// <returns>A dictionary mapping each script asset with a list of <see cref=\"TypeInfo\"> TypeInfo </see> objects. </returns>\n        private IReadOnlyDictionary<MonoScript, IList<ScriptParser.BlockInfo>> GetTypeInfosFromScriptAssets(IList<MonoScript> monoScripts)\n        {\n            var types = new ConcurrentDictionary<MonoScript, IList<ScriptParser.BlockInfo>>();\n            var monoScriptContents = new Dictionary<MonoScript, string>();\n            var failedScripts = new ConcurrentBag<MonoScript>();\n\n            // A separate dictionary is needed because MonoScript contents cannot be accessed outside of the main thread\n            foreach (var kvp in monoScripts)\n                monoScriptContents.Add(kvp, kvp.text);\n\n            var tasks = new List<Tuple<Task, CancellationTokenSource>>();\n\n            try\n            {\n                foreach (var kvp in monoScriptContents)\n                {\n                    var cancellationTokenSource = new CancellationTokenSource(ScriptTimeoutMs);\n\n                    var task = Task.Run(() =>\n                    {\n                        var parsingTask = new ScriptParser(cancellationTokenSource.Token);\n                        var parsed = parsingTask.GetTypesInScript(kvp.Value, out IList<ScriptParser.BlockInfo> parsedTypes);\n                        if (parsed)\n                            types.TryAdd(kvp.Key, parsedTypes);\n                        else\n                            failedScripts.Add(kvp.Key);\n                    });\n\n                    tasks.Add(new Tuple<Task, CancellationTokenSource>(task, cancellationTokenSource));\n                }\n\n                foreach (var t in tasks)\n                    t.Item1.Wait();\n            }\n            finally\n            {\n                foreach (var t in tasks)\n                    t.Item2.Dispose();\n            }\n\n            if (failedScripts.Count > 0)\n            {\n                var message = new StringBuilder(\"The following scripts could not be checked:\");\n                foreach (var s in failedScripts)\n                    message.Append($\"\\n{AssetDatabase.GetAssetPath(s)}\");\n                UnityEngine.Debug.LogWarning(message);\n            }\n\n            // Types are sorted randomly due to parallelism, therefore need to be sorted before returning\n            var sortedTypes = monoScriptContents.Where(x => types.ContainsKey(x.Key))\n                .Select(x => new KeyValuePair<MonoScript, IList<ScriptParser.BlockInfo>>(x.Key, types[x.Key]))\n                .ToDictionary(t => t.Key, t => t.Value);\n\n            return sortedTypes;\n        }\n\n        /// <summary>\n        /// A simple script parser class to detect types declared within a script\n        /// </summary>\n        private class ScriptParser\n        {\n            /// <summary>\n            /// Types that can be identified by the script parser\n            /// </summary>\n            public enum TypeName\n            {\n                Undefined,\n                Namespace,\n                Class,\n                Struct,\n                Interface,\n                Enum,\n                IdentationStart,\n                IdentationEnd\n            }\n\n            /// <summary>\n            /// A class containing information about each block of a C# script\n            /// </summary>\n            /// <remarks> A block in this context is defined as script text that is contained within curly brackets.\n            /// If it's a type, it may have a preceding name and a namespace\n            /// </remarks>\n            public class BlockInfo\n            {\n                public TypeName TypeName = TypeName.Undefined;\n                public string Name = string.Empty;\n                public string FullName = string.Empty;\n                public string Namespace = string.Empty;\n                public int FoundIndex;\n                public int StartIndex;\n\n                public BlockInfo ParentBlock;\n\n                public string GetReflectionFriendlyFullName()\n                {\n                    StringBuilder sb = new StringBuilder(FullName);\n                    for (int i = sb.Length - 1; i >= Namespace.Length + 1; i--)\n                        if (sb[i] == '.')\n                            sb[i] = '+';\n\n                    return sb.ToString();\n                }\n            }\n\n            private CancellationToken _token;\n\n            public ScriptParser(CancellationToken token)\n            {\n                _token = token;\n            }\n\n            public bool GetTypesInScript(string text, out IList<BlockInfo> types)\n            {\n                types = null;\n\n                try\n                {\n                    var sanitized = SanitizeScript(text);\n                    types = ScanForTypes(sanitized);\n                    return true;\n                }\n                catch\n                {\n                    return false;\n                }\n            }\n\n            private string SanitizeScript(string source)\n            {\n                var sb = new StringBuilder(source);\n\n                // Remove comments and strings\n                sb = RemoveStringsAndComments(sb);\n\n                // Replace newlines with spaces\n                sb.Replace(\"\\r\", \" \").Replace(\"\\n\", \" \");\n\n                // Space out the brackets\n                sb.Replace(\"{\", \" { \").Replace(\"}\", \" } \");\n\n                // Insert a space at the start for more convenient parsing\n                sb.Insert(0, \" \");\n\n                // Remove repeating spaces\n                var sanitized = Regex.Replace(sb.ToString(), @\"\\s{2,}\", \" \");\n\n                return sanitized;\n            }\n\n            private StringBuilder RemoveStringsAndComments(StringBuilder sb)\n            {\n                void CheckStringIdentifiers(int index, out bool isVerbatim, out bool isInterpolated)\n                {\n                    isVerbatim = false;\n                    isInterpolated = false;\n\n                    string precedingChars = string.Empty;\n                    for (int i = index - 1; i >= 0; i--)\n                    {\n                        if (sb[i] == ' ')\n                            break;\n                        precedingChars += sb[i];\n                    }\n\n                    if (precedingChars.Contains(\"@\"))\n                        isVerbatim = true;\n                    if (precedingChars.Contains(\"$\"))\n                        isInterpolated = true;\n                }\n\n                bool IsRegion(int index)\n                {\n                    if (sb.Length - index < \"#region\".Length)\n                        return false;\n                    if (sb[index] == '#' && sb[index + 1] == 'r' && sb[index + 2] == 'e' && sb[index + 3] == 'g' && sb[index + 4] == 'i' &&\n                        sb[index + 5] == 'o' && sb[index + 6] == 'n')\n                        return true;\n                    return false;\n                }\n\n                var removeRanges = new List<Tuple<int, int>>();\n\n                for (int i = 0; i < sb.Length; i++)\n                {\n                    _token.ThrowIfCancellationRequested();\n\n                    // Comment code\n                    if (sb[i] == '/')\n                    {\n                        if (sb[i + 1] == '/')\n                        {\n                            for (int j = i + 1; j < sb.Length; j++)\n                            {\n                                _token.ThrowIfCancellationRequested();\n                                if (sb[j] == '\\n' || j == sb.Length - 1)\n                                {\n                                    removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                    i = j;\n                                    break;\n                                }\n                            }\n                        }\n                        else if (sb[i + 1] == '*')\n                        {\n                            for (int j = i + 2; j < sb.Length; j++)\n                            {\n                                _token.ThrowIfCancellationRequested();\n                                if (sb[j] == '/' && sb[j - 1] == '*')\n                                {\n                                    removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                    i = j + 1;\n                                    break;\n                                }\n                            }\n                        }\n                    }\n                    // Char code\n                    else if (sb[i] == '\\'')\n                    {\n                        for (int j = i + 1; j < sb.Length; j++)\n                        {\n                            _token.ThrowIfCancellationRequested();\n                            if (sb[j] == '\\'')\n                            {\n                                if (sb[j - 1] == '\\\\')\n                                {\n                                    int slashCount = 0;\n                                    int k = j - 1;\n                                    while (sb[k--] == '\\\\')\n                                        slashCount++;\n                                    if (slashCount % 2 != 0)\n                                        continue;\n                                }\n                                removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                i = j;\n                                break;\n                            }\n                        }\n                    }\n                    // String code\n                    else if (sb[i] == '\"')\n                    {\n                        if (sb[i - 1] == '\\'' && sb[i + 1] == '\\'' || (sb[i - 2] == '\\'' && sb[i - 1] == '\\\\' && sb[i + 1] == '\\''))\n                            continue;\n\n                        CheckStringIdentifiers(i, out bool isVerbatim, out bool isInterpolated);\n\n                        var bracketCount = 0;\n                        bool interpolationEnd = true;\n                        for (int j = i + 1; j < sb.Length; j++)\n                        {\n                            _token.ThrowIfCancellationRequested();\n                            if (isInterpolated && (sb[j] == '{' || sb[j] == '}'))\n                            {\n                                if (sb[j] == '{')\n                                {\n                                    if (sb[j + 1] != '{')\n                                        bracketCount++;\n                                    else\n                                        j += 1;\n                                }\n                                else if (sb[j] == '}')\n                                {\n                                    if (sb[j + 1] != '}')\n                                        bracketCount--;\n                                    else\n                                        j += 1;\n                                }\n\n                                if (bracketCount == 0)\n                                    interpolationEnd = true;\n                                else\n                                    interpolationEnd = false;\n\n                                continue;\n                            }\n\n                            if (sb[j] == '\\\"')\n                            {\n                                if (isVerbatim)\n                                {\n                                    if (sb[j + 1] != '\\\"')\n                                    {\n                                        if (!isInterpolated || isInterpolated && interpolationEnd == true)\n                                        {\n                                            removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                            i = j + 1;\n                                            break;\n                                        }\n                                    }\n                                    else\n                                        j += 1;\n                                }\n                                else\n                                {\n                                    bool endOfComment = false;\n                                    if (sb[j - 1] != '\\\\')\n                                        endOfComment = true;\n                                    else\n                                    {\n                                        int slashCount = 0;\n                                        int k = j - 1;\n                                        while (sb[k--] == '\\\\')\n                                            slashCount++;\n                                        if (slashCount % 2 == 0)\n                                            endOfComment = true;\n                                    }\n\n                                    if (!isInterpolated && endOfComment || (isInterpolated && interpolationEnd && endOfComment))\n                                    {\n                                        removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                        i = j + 1;\n                                        break;\n                                    }\n                                }\n                            }\n                        }\n                    }\n                    // Region code\n                    else if (IsRegion(i))\n                    {\n                        i += \"#region\".Length;\n                        for (int j = i; j < sb.Length; j++)\n                        {\n                            _token.ThrowIfCancellationRequested();\n                            if (sb[j] == '\\n')\n                            {\n                                removeRanges.Add(new Tuple<int, int>(i, j - i + 1));\n                                i = j;\n                                break;\n                            }\n                        }\n                    }\n                }\n\n                for (int i = removeRanges.Count - 1; i >= 0; i--)\n                    sb = sb.Remove(removeRanges[i].Item1, removeRanges[i].Item2);\n\n                return sb;\n            }\n\n            private IList<BlockInfo> ScanForTypes(string script)\n            {\n                var typeList = new SortedList<int, BlockInfo>();\n                BlockInfo currentActiveBlock = new BlockInfo();\n\n                int i = 0;\n\n                BlockInfo nextNamespace = null;\n                BlockInfo nextClass = null;\n                BlockInfo nextStruct = null;\n                BlockInfo nextInterface = null;\n                BlockInfo nextEnum = null;\n\n                while (i < script.Length)\n                {\n                    _token.ThrowIfCancellationRequested();\n                    if (nextNamespace == null)\n                        nextNamespace = FindNextTypeBlock(script, i, TypeName.Namespace);\n                    if (nextClass == null)\n                        nextClass = FindNextTypeBlock(script, i, TypeName.Class);\n                    if (nextStruct == null)\n                        nextStruct = FindNextTypeBlock(script, i, TypeName.Struct);\n                    if (nextInterface == null)\n                        nextInterface = FindNextTypeBlock(script, i, TypeName.Interface);\n                    if (nextEnum == null)\n                        nextEnum = FindNextTypeBlock(script, i, TypeName.Enum);\n\n                    var nextIdentationIncrease = FindNextTypeBlock(script, i, TypeName.IdentationStart);\n                    var nextIdentationDecrease = FindNextTypeBlock(script, i, TypeName.IdentationEnd);\n\n                    if (!TryFindClosestBlock(out var closestBlock, nextNamespace, nextClass,\n                        nextStruct, nextInterface, nextEnum, nextIdentationIncrease, nextIdentationDecrease))\n                        break;\n\n                    switch (closestBlock)\n                    {\n                        case var _ when closestBlock == nextIdentationIncrease:\n                            closestBlock.ParentBlock = currentActiveBlock;\n                            currentActiveBlock = closestBlock;\n                            break;\n                        case var _ when closestBlock == nextIdentationDecrease:\n                            if (currentActiveBlock.TypeName != TypeName.Undefined)\n                                typeList.Add(currentActiveBlock.StartIndex, currentActiveBlock);\n                            currentActiveBlock = currentActiveBlock.ParentBlock;\n                            break;\n                        case var _ when closestBlock == nextNamespace:\n                            closestBlock.Namespace = currentActiveBlock.TypeName == TypeName.Namespace ? currentActiveBlock.FullName : currentActiveBlock.Namespace;\n                            closestBlock.FullName = string.IsNullOrEmpty(currentActiveBlock.FullName) ? closestBlock.Name : $\"{currentActiveBlock.FullName}.{closestBlock.Name}\";\n                            closestBlock.ParentBlock = currentActiveBlock;\n                            currentActiveBlock = closestBlock;\n                            nextNamespace = null;\n                            break;\n                        case var _ when closestBlock == nextClass:\n                        case var _ when closestBlock == nextStruct:\n                        case var _ when closestBlock == nextInterface:\n                        case var _ when closestBlock == nextEnum:\n                            closestBlock.FullName = string.IsNullOrEmpty(currentActiveBlock.FullName) ? closestBlock.Name : $\"{currentActiveBlock.FullName}.{closestBlock.Name}\";\n                            closestBlock.Namespace = currentActiveBlock.TypeName == TypeName.Namespace ? currentActiveBlock.FullName : currentActiveBlock.Namespace;\n                            closestBlock.ParentBlock = currentActiveBlock;\n                            currentActiveBlock = closestBlock;\n                            switch (closestBlock)\n                            {\n                                case var _ when closestBlock == nextClass:\n                                    nextClass = null;\n                                    break;\n                                case var _ when closestBlock == nextStruct:\n                                    nextStruct = null;\n                                    break;\n                                case var _ when closestBlock == nextInterface:\n                                    nextInterface = null;\n                                    break;\n                                case var _ when closestBlock == nextEnum:\n                                    nextEnum = null;\n                                    break;\n                            }\n                            break;\n                    }\n\n                    i = closestBlock.StartIndex;\n                }\n\n                return typeList.Select(x => x.Value).ToList();\n            }\n\n            private bool TryFindClosestBlock(out BlockInfo closestBlock, params BlockInfo[] blocks)\n            {\n                closestBlock = null;\n                for (int i = 0; i < blocks.Length; i++)\n                {\n                    if (blocks[i].FoundIndex == -1)\n                        continue;\n\n                    if (closestBlock == null || closestBlock.FoundIndex > blocks[i].FoundIndex)\n                        closestBlock = blocks[i];\n                }\n\n                return closestBlock != null;\n            }\n\n            private BlockInfo FindNextTypeBlock(string text, int startIndex, TypeName blockType)\n            {\n                string typeKeyword;\n                switch (blockType)\n                {\n                    case TypeName.Namespace:\n                        typeKeyword = \"namespace\";\n                        break;\n                    case TypeName.Class:\n                        typeKeyword = \"class\";\n                        break;\n                    case TypeName.Struct:\n                        typeKeyword = \"struct\";\n                        break;\n                    case TypeName.Interface:\n                        typeKeyword = \"interface\";\n                        break;\n                    case TypeName.Enum:\n                        typeKeyword = \"enum\";\n                        break;\n                    case TypeName.IdentationStart:\n                        var identationStart = text.IndexOf(\"{\", startIndex);\n                        return new BlockInfo() { FoundIndex = identationStart, StartIndex = identationStart + 1, TypeName = TypeName.Undefined };\n                    case TypeName.IdentationEnd:\n                        var identationEnd = text.IndexOf(\"}\", startIndex);\n                        return new BlockInfo() { FoundIndex = identationEnd, StartIndex = identationEnd + 1, TypeName = TypeName.Undefined };\n                    default:\n                        throw new ArgumentException(\"Invalid block type provided\");\n                }\n\n                int start = -1;\n                int blockStart = -1;\n                string name = string.Empty;\n                while (startIndex < text.Length)\n                {\n                    _token.ThrowIfCancellationRequested();\n                    start = text.IndexOf($\" {typeKeyword} \", startIndex);\n                    if (start == -1)\n                        return new BlockInfo { FoundIndex = -1 };\n\n                    // Check if the caught type keyword matches the type definition\n                    var openingBracket = text.IndexOf(\"{\", start);\n                    if (openingBracket == -1)\n                        return new BlockInfo { FoundIndex = -1 };\n\n                    var declaration = text.Substring(start, openingBracket - start);\n                    var split = declaration.Split(' ');\n\n                    // Namespace detection\n                    if (typeKeyword == \"namespace\")\n                    {\n                        // Expected result: [null] [namespace] [null]\n                        if (split.Length == 4)\n                        {\n                            name = split[2];\n                            blockStart = openingBracket + 1;\n                            break;\n                        }\n                        else\n                            startIndex = openingBracket + 1;\n                    }\n                    // Class, Interface, Struct, Enum detection\n                    else\n                    {\n                        // Expected result: [null] [keywordName] [typeName] ... [null]\n                        // Skip any keywords that only contains [null] [keywordName] [null]\n                        if (split.Length != 3)\n                        {\n                            name = split[2];\n                            blockStart = openingBracket + 1;\n                            break;\n                        }\n                        else\n                            startIndex = openingBracket + 1;\n                    }\n                }\n\n                var info = new BlockInfo() { FoundIndex = start, StartIndex = blockStart, Name = name, TypeName = blockType };\n                return info;\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation/ScriptUtilityService.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9db4298044e2add44bc3aa6ba898d7c3\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/Validation.meta",
    "content": "fileFormatVersion: 2\nguid: 184dcfbfe1d21454fa8cf49f1c637871\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/ValidatorServiceProvider.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Services.Validation;\n\nnamespace AssetStoreTools.Validator.Services\n{\n    internal class ValidatorServiceProvider : ServiceProvider<IValidatorService>\n    {\n        public static ValidatorServiceProvider Instance => _instance ?? (_instance = new ValidatorServiceProvider());\n        private static ValidatorServiceProvider _instance;\n\n        private ValidatorServiceProvider() { }\n\n        protected override void RegisterServices()\n        {\n            Register<ICachingService, CachingService>();\n            Register<IAssetUtilityService, AssetUtilityService>();\n            Register<IFileSignatureUtilityService, FileSignatureUtilityService>();\n            Register<IMeshUtilityService, MeshUtilityService>();\n            Register<IModelUtilityService, ModelUtilityService>();\n            Register<ISceneUtilityService, SceneUtilityService>();\n            Register<IScriptUtilityService, ScriptUtilityService>();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services/ValidatorServiceProvider.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 47ac495c61171824abb2b72b1b7ef676\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Services.meta",
    "content": "fileFormatVersion: 2\nguid: 9315c4052243ab2488208604c11c53c7\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/AutomatedTest.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal class AutomatedTest : ValidationTest\n    {\n        public AutomatedTest(ValidationTestScriptableObject source) : base(source) { }\n\n        public override void Run(ITestConfig config)\n        {\n            Type testClass = null;\n            MethodInfo testMethod = null;\n\n            try\n            {\n                ValidateTestMethod(ref testClass, ref testMethod);\n                ValidateConfig(config);\n            }\n            catch (Exception e)\n            {\n                Debug.LogError(e.Message);\n                return;\n            }\n\n            object testClassInstance;\n            try\n            {\n                testClassInstance = CreateInstance(testClass, config);\n            }\n            catch (Exception e)\n            {\n                Debug.LogError($\"Could not create an instance of class {testClass}:\\n{e}\");\n                return;\n            }\n\n            try\n            {\n                Result = (TestResult)testMethod.Invoke(testClassInstance, new object[0]);\n            }\n            catch (Exception e)\n            {\n                var result = new TestResult() { Status = TestResultStatus.Undefined };\n                result.AddMessage(\"An exception was caught when running this test case. See Console for more details\");\n                Debug.LogError($\"An exception was caught when running validation for test case '{Title}'\\n{e}\");\n                Result = result;\n            }\n        }\n\n        private void ValidateTestMethod(ref Type testClass, ref MethodInfo testMethod)\n        {\n            if (TestScript == null || (testClass = TestScript.GetClass()) == null)\n                throw new Exception($\"Cannot run test {Title} - Test Script class was not found\");\n\n            var interfaces = testClass.GetInterfaces();\n            if (!interfaces.Contains(typeof(ITestScript)))\n                throw new Exception($\"Cannot run test {Title} - Test Script class is not derived from {nameof(ITestScript)}\");\n\n            testMethod = testClass.GetMethod(\"Run\");\n            if (testMethod == null)\n                throw new Exception($\"Cannot run test {Title} - Run() method was not found\");\n        }\n\n        private void ValidateConfig(ITestConfig config)\n        {\n            switch (ValidationType)\n            {\n                case ValidationType.Generic:\n                case ValidationType.UnityPackage:\n                    if (config is GenericTestConfig)\n                        return;\n                    break;\n                default:\n                    throw new NotImplementedException(\"Undefined validation type\");\n            }\n\n            throw new Exception(\"Config does not match the validation type\");\n        }\n\n        private object CreateInstance(Type testClass, ITestConfig testConfig)\n        {\n            var constructors = testClass.GetConstructors();\n            if (constructors.Length != 1)\n                throw new Exception($\"Test class {testClass} should only contain a single constructor\");\n\n            var constructor = constructors[0];\n            var expectedParameters = constructor.GetParameters();\n            var parametersToUse = new List<object>();\n            foreach (var expectedParam in expectedParameters)\n            {\n                var paramType = expectedParam.ParameterType;\n\n                if (paramType == testConfig.GetType())\n                {\n                    parametersToUse.Add(testConfig);\n                    continue;\n                }\n\n                if (typeof(IValidatorService).IsAssignableFrom(paramType))\n                {\n                    var matchingService = ValidatorServiceProvider.Instance.GetService(paramType);\n                    if (matchingService == null)\n                        throw new Exception($\"Service {paramType} is not registered and could not be retrieved\");\n\n                    parametersToUse.Add(matchingService);\n                    continue;\n                }\n\n                throw new Exception($\"Invalid parameter type: {paramType}\");\n            }\n\n            var instance = constructor.Invoke(parametersToUse.ToArray());\n            return instance;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/AutomatedTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b284048af6fef0d49b8c3a37f7083d04\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/GenericTestConfig.cs",
    "content": "namespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal class GenericTestConfig : ITestConfig\n    {\n        public string[] ValidationPaths { get; set; }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/GenericTestConfig.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ba1ae4e7b45a6c84ca8ad0eb391bf95d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestConfig.cs",
    "content": "namespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal interface ITestConfig { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestConfig.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c7e57766d04022c4dac58caf8ebe339a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestScript.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal interface ITestScript\n    {\n        TestResult Run();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ITestScript.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 839ef1f3e773ab347b66932d3f810aec\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/AutomatedTestScriptableObject.cs",
    "content": "﻿#if UNITY_ASTOOLS_DEVELOPMENT\nusing UnityEngine;\n#endif\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n#if UNITY_ASTOOLS_DEVELOPMENT\n    [CreateAssetMenu(fileName = \"AutomatedTest\", menuName = \"Asset Store Validator/Automated Test\")]\n#endif\n    internal class AutomatedTestScriptableObject : ValidationTestScriptableObject { }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/AutomatedTestScriptableObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d813ff809ae82f643bf975031305d541\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/Editor/ValidationTestScriptableObjectInspector.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Utility;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    [CustomEditor(typeof(ValidationTestScriptableObject), true)]\n    internal class ValidationTestScriptableObjectInspector : UnityEditor.Editor\n    {\n        private enum FilterSeverity\n        {\n            Warning,\n            Fail\n        }\n\n        private enum FilterType\n        {\n            UseFilter,\n            ExcludeFilter\n        }\n\n        private ValidationTestScriptableObject _data;\n        private ValidationTestScriptableObject[] _allObjects;\n\n        private SerializedProperty _script;\n        private SerializedProperty _validationType;\n\n        private SerializedProperty _testScript;\n        private SerializedProperty _category;\n        private SerializedProperty _failFilterProperty;\n        private SerializedProperty _isInclusiveProperty;\n        private SerializedProperty _appliesToSubCategories;\n        private SerializedProperty _categoryFilter;\n\n        private bool _hadChanges;\n\n        private void OnEnable()\n        {\n            if (target == null) return;\n\n            _data = target as ValidationTestScriptableObject;\n\n            _script = serializedObject.FindProperty(\"m_Script\");\n\n            _validationType = serializedObject.FindProperty(nameof(ValidationTestScriptableObject.ValidationType));\n\n            _testScript = serializedObject.FindProperty(nameof(ValidationTestScriptableObject.TestScript));\n            _category = serializedObject.FindProperty(nameof(ValidationTestScriptableObject.CategoryInfo));\n            _failFilterProperty = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.IsFailFilter));\n            _isInclusiveProperty = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.IsInclusiveFilter));\n            _appliesToSubCategories = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.AppliesToSubCategories));\n            _categoryFilter = _category.FindPropertyRelative(nameof(ValidationTestScriptableObject.CategoryInfo.Filter));\n\n            _allObjects = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Id);\n            _hadChanges = false;\n        }\n\n        public override void OnInspectorGUI()\n        {\n            serializedObject.Update();\n\n            EditorGUILayout.LabelField(GetInspectorTitle(), new GUIStyle(EditorStyles.centeredGreyMiniLabel) { fontSize = 24 }, GUILayout.MinHeight(50));\n\n            EditorGUI.BeginDisabledGroup(true);\n            EditorGUILayout.PropertyField(_script);\n\n            EditorGUI.BeginChangeCheck();\n            // ID field\n            EditorGUILayout.IntField(\"Test Id\", _data.Id);\n            if (!ValidateID())\n                EditorGUILayout.HelpBox(\"ID is already in use\", MessageType.Warning);\n            EditorGUI.EndDisabledGroup();\n\n            EditorGUILayout.Space(8);\n            EditorGUILayout.LabelField(\"Test Data\", new GUIStyle(EditorStyles.centeredGreyMiniLabel) { alignment = TextAnchor.MiddleLeft, fontSize = 14, padding = new RectOffset(0, 0, 0, 0) });\n\n            // Validation Type\n            var validationType = (ValidationType)EditorGUILayout.EnumPopup(\"Validation Type\", (ValidationType)_validationType.enumValueIndex);\n            _validationType.enumValueIndex = (int)validationType;\n\n            // Other fields\n            _data.Title = EditorGUILayout.TextField(\"Title\", _data.Title);\n            if (string.IsNullOrEmpty(_data.Title))\n                EditorGUILayout.HelpBox(\"Title cannot be empty\", MessageType.Warning);\n\n            EditorGUILayout.LabelField(\"Description\");\n            GUIStyle myTextAreaStyle = new GUIStyle(EditorStyles.textArea) { wordWrap = true };\n            _data.Description = EditorGUILayout.TextArea(_data.Description, myTextAreaStyle);\n\n            // Test script\n            EditorGUILayout.Space(8);\n            EditorGUILayout.LabelField(\"Test Script\", new GUIStyle(EditorStyles.centeredGreyMiniLabel) { alignment = TextAnchor.MiddleLeft, fontSize = 14, padding = new RectOffset(0, 0, 0, 0) });\n\n            EditorGUILayout.PropertyField(_testScript);\n            if (_testScript.objectReferenceValue != null)\n            {\n                var generatedScriptType = (_testScript.objectReferenceValue as MonoScript).GetClass();\n                if (generatedScriptType == null || !generatedScriptType.GetInterfaces().Contains(typeof(ITestScript)))\n                    EditorGUILayout.HelpBox($\"Test Script does not derive from {nameof(ITestScript)}. Test execution will fail\", MessageType.Warning);\n            }\n            else if (!string.IsNullOrEmpty(_data.Title))\n            {\n                var generatedScriptName = GenerateTestScriptName();\n                EditorGUILayout.LabelField($\"Proposed script name: <i>{generatedScriptName}.cs</i>\", new GUIStyle(\"Label\") { richText = true });\n                EditorGUILayout.Space();\n                EditorGUILayout.BeginHorizontal();\n                GUILayout.FlexibleSpace();\n                if (GUILayout.Button(\"Generate Test Method Script\", GUILayout.MaxWidth(200f)))\n                {\n                    var generatedScript = ValidatorUtility.GenerateTestScript(generatedScriptName, (ValidationType)_validationType.enumValueIndex);\n                    _testScript.objectReferenceValue = generatedScript;\n                }\n                EditorGUILayout.EndHorizontal();\n            }\n\n            // Variable Sevetity Options\n            EditorGUILayout.Space(8);\n            EditorGUILayout.LabelField(\"Variable Severity Status Filtering\", new GUIStyle(EditorStyles.centeredGreyMiniLabel) { alignment = TextAnchor.MiddleLeft, fontSize = 14, padding = new RectOffset(0, 0, 0, 0) });\n\n            var filterSeverity = (FilterSeverity)EditorGUILayout.EnumPopup(\"Fail Type\", _failFilterProperty.boolValue ? FilterSeverity.Fail : FilterSeverity.Warning);\n            _failFilterProperty.boolValue = filterSeverity == FilterSeverity.Fail ? true : false;\n            var filterType = (FilterType)EditorGUILayout.EnumPopup(\"Filtering rule\", _isInclusiveProperty.boolValue ? FilterType.UseFilter : FilterType.ExcludeFilter);\n            _isInclusiveProperty.boolValue = filterType == FilterType.UseFilter ? true : false;\n\n            EditorGUILayout.PropertyField(_appliesToSubCategories);\n\n            EditorGUILayout.Space(10);\n\n            EditorGUILayout.BeginHorizontal(GUI.skin.FindStyle(\"HelpBox\"));\n            EditorGUILayout.LabelField(GetFilterDescription(_failFilterProperty.boolValue, _isInclusiveProperty.boolValue), new GUIStyle(GUI.skin.label) { wordWrap = true, richText = true });\n            EditorGUILayout.EndHorizontal();\n\n            EditorGUILayout.Space(10);\n\n            EditorGUILayout.PropertyField(_categoryFilter);\n\n            if (EditorGUI.EndChangeCheck())\n            {\n                EditorUtility.SetDirty(target);\n                _hadChanges = true;\n            }\n\n            _hadChanges = serializedObject.ApplyModifiedProperties() || _hadChanges;\n        }\n\n        private string GetInspectorTitle()\n        {\n            switch (_data)\n            {\n                case AutomatedTestScriptableObject _:\n                    return \"Automated Test\";\n                default:\n                    return \"Miscellaneous Test\";\n            }\n        }\n\n        private string GenerateTestScriptName()\n        {\n            var name = _data.Title.Replace(\" \", \"\");\n            return name;\n        }\n\n        private string GetFilterDescription(bool isFailFilter, bool isInclusive)\n        {\n            string text = $\"When a <i>{TestResultStatus.VariableSeverityIssue}</i> result type is returned from the test method:\\n\\n\";\n            if (isFailFilter)\n            {\n                if (isInclusive)\n                    return text + \"• <b>Categories IN the filter</b> will result in a <color=red>FAIL</color>.\\n• <b>Categories NOT in the filter</b> will result in a <color=yellow>WARNING</color>\";\n                else\n                    return text + \"• <b>Categories NOT in the filter</b> will result in a <color=red>FAIL</color>.\\n• <b>Categories IN the filter</b> will result in a <color=yellow>WARNING</color>\";\n            }\n            else\n            {\n                if (isInclusive)\n                    return text + \"• <b>Categories IN the filter</b> will result in a <color=yellow>WARNING</color>.\\n• <b>Categories NOT in the filter</b> will result in a <color=red>FAIL</color>\";\n                else\n                    return text + \"• <b>Categories NOT in the filter</b> will result in a <color=yellow>WARNING</color>.\\n• <b>Categories IN the filter</b> will result in a <color=red>FAIL</color>\";\n            }\n        }\n\n        private bool ValidateID()\n        {\n            return !_allObjects.Any(x => x.Id == _data.Id && x != _data);\n        }\n\n        private void OnDisable()\n        {\n            if (!_hadChanges) return;\n            AssetDatabase.SaveAssets();\n            AssetDatabase.Refresh();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/Editor/ValidationTestScriptableObjectInspector.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 06d76b0e6df91eb43ac956f883c4a2da\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/Editor.meta",
    "content": "fileFormatVersion: 2\nguid: 7cd52466a2239344d90c3043b7afc1e4\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/ValidationTestScriptableObject.cs",
    "content": "using AssetStoreTools.Validator.Categories;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Utility;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal abstract class ValidationTestScriptableObject : ScriptableObject\n    {\n        [SerializeField, HideInInspector]\n        private bool HasBeenInitialized;\n\n        public int Id;\n        public string Title;\n        public string Description;\n        public ValidatorCategory CategoryInfo;\n        public ValidationType ValidationType;\n        public MonoScript TestScript;\n\n        private void OnEnable()\n        {\n            // To do: maybe replace with Custom Inspector\n            if (HasBeenInitialized)\n                return;\n\n            var existingTestCases = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Id);\n            if (existingTestCases.Length > 0)\n                Id = existingTestCases[existingTestCases.Length - 1].Id + 1;\n            else\n                Id = 1;\n            HasBeenInitialized = true;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects/ValidationTestScriptableObject.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 11c2422f057b75a458e184d169a00eb6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/Scriptable Objects.meta",
    "content": "fileFormatVersion: 2\nguid: d62652f91f698904ea662c6ab252ea59\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ValidationTest.cs",
    "content": "﻿using AssetStoreTools.Validator.Categories;\nusing AssetStoreTools.Validator.Data;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Validator.TestDefinitions\n{\n    internal abstract class ValidationTest\n    {\n        public int Id;\n        public string Title;\n        public string Description;\n        public MonoScript TestScript;\n\n        public ValidationType ValidationType;\n        public ValidatorCategory CategoryInfo;\n\n        public TestResult Result;\n\n        protected ValidationTest(ValidationTestScriptableObject source)\n        {\n            Id = source.Id;\n            Title = source.Title;\n            Description = source.Description;\n            TestScript = source.TestScript;\n            CategoryInfo = source.CategoryInfo;\n            ValidationType = source.ValidationType;\n            Result = new TestResult();\n        }\n\n        public abstract void Run(ITestConfig config);\n\n        public string Slugify(string value)\n        {\n            string newValue = value.Replace(' ', '-').ToLower();\n            return newValue;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions/ValidationTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 095d629656748914bb6202598876fdf4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Definitions.meta",
    "content": "fileFormatVersion: 2\nguid: 462cf5f916fad974a831f6a44aadcc82\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAnimationClips.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckAnimationClips : ITestScript\n    {\n        private static readonly string[] InvalidNames = new[] { \"Take 001\" };\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckAnimationClips(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n            var badModels = new Dictionary<UnityObject, List<UnityObject>>();\n            var models = _assetUtility.GetObjectsFromAssets<UnityObject>(_config.ValidationPaths, AssetType.Model);\n\n            foreach (var model in models)\n            {\n                var badClips = new List<UnityObject>();\n                var clips = AssetDatabase.LoadAllAssetsAtPath(_assetUtility.ObjectToAssetPath(model));\n                foreach (var clip in clips)\n                {\n                    if (InvalidNames.Any(x => x.ToLower().Equals(clip.name.ToLower())))\n                    {\n                        badClips.Add(clip);\n                    }\n                }\n\n                if (badClips.Count > 0)\n                    badModels.Add(model, badClips);\n            }\n\n            if (badModels.Count > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following models have animation clips with invalid names. Animation clip names should be unique and reflective of the animation itself\");\n                foreach (var kvp in badModels)\n                {\n                    result.AddMessage(_assetUtility.ObjectToAssetPath(kvp.Key), null, kvp.Value.ToArray());\n                }\n            }\n            else\n            {\n                result.AddMessage(\"No animation clips with invalid names were found!\");\n                result.Status = TestResultStatus.Pass;\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAnimationClips.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7a28985886f182c4bacc89a44777c742\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAudioClipping.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckAudioClipping : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckAudioClipping(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            // How many peaks above threshold are required for Audio Clips to be considered clipping\n            const int TOLERANCE = 2;\n            // Min. amount of consecutive samples above threshold required for peak detection\n            const int PEAK_STEPS = 1;\n            // Clipping threshold. More lenient here than Submission Guidelines (-0.3db) due to the problematic nature of \n            // correctly determining how sensitive the audio clipping flagging should be, as well as to account for any\n            // distortion introduced when AudioClips are compresssed after importing to Unity.\n            const float THRESHOLD = -0.05f;\n            // Samples for 16-bit audio files\n            const float S16b = 32767f;\n            float clippingThreshold = (S16b - (S16b / (2 * Mathf.Log10(1 / S16b)) * THRESHOLD)) / S16b;\n            TestResult result = new TestResult();\n            var clippingAudioClips = new Dictionary<AudioClip, string>();\n\n            var losslessAudioClips = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.NonLossyAudio).Select(x => x as AudioClip).ToList();\n            foreach (var clip in losslessAudioClips)\n            {\n                var path = AssetDatabase.GetAssetPath(clip.GetInstanceID());\n\n                if (IsClipping(clip, TOLERANCE, PEAK_STEPS, clippingThreshold))\n                    clippingAudioClips.Add(clip, path);\n            }\n\n            var lossyAudioClips = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.LossyAudio).Select(x => x as AudioClip).ToList();\n            foreach (var clip in lossyAudioClips)\n            {\n                var path = AssetDatabase.GetAssetPath(clip.GetInstanceID());\n\n                if (IsClipping(clip, TOLERANCE, PEAK_STEPS, clippingThreshold))\n                    clippingAudioClips.Add(clip, path);\n            }\n\n            if (clippingAudioClips.Count > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following AudioClips are clipping or are very close to 0db ceiling. Please ensure your exported audio files have at least 0.3db of headroom (should peak at no more than -0.3db):\", null, clippingAudioClips.Select(x => x.Key).ToArray());\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No clipping audio files were detected.\");\n            }\n\n            return result;\n        }\n\n        private bool IsClipping(AudioClip clip, int tolerance, int peakTolerance, float clippingThreshold)\n        {\n            if (DetectNumPeaksAboveThreshold(clip, peakTolerance, clippingThreshold) >= tolerance)\n                return true;\n\n            return false;\n        }\n\n        private int DetectNumPeaksAboveThreshold(AudioClip clip, int peakTolerance, float clippingThreshold)\n        {\n            float[] samples = new float[clip.samples * clip.channels];\n            var data = clip.GetData(samples, 0);\n\n            float[] samplesLeft = samples.Where((s, i) => i % 2 == 0).ToArray();\n            float[] samplesRight = samples.Where((s, i) => i % 2 == 1).ToArray();\n\n            int peaks = 0;\n\n            peaks = GetPeaksInChannel(samplesLeft, peakTolerance, clippingThreshold) +\n                    GetPeaksInChannel(samplesRight, peakTolerance, clippingThreshold);\n\n            return peaks;\n        }\n\n        private int GetPeaksInChannel(float[] samples, int peakTolerance, float clippingThreshold)\n        {\n            int peaks = 0;\n            bool evalPeak = false;\n            int peakSteps = 0;\n            int step = 0;\n\n            while (step < samples.Length)\n            {\n                if (Mathf.Abs(samples[step]) >= clippingThreshold && evalPeak)\n                {\n                    peakSteps++;\n                }\n\n                if (Mathf.Abs(samples[step]) >= clippingThreshold && !evalPeak)\n                {\n                    evalPeak = true;\n                    peakSteps++;\n                }\n\n                if (Mathf.Abs(samples[step]) < clippingThreshold && evalPeak)\n                {\n                    evalPeak = false;\n                    if (peakSteps >= peakTolerance)\n                        peaks++;\n                    peakSteps = 0;\n                }\n\n                step++;\n            }\n\n            return peaks;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckAudioClipping.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f604db0353da0cb46bb048f5cd37186f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckColliders.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckColliders : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckColliders(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new List<GameObject>();\n\n            foreach (var p in prefabs)\n            {\n                var meshes = _meshUtility.GetCustomMeshesInObject(p);\n\n                if (!p.isStatic || !meshes.Any())\n                    continue;\n\n                var colliders = p.GetComponentsInChildren<Collider>(true);\n                if (!colliders.Any())\n                    badPrefabs.Add(p);\n            }\n\n            if (badPrefabs.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs have colliders!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following prefabs contain meshes, but colliders were not found\", null, badPrefabs.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckColliders.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 308b3d7b7a883b949a14f47cfd5c7ebe\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckCompressedFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckCompressedFiles : ITestScript\n    {\n        private enum ArchiveResult\n        {\n            Allowed,\n            NotAllowed,\n            TarGzWithIssues,\n            ZipWithIssues\n        }\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IFileSignatureUtilityService _fileSignatureUtility;\n\n        public CheckCompressedFiles(GenericTestConfig config, IAssetUtilityService assetUtility, IFileSignatureUtilityService fileSignatureUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _fileSignatureUtility = fileSignatureUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var checkedArchives = new Dictionary<UnityObject, ArchiveResult>();\n\n            // Retrieving assets via GetObjectsFromAssets() is insufficient because\n            // archives might be renamed and not use the expected extension\n            var allAssetPaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.All);\n\n            foreach (var assetPath in allAssetPaths)\n            {\n                ArchiveType archiveType;\n                if ((archiveType = _fileSignatureUtility.GetArchiveType(assetPath)) == ArchiveType.None)\n                    continue;\n\n                var archiveObj = _assetUtility.AssetPathToObject(assetPath);\n\n                switch (archiveType)\n                {\n                    case ArchiveType.TarGz:\n                        if (assetPath.ToLower().EndsWith(\".unitypackage\"))\n                            checkedArchives.Add(archiveObj, ArchiveResult.Allowed);\n                        else\n                            checkedArchives.Add(archiveObj, ArchiveResult.TarGzWithIssues);\n                        break;\n                    case ArchiveType.Zip:\n                        if (FileNameContainsKeyword(assetPath, \"source\") && assetPath.ToLower().EndsWith(\".zip\"))\n                            checkedArchives.Add(archiveObj, ArchiveResult.Allowed);\n                        else\n                            checkedArchives.Add(archiveObj, ArchiveResult.ZipWithIssues);\n                        break;\n                    default:\n                        checkedArchives.Add(archiveObj, ArchiveResult.NotAllowed);\n                        break;\n                }\n            }\n\n            if (checkedArchives.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No archives were found in the package content!\");\n                return result;\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.Allowed))\n            {\n                result.Status = TestResultStatus.Warning;\n                result.AddMessage(\"The following archives of allowed format were found in the package content.\\n\" +\n                    \"Please make sure they adhere to the nested archive guidelines:\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.Allowed).Select(x => x.Key).ToArray());\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.TarGzWithIssues))\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following .gz archives were found in the package content.\\n\" +\n                    \" Gz archives are only allowed in form of '.unitypackage' files\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.TarGzWithIssues).Select(x => x.Key).ToArray());\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.ZipWithIssues))\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following .zip archives were found in the package content.\\n\" +\n                    \" Zip archives should contain the keyword 'source' in the file name\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.ZipWithIssues).Select(x => x.Key).ToArray());\n            }\n\n            if (checkedArchives.Any(x => x.Value == ArchiveResult.NotAllowed))\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following archives are using formats that are not allowed:\", null,\n                    checkedArchives.Where(x => x.Value == ArchiveResult.NotAllowed).Select(x => x.Key).ToArray());\n            }\n\n            return result;\n        }\n\n        private bool FileNameContainsKeyword(string filePath, string keyword)\n        {\n            var fileInfo = new FileInfo(filePath);\n\n            if (!fileInfo.Exists)\n                return false;\n\n            return fileInfo.Name.Remove(fileInfo.Name.Length - fileInfo.Extension.Length).ToLower().Contains(keyword.ToLower());\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckCompressedFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 84b23febe0d923842aef73b95da5f25b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckEmptyPrefabs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckEmptyPrefabs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckEmptyPrefabs(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new List<GameObject>();\n\n            foreach (var p in prefabs)\n            {\n                if (p.GetComponents<Component>().Length == 1 && p.transform.childCount == 0)\n                    badPrefabs.Add(p);\n            }\n\n            if (badPrefabs.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No empty prefabs were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following prefabs are empty\", null, badPrefabs.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckEmptyPrefabs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8055bed9373283e4793463b90b42f08f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckFileMenuNames.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Reflection;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckFileMenuNames : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IScriptUtilityService _scriptUtility;\n\n        public CheckFileMenuNames(GenericTestConfig config, IAssetUtilityService assetUtility, IScriptUtilityService scriptUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _scriptUtility = scriptUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var bindingFlags = BindingFlags.Public | BindingFlags.NonPublic |\n                BindingFlags.Instance | BindingFlags.Static | BindingFlags.DeclaredOnly;\n\n            #region Scripts\n\n            var scripts = _assetUtility.GetObjectsFromAssets<MonoScript>(_config.ValidationPaths, AssetType.MonoScript).ToArray();\n            var scriptTypes = _scriptUtility.GetTypesFromScriptAssets(scripts);\n            var affectedScripts = new Dictionary<MonoScript, List<string>>();\n\n            foreach (var kvp in scriptTypes)\n            {\n                var badMethods = new List<string>();\n                foreach (var type in kvp.Value)\n                {\n                    foreach (var method in type.GetMethods(bindingFlags))\n                    {\n                        var attributes = method.GetCustomAttributes<MenuItem>().ToList();\n                        if (attributes.Count == 0)\n                            continue;\n\n                        var badAttributes = attributes.Where(x => !IsValidMenuItem(x.menuItem)).ToList();\n                        if (badAttributes.Count > 0)\n                            badMethods.Add($\"{string.Join(\"\\n\", badAttributes.Select(x => $\"\\'{x.menuItem}\\'\"))}\\n(for method '{method.Name}')\\n\");\n                    }\n                }\n\n                if (badMethods.Count > 0)\n                    affectedScripts.Add(kvp.Key, badMethods);\n            }\n\n            #endregion\n\n            #region Precompiled Assemblies\n\n            var assemblies = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.PrecompiledAssembly).ToArray();\n            var assemblyTypes = _scriptUtility.GetTypesFromAssemblies(assemblies);\n            var affectedAssemblies = new Dictionary<UnityObject, List<string>>();\n\n            foreach (var kvp in assemblyTypes)\n            {\n                var badMethods = new List<string>();\n                foreach (var type in kvp.Value)\n                {\n                    foreach (var method in type.GetMethods(bindingFlags))\n                    {\n                        var attributes = method.GetCustomAttributes<MenuItem>().ToList();\n                        if (attributes.Count == 0)\n                            continue;\n\n                        var badAttributes = attributes.Where(x => !IsValidMenuItem(x.menuItem)).ToList();\n                        if (badAttributes.Count > 0)\n                            badMethods.Add($\"{string.Join(\"\\n\", badAttributes.Select(x => (x as MenuItem).menuItem))}\\n(Method '{method.Name}')\\n\");\n                    }\n                }\n\n                if (badMethods.Count > 0)\n                    affectedAssemblies.Add(kvp.Key, badMethods);\n            }\n\n            #endregion\n\n            if (affectedScripts.Count > 0 || affectedAssemblies.Count > 0)\n            {\n                if (affectedScripts.Count > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following scripts contain invalid MenuItem names:\");\n                    foreach (var kvp in affectedScripts)\n                    {\n                        var message = string.Empty;\n                        foreach (var type in kvp.Value)\n                            message += type + \"\\n\";\n\n                        message = message.Remove(message.Length - \"\\n\".Length);\n                        result.AddMessage(message, null, kvp.Key);\n                    }\n                }\n\n                if (affectedAssemblies.Count > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following assemblies contain invalid MenuItem names:\");\n                    foreach (var kvp in affectedAssemblies)\n                    {\n                        var message = string.Empty;\n                        foreach (var type in kvp.Value)\n                            message += type + \"\\n\";\n\n                        message = message.Remove(message.Length - \"\\n\".Length);\n                        result.AddMessage(message, null, kvp.Key);\n                    }\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No MenuItems with invalid names were found!\");\n            }\n\n            return result;\n        }\n\n        private bool IsValidMenuItem(string menuItemName)\n        {\n            var acceptableMenuItems = new string[]\n            {\n                \"File\",\n                \"Edit\",\n                \"Assets\",\n                \"GameObject\",\n                \"Component\",\n                \"Window\",\n                \"Help\",\n                \"CONTEXT\",\n                \"Tools\"\n            };\n\n            menuItemName = menuItemName.Replace(\"\\\\\", \"/\");\n            if (acceptableMenuItems.Any(x => menuItemName.ToLower().StartsWith($\"{x.ToLower()}/\")))\n                return true;\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckFileMenuNames.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d8e3b12ecc1fcd74d9a9f8d2b549fc63\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLODs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Data.MessageActions;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckLODs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckLODs(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new Dictionary<GameObject, List<MeshFilter>>();\n\n            foreach (var p in prefabs)\n            {\n                var meshFilters = p.GetComponentsInChildren<MeshFilter>(true);\n                var badMeshFilters = new List<MeshFilter>();\n                var lodGroups = p.GetComponentsInChildren<LODGroup>(true);\n\n                foreach (var mf in meshFilters)\n                {\n                    if (mf.name.Contains(\"LOD\") && !IsPartOfLodGroup(mf, lodGroups))\n                        badMeshFilters.Add(mf);\n                }\n\n                if (badMeshFilters.Count > 0)\n                    badPrefabs.Add(p, badMeshFilters);\n            }\n\n            if (badPrefabs.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs are meeting the LOD requirements!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following prefabs do not meet the LOD requirements\");\n\n            foreach (var p in badPrefabs)\n            {\n                var resultList = new List<Object>();\n                resultList.Add(p.Key);\n                resultList.AddRange(p.Value);\n                result.AddMessage($\"{p.Key.name}.prefab\", new OpenAssetAction(p.Key), resultList.ToArray());\n            }\n\n            return result;\n        }\n\n        private bool IsPartOfLodGroup(MeshFilter mf, LODGroup[] lodGroups)\n        {\n            foreach (var lodGroup in lodGroups)\n            {\n                // If MeshFilter is a child/deep child of a LodGroup AND is referenced in this LOD group - it is valid\n                if (mf.transform.IsChildOf(lodGroup.transform) &&\n                    lodGroup.GetLODs().Any(lod => lod.renderers.Any(renderer => renderer != null && renderer.gameObject == mf.gameObject)))\n                    return true;\n            }\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLODs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 43b2158602f87704fa7b91561cfc8678\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLineEndings.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Concurrent;\nusing System.Threading.Tasks;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckLineEndings : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckLineEndings(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var scripts = _assetUtility.GetObjectsFromAssets<MonoScript>(_config.ValidationPaths, AssetType.MonoScript);\n\n            var affectedScripts = new ConcurrentBag<UnityObject>();\n            var scriptContents = new ConcurrentDictionary<MonoScript, string>();\n\n            // A separate dictionary is needed because MonoScript contents cannot be accessed outside of the main thread\n            foreach (var s in scripts)\n                if (s != null)\n                    scriptContents.TryAdd(s, s.text);\n\n            Parallel.ForEach(scriptContents, (s) =>\n            {\n                if (HasInconsistentLineEndings(s.Value))\n                    affectedScripts.Add(s.Key);\n            });\n\n            if (affectedScripts.Count > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following scripts have inconsistent line endings:\", null, affectedScripts.ToArray());\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No scripts with inconsistent line endings were found!\");\n            }\n\n            return result;\n        }\n\n        private bool HasInconsistentLineEndings(string text)\n        {\n            int crlfEndings = 0;\n            int lfEndings = 0;\n\n            var split = text.Split(new[] { \"\\n\" }, StringSplitOptions.None);\n            for (int i = 0; i < split.Length; i++)\n            {\n                var line = split[i];\n                if (line.EndsWith(\"\\r\"))\n                    crlfEndings++;\n                else if (i != split.Length - 1)\n                    lfEndings++;\n            }\n\n            if (crlfEndings > 0 && lfEndings > 0)\n                return true;\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckLineEndings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 85885005d1c594f42826de3555e98365\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMeshPrefabs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckMeshPrefabs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckMeshPrefabs(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var usedModelPaths = new List<string>();\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var missingMeshReferencePrefabs = new List<GameObject>();\n\n            // Get all meshes in existing prefabs and check if prefab has missing mesh references\n            foreach (var p in prefabs)\n            {\n                var meshes = _meshUtility.GetCustomMeshesInObject(p);\n                foreach (var mesh in meshes)\n                {\n                    string meshPath = _assetUtility.ObjectToAssetPath(mesh);\n                    usedModelPaths.Add(meshPath);\n                }\n\n                if (HasMissingMeshReferences(p))\n                    missingMeshReferencePrefabs.Add(p);\n            }\n\n            // Get all meshes in existing models\n            var allModelPaths = GetAllModelMeshPaths(_config.ValidationPaths);\n\n            // Get the list of meshes without prefabs\n            List<string> unusedModels = allModelPaths.Except(usedModelPaths).ToList();\n\n            if (unusedModels.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs have meshes!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            var models = unusedModels.Select(_assetUtility.AssetPathToObject).ToArray();\n            result.AddMessage(\"The following models do not have associated prefabs\", null, models);\n\n            if (missingMeshReferencePrefabs.Count > 0)\n                result.AddMessage(\"The following prefabs have missing mesh references\", null, missingMeshReferencePrefabs.ToArray());\n\n            return result;\n        }\n\n        private IEnumerable<string> GetAllModelMeshPaths(string[] validationPaths)\n        {\n            var models = _assetUtility.GetObjectsFromAssets(validationPaths, AssetType.Model);\n            var paths = new List<string>();\n\n            foreach (var o in models)\n            {\n                var m = (GameObject)o;\n                var modelPath = _assetUtility.ObjectToAssetPath(m);\n                var assetImporter = _assetUtility.GetAssetImporter(modelPath);\n                if (assetImporter is UnityEditor.ModelImporter modelImporter)\n                {\n                    var clips = modelImporter.clipAnimations.Count();\n                    var meshes = _meshUtility.GetCustomMeshesInObject(m);\n\n                    // Only add if the model has meshes and no clips\n                    if (meshes.Any() && clips == 0)\n                        paths.Add(modelPath);\n                }\n            }\n\n            return paths;\n        }\n\n        private bool HasMissingMeshReferences(GameObject go)\n        {\n            var meshes = go.GetComponentsInChildren<MeshFilter>(true);\n            var skinnedMeshes = go.GetComponentsInChildren<SkinnedMeshRenderer>(true);\n\n            if (meshes.Length == 0 && skinnedMeshes.Length == 0)\n                return false;\n\n            if (meshes.Any(x => x.sharedMesh == null) || skinnedMeshes.Any(x => x.sharedMesh == null))\n                return true;\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMeshPrefabs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c3d0d642ac6a6a48aa124a93dae3734\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinAssets.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckMissingComponentsinAssets : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckMissingComponentsinAssets(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var assets = GetAllAssetsWithMissingComponents(_config.ValidationPaths);\n\n            if (assets.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No assets have missing components!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following assets contain missing components\", null, assets);\n\n            return result;\n        }\n\n        private GameObject[] GetAllAssetsWithMissingComponents(string[] validationPaths)\n        {\n            var missingReferenceAssets = new List<GameObject>();\n            var prefabObjects = _assetUtility.GetObjectsFromAssets<GameObject>(validationPaths, AssetType.Prefab);\n\n            foreach (var p in prefabObjects)\n            {\n                if (p != null && IsMissingReference(p))\n                    missingReferenceAssets.Add(p);\n            }\n\n            return missingReferenceAssets.ToArray();\n        }\n\n        private bool IsMissingReference(GameObject asset)\n        {\n            var components = asset.GetComponentsInChildren<Component>();\n\n            foreach (var c in components)\n            {\n                if (!c)\n                    return true;\n            }\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinAssets.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 22d8f814e2363e34ea220736a4042728\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinScenes.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Data.MessageActions;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\nusing SceneAsset = UnityEditor.SceneAsset;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckMissingComponentsinScenes : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private ISceneUtilityService _sceneUtility;\n\n        public CheckMissingComponentsinScenes(GenericTestConfig config, IAssetUtilityService assetUtility, ISceneUtilityService sceneUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _sceneUtility = sceneUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var originalScenePath = _sceneUtility.CurrentScenePath;\n\n            var scenePaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.Scene);\n            foreach (var scenePath in scenePaths)\n            {\n                var missingComponentGOs = GetMissingComponentGOsInScene(scenePath);\n\n                if (missingComponentGOs.Count == 0)\n                    continue;\n\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                var message = $\"GameObjects with missing components or prefab references found in {scenePath}.\\n\\nClick this message to open the Scene and see the affected GameObjects:\";\n                result.AddMessage(message, new OpenAssetAction(_assetUtility.AssetPathToObject<SceneAsset>(scenePath)), missingComponentGOs.ToArray());\n            }\n\n            _sceneUtility.OpenScene(originalScenePath);\n\n            if (result.Status == TestResultStatus.Undefined)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No missing components were found!\");\n            }\n\n            return result;\n        }\n\n        private List<GameObject> GetMissingComponentGOsInScene(string path)\n        {\n            var missingComponentGOs = new List<GameObject>();\n\n            var scene = _sceneUtility.OpenScene(path);\n\n            if (!scene.IsValid())\n            {\n                Debug.LogWarning(\"Unable to get Scene in \" + path);\n                return new List<GameObject>();\n            }\n\n            var rootObjects = scene.GetRootGameObjects();\n\n            foreach (var obj in rootObjects)\n            {\n                missingComponentGOs.AddRange(GetMissingComponentGOs(obj));\n            }\n\n            return missingComponentGOs;\n        }\n\n        private List<GameObject> GetMissingComponentGOs(GameObject root)\n        {\n            var missingComponentGOs = new List<GameObject>();\n            var rootComponents = root.GetComponents<Component>();\n\n            if (UnityEditor.PrefabUtility.GetPrefabInstanceStatus(root) == UnityEditor.PrefabInstanceStatus.MissingAsset || rootComponents.Any(c => !c))\n            {\n                missingComponentGOs.Add(root);\n            }\n\n            foreach (Transform child in root.transform)\n                missingComponentGOs.AddRange(GetMissingComponentGOs(child.gameObject));\n\n            return missingComponentGOs;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckMissingComponentsinScenes.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 511e76d0ebcb23d40a7b49dda0e2980f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelImportLogs.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckModelImportLogs : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IModelUtilityService _modelUtility;\n\n        public CheckModelImportLogs(GenericTestConfig config, IAssetUtilityService assetUtility, IModelUtilityService modelUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _modelUtility = modelUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var models = _assetUtility.GetObjectsFromAssets<UnityObject>(_config.ValidationPaths, AssetType.Model);\n            var importLogs = _modelUtility.GetImportLogs(models.ToArray());\n\n            var warningModels = new List<UnityObject>();\n            var errorModels = new List<UnityObject>();\n\n            foreach (var kvp in importLogs)\n            {\n                if (kvp.Value.Any(x => x.Severity == UnityEngine.LogType.Error))\n                    errorModels.Add(kvp.Key);\n                if (kvp.Value.Any(x => x.Severity == UnityEngine.LogType.Warning))\n                    warningModels.Add(kvp.Key);\n            }\n\n            if (warningModels.Count > 0 || errorModels.Count > 0)\n            {\n                if (warningModels.Count > 0)\n                {\n                    result.Status = TestResultStatus.Warning;\n                    result.AddMessage(\"The following models contain import warnings:\", null, warningModels.ToArray());\n                }\n\n                if (errorModels.Count > 0)\n                {\n                    result.Status = TestResultStatus.Warning;\n                    result.AddMessage(\"The following models contain import errors:\", null, errorModels.ToArray());\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No issues were detected when importing your models!\");\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelImportLogs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 98f3ec209166855408eaf4abe5bff591\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelOrientation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckModelOrientation : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckModelOrientation(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var models = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Model);\n            var badModels = new List<GameObject>();\n\n            foreach (var m in models)\n            {\n                var meshes = _meshUtility.GetCustomMeshesInObject(m);\n                var assetImporter = _assetUtility.GetAssetImporter(m);\n\n                if (!(assetImporter is UnityEditor.ModelImporter modelImporter))\n                    continue;\n\n                var clips = modelImporter.clipAnimations.Length;\n\n                // Only check if the model has meshes and no clips\n                if (!meshes.Any() || clips != 0)\n                    continue;\n\n                Transform[] transforms = m.GetComponentsInChildren<Transform>(true);\n\n                foreach (var t in transforms)\n                {\n                    var hasMeshComponent = t.TryGetComponent<MeshFilter>(out _) || t.TryGetComponent<SkinnedMeshRenderer>(out _);\n\n                    if (t.localRotation == Quaternion.identity || !hasMeshComponent)\n                        continue;\n\n                    badModels.Add(m);\n                    break;\n                }\n            }\n\n            if (badModels.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found models are facing the right way!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following models have incorrect rotation\", null, badModels.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelOrientation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 56cdcdc41a80fbc46b5b2b83ec8d66d7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelTypes.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckModelTypes : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckModelTypes(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var allowedExtensions = new string[] { \".fbx\", \".dae\", \".abc\", \".obj\" };\n            // Should retrieve All assets and not models here since ADB will not recognize certain\n            // types if appropriate software is not installed (e.g. .blend without Blender)\n            var allAssetPaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.All);\n            var badModels = new List<UnityObject>();\n\n            foreach (var assetPath in allAssetPaths)\n            {\n                var importer = _assetUtility.GetAssetImporter(assetPath);\n                if (importer == null || !(importer is ModelImporter))\n                    continue;\n\n                if (allowedExtensions.Any(x => importer.assetPath.ToLower().EndsWith(x)))\n                    continue;\n\n                badModels.Add(_assetUtility.AssetPathToObject(assetPath));\n            }\n\n            if (badModels.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All models are of allowed formats!\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following models are of formats that should not be used for Asset Store packages:\", null, badModels.ToArray());\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckModelTypes.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 428b1fb838e6f5a469bbfd26ca3fbfd2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckNormalMapTextures.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckNormalMapTextures : ITestScript\n    {\n        public const int TextureCacheLimit = 8;\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckNormalMapTextures(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var materials = _assetUtility.GetObjectsFromAssets<Material>(_config.ValidationPaths, AssetType.Material);\n            var badTextures = new List<Texture>();\n            var badPaths = new List<string>();\n\n            foreach (var mat in materials)\n            {\n                for (int i = 0; i < mat.shader.GetPropertyCount(); i++)\n                {\n                    if ((mat.shader.GetPropertyFlags(i) & UnityEngine.Rendering.ShaderPropertyFlags.Normal) != 0)\n                    {\n                        var propertyName = mat.shader.GetPropertyName(i);\n                        var assignedTexture = mat.GetTexture(propertyName);\n\n                        if (assignedTexture == null)\n                            continue;\n\n                        var texturePath = _assetUtility.ObjectToAssetPath(assignedTexture);\n                        var textureImporter = _assetUtility.GetAssetImporter(texturePath) as TextureImporter;\n                        if (textureImporter == null)\n                            continue;\n\n                        if (textureImporter.textureType != TextureImporterType.NormalMap && !badTextures.Contains(assignedTexture))\n                        {\n                            if (badTextures.Count < TextureCacheLimit)\n                            {\n                                badTextures.Add(assignedTexture);\n                            }\n                            else\n                            {\n                                string path = AssetDatabase.GetAssetPath(assignedTexture);\n                                badPaths.Add(path);\n                            }\n                        }\n                    }\n                }\n\n                EditorUtility.UnloadUnusedAssetsImmediate();\n            }\n\n            if (badTextures.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All normal map textures have the correct texture type!\");\n            }\n            else if (badPaths.Count != 0)\n            {\n                foreach (Texture texture in badTextures)\n                {\n                    string path = AssetDatabase.GetAssetPath(texture);\n                    badPaths.Add(path);\n                }\n\n                string paths = string.Join(\"\\n\", badPaths);\n\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following textures are not set to type 'Normal Map'\", null);\n                result.AddMessage(paths);\n            }\n            else\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following textures are not set to type 'Normal Map'\", null, badTextures.ToArray());\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckNormalMapTextures.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d55cea510248f814eb2194c2b53f88d2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPackageNaming.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPackageNaming : ITestScript\n    {\n        private const string ForbiddenCharacters = \"~`!@#$%^&*()-_=+[{]}\\\\|;:'\\\",<>?/\";\n        private readonly string[] PathsToCheckForForbiddenCharacters = new string[]\n        {\n            \"Assets/\",\n            \"Assets/Editor/\",\n            \"Assets/Plugins/\",\n            \"Assets/Resources/\",\n            \"Assets/StreamingAssets/\",\n            \"Assets/WebGLTemplates/\"\n        };\n\n        private class PathCheckResult\n        {\n            public Object[] InvalidMainPaths;\n            public Object[] InvalidMainPathContentPaths;\n            public Object[] InvalidMainPathLeadingUpPaths;\n            public Object[] InvalidHybridPackages;\n            public Object[] PotentiallyInvalidContent;\n\n            public bool HasIssues => InvalidMainPaths.Length > 0\n                || InvalidMainPathContentPaths.Length > 0\n                || InvalidMainPathLeadingUpPaths.Length > 0\n                || InvalidHybridPackages.Length > 0\n                || PotentiallyInvalidContent.Length > 0;\n        }\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        // Constructor also accepts dependency injection of registered IValidatorService types\n        public CheckPackageNaming(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var checkResult = GetInvalidPathsInAssets();\n\n            if (checkResult.HasIssues)\n            {\n                result.Status = TestResultStatus.Warning;\n\n                if (checkResult.InvalidMainPaths.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following assets appear to be artificially bumped up in the project hierarchy within commonly used folders\", null, checkResult.InvalidMainPaths);\n                }\n\n                if (checkResult.InvalidMainPathContentPaths.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following assets appear to be artificially bumped up in the project hierarchy within commonly used folders\", null, checkResult.InvalidMainPathContentPaths);\n                }\n\n                if (checkResult.InvalidMainPathLeadingUpPaths.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"Despite not being directly validated, this path would be automatically created by the Unity Importer when importing your package\", null, checkResult.InvalidMainPathLeadingUpPaths);\n                }\n\n                if (checkResult.InvalidHybridPackages.Length > 0)\n                {\n                    result.Status = TestResultStatus.VariableSeverityIssue;\n                    result.AddMessage(\"The following packages appear to be artificially bumped up in the Package hierarchy with their 'Display Name' configuration\", null, checkResult.InvalidHybridPackages);\n                }\n\n                if (checkResult.PotentiallyInvalidContent.Length > 0)\n                {\n                    // Do not override previously set severities\n                    result.AddMessage(\"It is recommended that nested package content refrains from starting with a special character\", null, checkResult.PotentiallyInvalidContent);\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All package asset names are valid!\");\n            }\n\n            return result;\n        }\n\n        private PathCheckResult GetInvalidPathsInAssets()\n        {\n            var allInvalidMainPaths = new List<string>();\n            var allInvalidMainContentPaths = new List<string>();\n            var allInvalidMainLeadingUpPaths = new List<string>();\n            var allInvalidPackagePaths = new List<string>();\n            var allInvalidOtherContentPaths = new List<string>();\n\n            foreach (var validationPath in _config.ValidationPaths)\n            {\n                // Is path itself not forbidden e.g.: when validating Assets/_Package, the folder _Package would be invalid\n                if (!IsDirectMainPathValid(validationPath))\n                    allInvalidMainPaths.Add(validationPath);\n\n                // Are path contents not forbidden e.g.: when validating Assets/, the folder _Package would be invalid\n                if (!IsDirectMainPathContentValid(validationPath, out var invalidContentPaths))\n                    allInvalidMainContentPaths.AddRange(invalidContentPaths);\n\n                // Is the path leading up to this path not forbidden e.g: when validating Assets/_WorkDir/Package, the folder _Workdir would be invalid\n                if (!IsPathLeadingUpToMainPathValid(validationPath, out var invalidLeadingUpPath))\n                    allInvalidMainLeadingUpPaths.Add(invalidLeadingUpPath);\n\n                // Is the path pointing to a package valid, e.g.: when validating Packages/com.company.product its display name _Product would be invalid\n                if (!IsHybridPackageMainPathValid(validationPath, out string invalidPackagePath))\n                    allInvalidPackagePaths.Add(invalidPackagePath);\n            }\n\n            var ignoredPaths = new List<string>();\n            ignoredPaths.AddRange(allInvalidMainPaths);\n            ignoredPaths.AddRange(allInvalidMainContentPaths);\n            ignoredPaths.AddRange(allInvalidMainLeadingUpPaths);\n            ignoredPaths.AddRange(allInvalidPackagePaths);\n\n            // Mark any other paths that start with a forbidden character\n            if (!ArePackageContentsValid(ignoredPaths, out var invalidContents))\n                allInvalidOtherContentPaths.AddRange(invalidContents);\n\n            return new PathCheckResult()\n            {\n                InvalidMainPaths = PathsToObjects(allInvalidMainPaths),\n                InvalidMainPathContentPaths = PathsToObjects(allInvalidMainContentPaths),\n                InvalidMainPathLeadingUpPaths = PathsToObjects(allInvalidMainLeadingUpPaths),\n                InvalidHybridPackages = PathsToObjects(allInvalidPackagePaths),\n                PotentiallyInvalidContent = PathsToObjects(allInvalidOtherContentPaths)\n            };\n        }\n\n        private bool IsDirectMainPathValid(string validationPath)\n        {\n            foreach (var forbiddenPath in PathsToCheckForForbiddenCharacters)\n            {\n                var forbiddenPathWithSeparator = forbiddenPath.EndsWith(\"/\") ? forbiddenPath : forbiddenPath + \"/\";\n                if (!validationPath.StartsWith(forbiddenPathWithSeparator))\n                    continue;\n\n                var truncatedPath = validationPath.Remove(0, forbiddenPathWithSeparator.Length);\n                var truncatedPathSplit = truncatedPath.Split('/');\n\n                // It is not a direct main path if it has deeper paths\n                if (truncatedPathSplit.Length != 1)\n                    continue;\n\n                if (ForbiddenCharacters.Any(x => truncatedPath.StartsWith(x.ToString())))\n                    return false;\n            }\n\n            return true;\n        }\n\n        private bool IsDirectMainPathContentValid(string validationPath, out List<string> invalidContentPaths)\n        {\n            invalidContentPaths = new List<string>();\n\n            var contents = Directory.EnumerateFileSystemEntries(validationPath, \"*\", SearchOption.AllDirectories)\n                .Where(x => !x.EndsWith(\".meta\"))\n                .Select(GetAdbPath);\n\n            foreach (var contentPath in contents)\n            {\n                foreach (var forbiddenPath in PathsToCheckForForbiddenCharacters)\n                {\n                    var forbiddenPathWithSeparator = forbiddenPath.EndsWith(\"/\") ? forbiddenPath : forbiddenPath + \"/\";\n                    if (!contentPath.StartsWith(forbiddenPathWithSeparator))\n                        continue;\n\n                    var truncatedPath = contentPath.Remove(0, forbiddenPathWithSeparator.Length);\n                    var truncatedPathSplit = truncatedPath.Split('/');\n\n                    // Only check the first level of content relative to the forbidden path\n                    if (truncatedPathSplit.Length > 1)\n                        continue;\n\n                    if (ForbiddenCharacters.Any(x => truncatedPathSplit[0].StartsWith(x.ToString())))\n                        invalidContentPaths.Add(contentPath);\n                }\n            }\n\n            return invalidContentPaths.Count == 0;\n        }\n\n        private bool IsPathLeadingUpToMainPathValid(string validationPath, out string invalidLeadingUpPath)\n        {\n            invalidLeadingUpPath = string.Empty;\n\n            foreach (var forbiddenPath in PathsToCheckForForbiddenCharacters)\n            {\n                var forbiddenPathWithSeparator = forbiddenPath.EndsWith(\"/\") ? forbiddenPath : forbiddenPath + \"/\";\n                if (!validationPath.StartsWith(forbiddenPathWithSeparator))\n                    continue;\n\n                var truncatedPath = validationPath.Remove(0, forbiddenPathWithSeparator.Length);\n                var truncatedPathSplit = truncatedPath.Split('/');\n\n                // It is not a leading up path if it has no deeper path\n                if (truncatedPathSplit.Length == 1)\n                    continue;\n\n                if (ForbiddenCharacters.Any(x => truncatedPathSplit[0].StartsWith(x.ToString())))\n                {\n                    invalidLeadingUpPath = forbiddenPathWithSeparator + truncatedPathSplit[0];\n                    return false;\n                }\n            }\n\n            return true;\n        }\n\n        private bool IsHybridPackageMainPathValid(string validationPath, out string invalidPackagePath)\n        {\n            invalidPackagePath = string.Empty;\n\n            if (!PackageUtility.GetPackageByManifestPath($\"{validationPath}/package.json\", out var package))\n                return true;\n\n            var packageName = package.displayName;\n            if (ForbiddenCharacters.Any(x => packageName.StartsWith(x.ToString())))\n            {\n                invalidPackagePath = validationPath;\n                return false;\n            }\n\n            return true;\n        }\n\n        private bool ArePackageContentsValid(IEnumerable<string> ignoredPaths, out List<string> invalidContentPaths)\n        {\n            invalidContentPaths = new List<string>();\n\n            foreach (var validationPath in _config.ValidationPaths)\n            {\n                var validationPathFolderName = validationPath.Split('/').Last();\n                if (!ignoredPaths.Contains(validationPath) && ForbiddenCharacters.Any(x => validationPathFolderName.StartsWith(x.ToString())))\n                    invalidContentPaths.Add(validationPath);\n\n                var contents = Directory.EnumerateFileSystemEntries(validationPath, \"*\", SearchOption.AllDirectories)\n                    .Where(x => !x.EndsWith(\".meta\"))\n                    .Select(GetAdbPath);\n\n                foreach (var contentEntry in contents)\n                {\n                    if (ignoredPaths.Contains(contentEntry))\n                        continue;\n\n                    var entryName = contentEntry.Split('/').Last();\n                    if (ForbiddenCharacters.Any(x => entryName.StartsWith(x.ToString())))\n                        invalidContentPaths.Add(contentEntry);\n                }\n            }\n\n            return invalidContentPaths.Count == 0;\n        }\n\n        private string GetAdbPath(string path)\n        {\n            path = path.Replace(\"\\\\\", \"/\");\n            if (path.StartsWith(Constants.RootProjectPath))\n                path = path.Remove(Constants.RootProjectPath.Length);\n\n            return path;\n        }\n\n        private Object[] PathsToObjects(IEnumerable<string> paths)\n        {\n            var objects = new List<Object>();\n\n            foreach (var path in paths)\n            {\n                var obj = _assetUtility.AssetPathToObject(path);\n                if (obj != null)\n                    objects.Add(obj);\n            }\n\n            return objects.ToArray();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPackageNaming.cs.meta",
    "content": "fileFormatVersion: 2\nguid: afe9e04825c7d904981a54404b222290\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckParticleSystems.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Data.MessageActions;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckParticleSystems : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private ISceneUtilityService _sceneUtility;\n\n        public CheckParticleSystems(GenericTestConfig config, IAssetUtilityService assetUtility, ISceneUtilityService sceneUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _sceneUtility = sceneUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var originalScenePath = _sceneUtility.CurrentScenePath;\n\n            var scenePaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.Scene);\n\n            foreach (var path in scenePaths)\n            {\n                var badParticleSystems = new List<ParticleSystem>();\n\n                var scene = _sceneUtility.OpenScene(path);\n\n                if (!scene.IsValid())\n                {\n                    Debug.LogWarning(\"Unable to get Scene in \" + path);\n                    continue;\n                }\n\n#if UNITY_2023_1_OR_NEWER\n                var particleSystems = GameObject.FindObjectsByType<ParticleSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);\n#else\n                var particleSystems = GameObject.FindObjectsOfType<ParticleSystem>();\n#endif\n\n                foreach (var ps in particleSystems)\n                {\n                    if (PrefabUtility.IsPartOfAnyPrefab(ps.gameObject))\n                        continue;\n                    badParticleSystems.Add(ps);\n                }\n\n                if (badParticleSystems.Count == 0)\n                    continue;\n\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                var message = $\"Particle Systems not belonging to any Prefab were found in {path}.\\n\\nClick this message to open the Scene and see the affected Particle Systems:\";\n                result.AddMessage(message, new OpenAssetAction(AssetDatabase.LoadAssetAtPath<SceneAsset>(path)), badParticleSystems.ToArray());\n            }\n\n            _sceneUtility.OpenScene(originalScenePath);\n\n            if (result.Status == TestResultStatus.Undefined)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No Particle Systems without Prefabs were found!\");\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckParticleSystems.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 6a623f7988c75884bb17b169ccd3e993\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPathLengths.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing AssetStoreTools.Validator.Utility;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPathLengths : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckPathLengths(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            TestResult result = new TestResult();\n\n            int pathLengthLimit = 140;\n            // Get all project paths and sort by length so that folders always come before files\n            var allPaths = ValidatorUtility.GetProjectPaths(_config.ValidationPaths).OrderBy(x => x.Length);\n\n            var filteredDirs = new Dictionary<string, UnityObject>();\n            var filteredFiles = new Dictionary<string, UnityObject>();\n\n            foreach (var path in allPaths)\n            {\n                // Truncated path examples:\n                // Assets/[Scenes/SampleScene.unity]\n                // Packages/com.example.package/[Editor/EditorScript.cs]\n                var truncatedPath = path;\n                if (path.StartsWith(\"Assets/\"))\n                    truncatedPath = path.Remove(0, \"Assets/\".Length);\n                else if (path.StartsWith(\"Packages/\"))\n                {\n                    var splitPath = path.Split('/');\n                    truncatedPath = string.Join(\"/\", splitPath.Skip(2));\n                }\n\n                // Skip paths under the character limit\n                if (truncatedPath.Length < pathLengthLimit)\n                    continue;\n\n                // Skip children of already added directories\n                if (filteredDirs.Keys.Any(x => truncatedPath.StartsWith(x)))\n                    continue;\n\n                if (AssetDatabase.IsValidFolder(path))\n                {\n                    filteredDirs.Add(truncatedPath, _assetUtility.AssetPathToObject(path));\n                    continue;\n                }\n\n                if (!filteredFiles.ContainsKey(truncatedPath))\n                    filteredFiles.Add(truncatedPath, _assetUtility.AssetPathToObject(path));\n            }\n\n            if (filteredDirs.Count == 0 && filteredFiles.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All package content matches the path limit criteria!\");\n                return result;\n            }\n\n            if (filteredDirs.Count > 0)\n            {\n                var maxDirLength = filteredDirs.Keys.Aggregate(\"\", (max, cur) => max.Length > cur.Length ? max : cur);\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage($\"The following folders exceed the path length limit:\");\n                foreach (var kvp in filteredDirs)\n                {\n                    result.AddMessage($\"Path length: {kvp.Key.Length} characters\", null, kvp.Value);\n                }\n            }\n\n            if (filteredFiles.Count > 0)\n            {\n                var maxFileLength = filteredFiles.Keys.Aggregate(\"\", (max, cur) => max.Length > cur.Length ? max : cur);\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage($\"The following files exceed the path length limit:\");\n                foreach (var kvp in filteredFiles)\n                {\n                    result.AddMessage($\"Path length: {kvp.Key.Length} characters\", null, kvp.Value);\n                }\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPathLengths.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ae379305e9165e84584373a8272c09e7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPrefabTransforms.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPrefabTransforms : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IMeshUtilityService _meshUtility;\n\n        public CheckPrefabTransforms(GenericTestConfig config, IAssetUtilityService assetUtility, IMeshUtilityService meshUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _meshUtility = meshUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var prefabs = _assetUtility.GetObjectsFromAssets<GameObject>(_config.ValidationPaths, AssetType.Prefab);\n            var badPrefabs = new List<GameObject>();\n            var badPrefabsLowOffset = new List<GameObject>();\n\n            foreach (var p in prefabs)\n            {\n                var hasRectTransform = p.TryGetComponent(out RectTransform _);\n                if (hasRectTransform || !_meshUtility.GetCustomMeshesInObject(p).Any())\n                    continue;\n\n                var positionString = p.transform.position.ToString(\"F12\");\n                var rotationString = p.transform.rotation.eulerAngles.ToString(\"F12\");\n                var localScaleString = p.transform.localScale.ToString(\"F12\");\n\n                var vectorZeroString = Vector3.zero.ToString(\"F12\");\n                var vectorOneString = Vector3.one.ToString(\"F12\");\n\n                if (positionString != vectorZeroString || rotationString != vectorZeroString || localScaleString != vectorOneString)\n                {\n                    if (p.transform.position == Vector3.zero && p.transform.rotation.eulerAngles == Vector3.zero && p.transform.localScale == Vector3.one)\n                        badPrefabsLowOffset.Add(p);\n                    else\n                        badPrefabs.Add(p);\n                }\n            }\n\n            if (badPrefabs.Count == 0 && badPrefabsLowOffset.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found prefabs were reset!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            if (badPrefabs.Count > 0)\n                result.AddMessage(\"The following prefabs' transforms do not fit the requirements\", null, badPrefabs.ToArray());\n            if (badPrefabsLowOffset.Count > 0)\n                result.AddMessage(\"The following prefabs have unusually low transform values, which might not be accurately displayed \" +\n                    \"in the Inspector window. Please use the 'Debug' Inspector mode to review the Transform component of these prefabs \" +\n                    \"or reset the Transform components using the right-click context menu\", null, badPrefabsLowOffset.ToArray());\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckPrefabTransforms.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f712c17a60bf2d049a4e61c8f79e56c2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckScriptCompilation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing UnityEditor;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckScriptCompilation : ITestScript\n    {\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var hasCompilationErrors = EditorUtility.scriptCompilationFailed;\n\n            if (hasCompilationErrors)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"One or more scripts in the project failed to compile.\\n\" +\n                    \"Please check the Console window to see the list of errors\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All scripts in the project compiled successfully!\");\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckScriptCompilation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 59db88f43969db8499299bce7f4fb967\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckShaderCompilation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n#if !UNITY_2023_1_OR_NEWER\nusing UnityEngine.Experimental.Rendering;\n#endif\n#if UNITY_2023_1_OR_NEWER\nusing UnityEngine.Rendering;\n#endif\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckShaderCompilation : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckShaderCompilation(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var shaders = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Shader);\n            var badShaders = shaders.Where(ShaderHasError).ToArray();\n\n            if (badShaders.Length > 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following shader files have errors\", null, badShaders);\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All found Shaders have no compilation errors!\");\n            }\n\n            return result;\n        }\n\n        private bool ShaderHasError(Object obj)\n        {\n            switch (obj)\n            {\n                case Shader shader:\n                    return ShaderUtil.ShaderHasError(shader);\n                case ComputeShader shader:\n                    return ShaderUtil.GetComputeShaderMessageCount(shader) > 0;\n                case RayTracingShader shader:\n                    return ShaderUtil.GetRayTracingShaderMessageCount(shader) > 0;\n                default:\n                    return false;\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckShaderCompilation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 7abb278a6082bde4391e0779394cb85b\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTextureDimensions.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckTextureDimensions : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckTextureDimensions(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var textures = _assetUtility.GetObjectsFromAssets<Texture>(_config.ValidationPaths, AssetType.Texture);\n            var badTextures = new List<Texture>();\n\n            foreach (var texture in textures)\n            {\n                if (Mathf.IsPowerOfTwo(texture.width) && Mathf.IsPowerOfTwo(texture.height))\n                    continue;\n\n                var importer = _assetUtility.GetAssetImporter(_assetUtility.ObjectToAssetPath(texture));\n\n                if (importer == null || !(importer is TextureImporter textureImporter)\n                    || textureImporter.textureType == TextureImporterType.Sprite\n                    || textureImporter.textureType == TextureImporterType.GUI)\n                    continue;\n\n                badTextures.Add(texture);\n            }\n\n            if (badTextures.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All texture dimensions are a power of 2!\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"The following texture dimensions are not a power of 2:\", null, badTextures.ToArray());\n            }\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTextureDimensions.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 073f1dacf3da34d4783140ae9d485d5f\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTypeNamespaces.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckTypeNamespaces : ITestScript\n    {\n        private readonly string[] ForbiddenNamespaces = new string[] { \"Unity\" };\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private IScriptUtilityService _scriptUtility;\n\n        private enum NamespaceEligibility\n        {\n            NoNamespace,\n            Ok,\n            Forbidden\n        }\n\n        private class AnalysisResult\n        {\n            public Dictionary<UnityObject, List<string>> TypesWithoutNamespaces;\n            public Dictionary<UnityObject, List<string>> ForbiddenNamespaces;\n\n            public bool HasIssues => TypesWithoutNamespaces.Count > 0\n                || ForbiddenNamespaces.Count > 0;\n        }\n\n        public CheckTypeNamespaces(GenericTestConfig config, IAssetUtilityService assetUtility, IScriptUtilityService scriptUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _scriptUtility = scriptUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var scriptResult = CheckScripts();\n            var assemblyResult = CheckAssemblies();\n\n            if (scriptResult.HasIssues || assemblyResult.HasIssues)\n            {\n                result.Status = TestResultStatus.Warning;\n\n                // Error conditions for forbidden namespaces\n\n                if (scriptResult.ForbiddenNamespaces.Count > 0)\n                {\n                    result.Status = TestResultStatus.Fail;\n                    result.AddMessage(\"The following scripts contain namespaces starting with a 'Unity' keyword:\");\n                    AddJoinedMessage(result, scriptResult.ForbiddenNamespaces);\n                }\n\n                if (assemblyResult.ForbiddenNamespaces.Count > 0)\n                {\n                    result.Status = TestResultStatus.Fail;\n                    result.AddMessage(\"The following assemblies contain namespaces starting with a 'Unity' keyword:\");\n                    AddJoinedMessage(result, assemblyResult.ForbiddenNamespaces);\n                }\n\n                // Variable severity conditions for no-namespace types\n\n                if (scriptResult.TypesWithoutNamespaces.Count > 0)\n                {\n                    if (result.Status != TestResultStatus.Fail)\n                        result.Status = TestResultStatus.VariableSeverityIssue;\n\n                    result.AddMessage(\"The following scripts contain types not nested under a namespace:\");\n                    AddJoinedMessage(result, scriptResult.TypesWithoutNamespaces);\n                }\n\n                if (assemblyResult.TypesWithoutNamespaces.Count > 0)\n                {\n                    if (result.Status != TestResultStatus.Fail)\n                        result.Status = TestResultStatus.VariableSeverityIssue;\n\n                    result.AddMessage(\"The following assemblies contain types not nested under a namespace:\");\n                    AddJoinedMessage(result, assemblyResult.TypesWithoutNamespaces);\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"All scripts contain valid namespaces!\");\n            }\n\n            return result;\n        }\n\n        private AnalysisResult CheckScripts()\n        {\n            var scripts = _assetUtility.GetObjectsFromAssets<MonoScript>(_config.ValidationPaths, AssetType.MonoScript).ToArray();\n            var scriptNamespaces = _scriptUtility.GetTypeNamespacesFromScriptAssets(scripts);\n\n            var scriptsWithoutNamespaces = new Dictionary<UnityObject, List<string>>();\n            var scriptsWithForbiddenNamespaces = new Dictionary<UnityObject, List<string>>();\n\n            foreach (var kvp in scriptNamespaces)\n            {\n                var scriptAsset = kvp.Key;\n                var typesInScriptAsset = kvp.Value;\n\n                var typesWithoutNamespace = new List<string>();\n                var discouragedNamespaces = new List<string>();\n                var forbiddenNamespaces = new List<string>();\n\n                foreach (var t in typesInScriptAsset)\n                {\n                    var eligibility = CheckNamespaceEligibility(t.Namespace);\n\n                    switch (eligibility)\n                    {\n                        case NamespaceEligibility.NoNamespace:\n                            typesWithoutNamespace.Add(t.Name);\n                            break;\n                        case NamespaceEligibility.Forbidden:\n                            if (!forbiddenNamespaces.Contains(t.Namespace))\n                                forbiddenNamespaces.Add(t.Namespace);\n                            break;\n                        case NamespaceEligibility.Ok:\n                            break;\n                    }\n                }\n\n                if (typesWithoutNamespace.Count > 0)\n                    scriptsWithoutNamespaces.Add(scriptAsset, typesWithoutNamespace);\n\n                if (forbiddenNamespaces.Count > 0)\n                    scriptsWithForbiddenNamespaces.Add(scriptAsset, forbiddenNamespaces);\n            }\n\n            return new AnalysisResult\n            {\n                TypesWithoutNamespaces = scriptsWithoutNamespaces,\n                ForbiddenNamespaces = scriptsWithForbiddenNamespaces\n            };\n        }\n\n        private AnalysisResult CheckAssemblies()\n        {\n            var assemblies = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.PrecompiledAssembly).ToList();\n            var assemblyTypes = _scriptUtility.GetTypesFromAssemblies(assemblies);\n\n            var assembliesWithoutNamespaces = new Dictionary<UnityObject, List<string>>();\n            var assembliesWithForbiddenNamespaces = new Dictionary<UnityObject, List<string>>();\n\n            foreach (var kvp in assemblyTypes)\n            {\n                var assemblyAsset = kvp.Key;\n                var typesInAssembly = kvp.Value;\n\n                var typesWithoutNamespace = new List<string>();\n                var discouragedNamespaces = new List<string>();\n                var forbiddenNamespaces = new List<string>();\n\n                foreach (var t in typesInAssembly)\n                {\n                    var eligibility = CheckNamespaceEligibility(t.Namespace);\n\n                    switch (eligibility)\n                    {\n                        case NamespaceEligibility.NoNamespace:\n                            typesWithoutNamespace.Add($\"{GetTypeName(t)} {t.Name}\");\n                            break;\n                        case NamespaceEligibility.Forbidden:\n                            if (!forbiddenNamespaces.Contains(t.Namespace))\n                                forbiddenNamespaces.Add(t.Namespace);\n                            break;\n                        case NamespaceEligibility.Ok:\n                            break;\n                    }\n                }\n\n                if (typesWithoutNamespace.Count > 0)\n                    assembliesWithoutNamespaces.Add(assemblyAsset, typesWithoutNamespace);\n\n                if (forbiddenNamespaces.Count > 0)\n                    assembliesWithForbiddenNamespaces.Add(assemblyAsset, forbiddenNamespaces);\n            }\n\n            return new AnalysisResult\n            {\n                TypesWithoutNamespaces = assembliesWithoutNamespaces,\n                ForbiddenNamespaces = assembliesWithForbiddenNamespaces\n            };\n        }\n\n        private NamespaceEligibility CheckNamespaceEligibility(string fullNamespace)\n        {\n            if (string.IsNullOrEmpty(fullNamespace))\n                return NamespaceEligibility.NoNamespace;\n\n            var split = fullNamespace.Split('.');\n            var topLevelNamespace = split[0];\n            if (ForbiddenNamespaces.Any(x => topLevelNamespace.StartsWith(x, StringComparison.OrdinalIgnoreCase)))\n                return NamespaceEligibility.Forbidden;\n\n            return NamespaceEligibility.Ok;\n        }\n\n        private string GetTypeName(Type type)\n        {\n            if (type.IsClass)\n                return \"class\";\n            if (type.IsInterface)\n                return \"interface\";\n            if (type.IsEnum)\n                return \"enum\";\n            if (type.IsValueType)\n                return \"struct\";\n\n            throw new ArgumentException($\"Received an unrecognizable type {type}. Type must be either a class, interface, struct or enum\");\n        }\n\n        private void AddJoinedMessage(TestResult result, Dictionary<UnityObject, List<string>> assetsWithMessages)\n        {\n            foreach (var kvp in assetsWithMessages)\n            {\n                var message = string.Join(\"\\n\", kvp.Value);\n                result.AddMessage(message, null, kvp.Key);\n            }\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/CheckTypeNamespaces.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 279249fa7ef8c2446b3a9f013eeedbf0\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveExecutableFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveExecutableFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveExecutableFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var executables = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Executable).ToArray();\n\n            if (executables.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No executable files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following executable files were found\", null, executables);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveExecutableFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8e4450592cc60e54286ad089b66db94d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJPGFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveJPGFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveJPGFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var jpgs = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.JPG).ToArray();\n\n            if (jpgs.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No JPG/JPEG textures were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following textures are compressed as JPG/JPEG\", null, jpgs);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJPGFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 5634a12b3a8544c4585bbc280ae59ce2\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJavaScriptFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveJavaScriptFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveJavaScriptFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var javascriptObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.JavaScript).ToArray();\n\n            if (javascriptObjects.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No UnityScript / JS files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following assets are UnityScript / JS files\", null, javascriptObjects);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveJavaScriptFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ab1676bde9afba442b35fd3319c18063\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveLossyAudioFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System.Text.RegularExpressions;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveLossyAudioFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveLossyAudioFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            string SanitizeForComparison(UnityObject o)\n            {\n                Regex alphanumericRegex = new Regex(\"[^a-zA-Z0-9]\");\n                string path = _assetUtility.ObjectToAssetPath(o);\n                path = path.ToLower();\n\n                int extensionIndex = path.LastIndexOf('.');\n                string extension = path.Substring(extensionIndex + 1);\n                string sanitized = path.Substring(0, extensionIndex);\n\n                int separatorIndex = sanitized.LastIndexOf('/');\n                sanitized = sanitized.Substring(separatorIndex);\n                sanitized = alphanumericRegex.Replace(sanitized, String.Empty);\n                sanitized = sanitized.Replace(extension, String.Empty);\n                sanitized = sanitized.Trim();\n\n                return sanitized;\n            }\n\n            var lossyAudioObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.LossyAudio).ToArray();\n            if (lossyAudioObjects.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No lossy audio files were found!\");\n                return result;\n            }\n\n            // Try to find and match variants\n            var nonLossyAudioObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.NonLossyAudio);\n            HashSet<string> nonLossyPathSet = new HashSet<string>();\n            foreach (var asset in nonLossyAudioObjects)\n            {\n                var path = SanitizeForComparison(asset);\n                nonLossyPathSet.Add(path);\n            }\n\n            var unmatchedAssets = new List<UnityObject>();\n            foreach (var asset in lossyAudioObjects)\n            {\n                var path = SanitizeForComparison(asset);\n                if (!nonLossyPathSet.Contains(path))\n                    unmatchedAssets.Add(asset);\n            }\n\n            if (unmatchedAssets.Count == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No lossy audio files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following lossy audio files were found without identically named non-lossy variants:\", null, unmatchedAssets.ToArray());\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveLossyAudioFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b7205a85061273a4eb50586f13f35d35\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveMixamoFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveMixamoFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveMixamoFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var mixamoFiles = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Mixamo).ToArray();\n\n            if (mixamoFiles.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No Mixamo files were found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following Mixamo files were found\", null, mixamoFiles);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveMixamoFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 9df432e52aa958b44bb5e20c13d16552\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveSpeedTreeFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveSpeedTreeFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveSpeedTreeFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var speedtreeObjects = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.SpeedTree).ToArray();\n\n            if (speedtreeObjects.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No SpeedTree assets have been found!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following SpeedTree assets have been found\", null, speedtreeObjects);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveSpeedTreeFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: e06bb7e0aa4f9944abc18281c002dff4\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveVideoFiles.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class RemoveVideoFiles : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public RemoveVideoFiles(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var videos = _assetUtility.GetObjectsFromAssets(_config.ValidationPaths, AssetType.Video).ToArray();\n\n            if (videos.Length == 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No video files were found, looking good!\");\n                return result;\n            }\n\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"The following video files were found\", null, videos);\n\n            return result;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic/RemoveVideoFiles.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f99724c71b0de66419b5d6e8e9bfcc2d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/Generic.meta",
    "content": "fileFormatVersion: 2\nguid: ecfb23f95f16d2347a4063411aad8063\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDemoScenes.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing Newtonsoft.Json.Linq;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing UnityObject = UnityEngine.Object;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckDemoScenes : ITestScript\n    {\n        private class DemoSceneScanResult\n        {\n            public List<UnityObject> ValidAdbScenes;\n            public List<string> HybridScenePaths;\n            public List<UnityObject> NestedUnityPackages;\n        }\n\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n        private ISceneUtilityService _sceneUtility;\n\n        public CheckDemoScenes(GenericTestConfig config, IAssetUtilityService assetUtility, ISceneUtilityService sceneUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n            _sceneUtility = sceneUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult();\n            var demoSceneScanResult = CheckForDemoScenes(_config);\n\n            // Valid demo scenes were found in ADB\n            if (demoSceneScanResult.ValidAdbScenes.Count > 0)\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"Demo scenes found\", null, demoSceneScanResult.ValidAdbScenes.ToArray());\n                return result;\n            }\n\n            // Valid demo scenes found in UPM package.json\n            if (demoSceneScanResult.HybridScenePaths.Count > 0)\n            {\n                result.Status = TestResultStatus.Pass;\n\n                var upmSampleSceneList = string.Join(\"\\n-\", demoSceneScanResult.HybridScenePaths);\n                upmSampleSceneList = upmSampleSceneList.Insert(0, \"-\");\n\n                result.AddMessage($\"Demo scenes found:\\n{upmSampleSceneList}\");\n                return result;\n            }\n\n            // No valid scenes found, but package contains nested .unitypackages\n            if (demoSceneScanResult.NestedUnityPackages.Count > 0)\n            {\n                result.Status = TestResultStatus.Warning;\n                result.AddMessage(\"Could not find any valid Demo scenes in the selected validation paths.\");\n                result.AddMessage(\"The following nested .unitypackage files were found. \" +\n                    \"If they contain any demo scenes, you can ignore this warning.\", null, demoSceneScanResult.NestedUnityPackages.ToArray());\n                return result;\n            }\n\n            // No valid scenes were found and there is nothing pointing to their inclusion in the package\n            result.Status = TestResultStatus.VariableSeverityIssue;\n            result.AddMessage(\"Could not find any valid Demo Scenes in the selected validation paths.\");\n            return result;\n        }\n\n        private DemoSceneScanResult CheckForDemoScenes(GenericTestConfig config)\n        {\n            var scanResult = new DemoSceneScanResult();\n            scanResult.ValidAdbScenes = CheckForDemoScenesInAssetDatabase(config);\n            scanResult.HybridScenePaths = CheckForDemoScenesInUpmSamples(config);\n            scanResult.NestedUnityPackages = CheckForNestedUnityPackages(config);\n\n            return scanResult;\n        }\n\n        private List<UnityObject> CheckForDemoScenesInAssetDatabase(GenericTestConfig config)\n        {\n            var scenePaths = _assetUtility.GetAssetPathsFromAssets(config.ValidationPaths, AssetType.Scene).ToArray();\n            if (scenePaths.Length == 0)\n                return new List<UnityObject>();\n\n            var originalScenePath = _sceneUtility.CurrentScenePath;\n            var validScenePaths = scenePaths.Where(CanBeDemoScene).ToArray();\n            _sceneUtility.OpenScene(originalScenePath);\n\n            if (validScenePaths.Length == 0)\n                return new List<UnityObject>();\n\n            return validScenePaths.Select(x => AssetDatabase.LoadAssetAtPath<UnityObject>(x)).ToList();\n        }\n\n        private bool CanBeDemoScene(string scenePath)\n        {\n            // Check skybox\n            var sceneSkyboxPath = _assetUtility.ObjectToAssetPath(RenderSettings.skybox).Replace(\"\\\\\", \"\").Replace(\"/\", \"\");\n            var defaultSkyboxPath = \"Resources/unity_builtin_extra\".Replace(\"\\\\\", \"\").Replace(\"/\", \"\");\n\n            if (!sceneSkyboxPath.Equals(defaultSkyboxPath, StringComparison.OrdinalIgnoreCase))\n                return true;\n\n            // Check GameObjects\n            _sceneUtility.OpenScene(scenePath);\n            var rootObjects = _sceneUtility.GetRootGameObjects();\n            var count = rootObjects.Length;\n\n            if (count == 0)\n                return false;\n\n            if (count != 2)\n                return true;\n\n            var cameraGOUnchanged = rootObjects.Any(o => o.TryGetComponent<Camera>(out _) && o.GetComponents(typeof(Component)).Length == 3);\n            var lightGOUnchanged = rootObjects.Any(o => o.TryGetComponent<Light>(out _) && o.GetComponents(typeof(Component)).Length == 2);\n\n            return !cameraGOUnchanged || !lightGOUnchanged;\n        }\n\n        private List<string> CheckForDemoScenesInUpmSamples(GenericTestConfig config)\n        {\n            var scenePaths = new List<string>();\n\n            foreach (var path in config.ValidationPaths)\n            {\n                if (!File.Exists($\"{path}/package.json\"))\n                    continue;\n\n                var packageJsonText = File.ReadAllText($\"{path}/package.json\");\n                var json = JObject.Parse(packageJsonText);\n\n                if (!json.ContainsKey(\"samples\") || json[\"samples\"].Type != JTokenType.Array || json[\"samples\"].ToList().Count == 0)\n                    continue;\n\n                foreach (var sample in json[\"samples\"].ToList())\n                {\n                    var samplePath = sample[\"path\"].ToString();\n                    samplePath = $\"{path}/{samplePath}\";\n                    if (!Directory.Exists(samplePath))\n                        continue;\n\n                    var sampleScenePaths = Directory.GetFiles(samplePath, \"*.unity\", SearchOption.AllDirectories);\n                    foreach (var scenePath in sampleScenePaths)\n                    {\n                        // If meta file is not found, the sample will not be included with the exported .unitypackage\n                        if (!File.Exists($\"{scenePath}.meta\"))\n                            continue;\n\n                        if (!scenePaths.Contains(scenePath.Replace(\"\\\\\", \"/\")))\n                            scenePaths.Add(scenePath.Replace(\"\\\\\", \"/\"));\n                    }\n                }\n            }\n\n            return scenePaths;\n        }\n\n        private List<UnityObject> CheckForNestedUnityPackages(GenericTestConfig config)\n        {\n            var unityPackages = _assetUtility.GetObjectsFromAssets(config.ValidationPaths, AssetType.UnityPackage).ToArray();\n            return unityPackages.ToList();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDemoScenes.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f844c2dfa4669ff4eacf5591b544edaf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDocumentation.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System;\nusing System.IO;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckDocumentation : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        public CheckDocumentation(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var textFilePaths = _assetUtility.GetAssetPathsFromAssets(_config.ValidationPaths, AssetType.Documentation).ToArray();\n            var documentationFilePaths = textFilePaths.Where(CouldBeDocumentation).ToArray();\n\n            if (textFilePaths.Length == 0)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n                result.AddMessage(\"No potential documentation files ('.txt', '.pdf', \" +\n                                  \"'.html', '.rtf', '.md') found within the given path.\");\n            }\n            else if (documentationFilePaths.Length == 0)\n            {\n                result.Status = TestResultStatus.Warning;\n                var textFileObjects = textFilePaths.Select(_assetUtility.AssetPathToObject).ToArray();\n                result.AddMessage(\"The following files have been found to match the documentation file format,\" +\n                    \" but may not be documentation in content\",\n                    null, textFileObjects);\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                var documentationFileObjects = documentationFilePaths.Select(_assetUtility.AssetPathToObject).ToArray();\n                result.AddMessage(\"Found documentation files\", null, documentationFileObjects);\n            }\n\n            return result;\n        }\n\n        private bool CouldBeDocumentation(string filePath)\n        {\n            if (filePath.EndsWith(\".pdf\"))\n                return true;\n\n            using (var fs = File.Open(filePath, FileMode.Open))\n            using (var bs = new BufferedStream(fs))\n            using (var sr = new StreamReader(bs))\n            {\n                string line;\n                while ((line = sr.ReadLine()) != null)\n                {\n                    var mentionsDocumentation = line.IndexOf(\"documentation\", StringComparison.OrdinalIgnoreCase) >= 0;\n                    if (mentionsDocumentation)\n                        return true;\n                }\n            }\n\n            return false;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckDocumentation.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 3c8425198983eda4c9b35aa0d59ea33c\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckPackageSize.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.IO;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckPackageSize : ITestScript\n    {\n        private GenericTestConfig _config;\n\n        public CheckPackageSize(GenericTestConfig config)\n        {\n            _config = config;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var packageSize = CalculatePackageSize(_config.ValidationPaths);\n            float packageSizeInGB = packageSize / (1024f * 1024f * 1024f);\n            float maxPackageSizeInGB = Constants.Uploader.MaxPackageSizeBytes / (1024f * 1024f * 1024f);\n\n            if (packageSizeInGB - maxPackageSizeInGB >= 0.1f)\n            {\n                result.Status = TestResultStatus.Warning;\n\n                result.AddMessage($\"The uncompressed size of your package ({packageSizeInGB:0.#} GB) exceeds the maximum allowed package size of {maxPackageSizeInGB:0.#} GB. \" +\n                    $\"Please make sure that the compressed .unitypackage size does not exceed the size limit.\");\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"Your package does not exceed the maximum allowed package size!\");\n            }\n\n            return result;\n        }\n\n        private long CalculatePackageSize(string[] assetPaths)\n        {\n            long totalSize = 0;\n\n            foreach (var path in assetPaths)\n            {\n                totalSize += CalculatePathSize(path);\n            }\n\n            return totalSize;\n        }\n\n        private long CalculatePathSize(string path)\n        {\n            long size = 0;\n\n            var dirInfo = new DirectoryInfo(path);\n            if (!dirInfo.Exists)\n                return size;\n\n            foreach (var file in dirInfo.EnumerateFiles())\n                size += file.Length;\n\n            foreach (var nestedDir in dirInfo.EnumerateDirectories())\n                size += CalculatePathSize(nestedDir.FullName);\n\n            return size;\n        }\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckPackageSize.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a8601b99f4afa5049954f3a2dd5996d6\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckProjectTemplateAssets.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services.Validation;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.TestMethods\n{\n    internal class CheckProjectTemplateAssets : ITestScript\n    {\n        private GenericTestConfig _config;\n        private IAssetUtilityService _assetUtility;\n\n        // Constructor also accepts dependency injection of registered IValidatorService types\n        public CheckProjectTemplateAssets(GenericTestConfig config, IAssetUtilityService assetUtility)\n        {\n            _config = config;\n            _assetUtility = assetUtility;\n        }\n\n        public TestResult Run()\n        {\n            var result = new TestResult() { Status = TestResultStatus.Undefined };\n\n            var assets = _assetUtility.GetObjectsFromAssets<Object>(_config.ValidationPaths, AssetType.All);\n            var invalidAssetsByGuid = CheckGuids(assets);\n            var invalidAssetsByPath = CheckPaths(assets);\n\n            var hasIssues = invalidAssetsByGuid.Length > 0\n                || invalidAssetsByPath.Length > 0;\n\n            if (hasIssues)\n            {\n                result.Status = TestResultStatus.VariableSeverityIssue;\n\n                if (invalidAssetsByPath.Length > 0)\n                {\n                    result.AddMessage(\"The following assets were found to have an asset path which is common to project template asset paths. They should be renamed or moved:\", null, invalidAssetsByPath);\n                }\n\n                if (invalidAssetsByGuid.Length > 0)\n                {\n                    result.AddMessage(\"The following assets were found to be using a GUID which is common to project template asset GUIDs. They should be assigned a new GUID:\", null, invalidAssetsByGuid);\n                }\n            }\n            else\n            {\n                result.Status = TestResultStatus.Pass;\n                result.AddMessage(\"No common assets that might cause asset clashing were found!\");\n            }\n\n            return result;\n        }\n\n        private Object[] CheckGuids(IEnumerable<Object> assets)\n        {\n            var clashingAssets = new List<Object>();\n            foreach (var asset in assets)\n            {\n                if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out var guid, out long _))\n                    continue;\n\n                if (CommonTemplateAssets.Any(x => x.Key.Equals(guid, System.StringComparison.OrdinalIgnoreCase)))\n                    clashingAssets.Add(asset);\n            }\n\n            return clashingAssets.ToArray();\n        }\n\n        private Object[] CheckPaths(IEnumerable<Object> assets)\n        {\n            var clashingAssets = new List<Object>();\n            foreach (var asset in assets)\n            {\n                var assetPath = AssetDatabase.GetAssetPath(asset);\n                if (CommonTemplateAssets.Any(x => x.Value.Equals(assetPath, System.StringComparison.OrdinalIgnoreCase)))\n                    clashingAssets.Add(asset);\n            }\n\n            return clashingAssets.ToArray();\n        }\n\n        private Dictionary<string, string> CommonTemplateAssets = new Dictionary<string, string>()\n        {\n            {\"3f9215ea0144899419cfbc0957140d3f\", \"Assets/DefaultVolumeProfile.asset\"},\n            {\"3d4c13846a3e9bd4c8ccfbd0657ed847\", \"Assets/DefaultVolumeProfile.asset\"},\n            {\"4cee8bca36f2ab74b8feb832747fa6f4\", \"Assets/Editor/com.unity.mobile.notifications/NotificationSettings.asset\"},\n            {\"45a04f37e0f48c744acc0874c4a8918a\", \"Assets/Editor/com.unity.mobile.notifications/NotificationSettings.asset\"},\n            {\"54a3a0570aebe8949bec4966f1376581\", \"Assets/HDRPDefaultResources/DefaultHDRISky.exr\"},\n            {\"e93c35b24eb03c74284e7dc0b755bfcc\", \"Assets/HDRPDefaultResources/DefaultHDRPAsset.asset\"},\n            {\"254320a857a30444da2c99496a186368\", \"Assets/HDRPDefaultResources/DefaultLookDevProfile.asset\"},\n            {\"2bfa7b9d63fa79e4abdc033f54a868d2\", \"Assets/HDRPDefaultResources/DefaultSceneRoot.prefab\"},\n            {\"f9e3ff5a1b8f49c4fa8686e68d2dadae\", \"Assets/HDRPDefaultResources/DefaultSceneRoot.prefab\"},\n            {\"d87f7d7815073e840834a16a518c1237\", \"Assets/HDRPDefaultResources/DefaultSettingsVolumeProfile.asset\"},\n            {\"145290c901d58b343bdeb3b4362c9ff2\", \"Assets/HDRPDefaultResources/DefaultVFXResources.asset\"},\n            {\"acc11144f57719542b5fa25f02e74afb\", \"Assets/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset\"},\n            {\"582adbd84082fdb4faf7cd4beb1ccd14\", \"Assets/HDRPDefaultResources/HDRPDefaultSettings.asset\"},\n            {\"2801c2ff7303a7543a8727f862f6c236\", \"Assets/HDRPDefaultResources/Sky and Fog Settings Profile.asset\"},\n            {\"ea5c25297f0c0a04da0eabb1c26a7509\", \"Assets/HDRPDefaultResources/SkyFogSettingsProfile.asset\"},\n            {\"3590b91b4603b465dbb4216d601bff33\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"289c1b55c9541489481df5cc06664110\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"dc70d2c4f369241dd99afd7c451b813e\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"2bcd2660ca9b64942af0de543d8d7100\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"052faaac586de48259a63d0c4782560b\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"35845fe01580c41289b024647b1d1c53\", \"Assets/InputSystem_Actions.inputactions\"},\n            {\"8124e5870f4fd4c779e7a5f994e84ad1\", \"Assets/OutdoorsScene.unity\"},\n            {\"2dd802e4d37c65149922028d3e973832\", \"Assets/Presets/AudioCompressedInMemory.preset\"},\n            {\"e18fd6ecd9cdb524ca99844f39b9d9ac\", \"Assets/Presets/AudioCompressedInMemory.preset\"},\n            {\"86bcce7f5575b54408aa0f3a7d321039\", \"Assets/Presets/AudioStreaming.preset\"},\n            {\"460e573eb8466884baaa0b8475505f83\", \"Assets/Presets/AudioStreaming.preset\"},\n            {\"e8537455c6c08bd4e8bf0be3707da685\", \"Assets/Presets/Defaults/AlbedoTexture_Default.preset\"},\n            {\"7a99f8aa944efe94cb9bd74562b7d5f9\", \"Assets/Presets/Defaults/AlbedoTexture_Default.preset\"},\n            {\"0cd792cc87e492d43b4e95b205fc5cc6\", \"Assets/Presets/Defaults/AudioDecompressOnLoad_Default.preset\"},\n            {\"e7689051185d12f4298e1ebb2693a29f\", \"Assets/Presets/Defaults/AudioDecompressOnLoad.preset\"},\n            {\"463065d4f17d1d94d848aa127b94dd43\", \"Assets/Presets/Defaults/DirectionalLight_Default.preset\"},\n            {\"c1cf8506f04ef2c4a88b64b6c4202eea\", \"Assets/Presets/Defaults/DirectionalLight_Default.preset\"},\n            {\"8fa3055e2a1363246838debd20206d37\", \"Assets/Presets/Defaults/SSSSettings_Default.preset\"},\n            {\"78830bb1431cab940b74be615e2a739f\", \"Assets/Presets/HDRTexture.preset\"},\n            {\"14a57cf3b9fa1c74b884aa7e0dcf1faa\", \"Assets/Presets/NormalTexture.preset\"},\n            {\"1d826a4c23450f946b19c20560595a1f\", \"Assets/Presets/NormalTexture.preset\"},\n            {\"45f7b2e3c78185248b3adbb14429c2ab\", \"Assets/Presets/UtilityTexture.preset\"},\n            {\"78fae3569c6c66c46afc3d9d4fb0b8d4\", \"Assets/Presets/UtilityTexture.preset\"},\n            {\"9303d565bd8aa6948ba775e843320e4d\", \"Assets/Presets/UtilityTexture.preset\"},\n            {\"34f54ff1ff9415249a847506b6f2fec5\", \"Assets/Scenes/PrefabEditingScene.unity\"},\n            {\"cbfe36cfddfde964d9dfce63a355d5dd\", \"Assets/Scenes/samplescene.unity\"},\n            {\"2cda990e2423bbf4892e6590ba056729\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"9fc0d4010bbf28b4594072e72b8655ab\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"3db1837cc97a95e4c98610966fac2b0b\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"3fc8acdd13e6c734bafef6554d6fdbcd\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"8c9cfa26abfee488c85f1582747f6a02\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"c850ee8c3b14cc8459e7e186857cf567\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"99c9720ab356a0642a771bea13969a05\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"d1c3109bdb54ad54c8a2b2838528e640\", \"Assets/Scenes/SampleScene.unity\"},\n            {\"477cc4148fad3449482a3bc3178594e2\", \"Assets/Scenes/SampleSceneLightingSettings.lighting\"},\n            {\"4eb578550bc4f824e97f0a72eac1f3a5\", \"Assets/Scripts/LookWithMouse.cs\"},\n            {\"87f6dfceb3e39a947a312f7eeaa2a113\", \"Assets/Scripts/PlayerMovement.cs\"},\n            {\"be76e5f14cfee674cb30b491fb72b09b\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"6547d18b2bc62c94aa5ec1e87434da4e\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"e8a636f62116c0a40bbfefdf876d4608\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"14e519c409be4a1428028347410f5677\", \"Assets/Scripts/SimpleCameraController.cs\"},\n            {\"a04c28107d77d5e42b7155783b8475b6\", \"Assets/Settings/Cockpit_Renderer.asset\"},\n            {\"ab09877e2e707104187f6f83e2f62510\", \"Assets/Settings/DefaultVolumeProfile.asset\"},\n            {\"238cd62f6b58cb04e9c94749c4a015a7\", \"Assets/Settings/DefaultVolumeProfile.asset\"},\n            {\"5a9a2dc462c7bde4f86d0615a19c2c72\", \"Assets/Settings/DiffusionProfiles/BambooLeaves.asset\"},\n            {\"78322c7f82657514ebe48203160e3f39\", \"Assets/Settings/Foliage.asset\"},\n            {\"3e2e6bfc59709614ab90c0cd7d755e48\", \"Assets/Settings/HDRP Balanced.asset\"},\n            {\"36dd385e759c96147b6463dcd1149c11\", \"Assets/Settings/HDRP High Fidelity.asset\"},\n            {\"168a2336534e4e043b2a210b6f8d379a\", \"Assets/Settings/HDRP Performant.asset\"},\n            {\"4594f4a3fb14247e192bcca6dc23c8ed\", \"Assets/Settings/HDRPDefaultResources/DefaultLookDevProfile.asset\"},\n            {\"14b392ee213d25a48b1feddbd9f5a9be\", \"Assets/Settings/HDRPDefaultResources/DefaultSettingsVolumeProfile.asset\"},\n            {\"879ffae44eefa4412bb327928f1a96dd\", \"Assets/Settings/HDRPDefaultResources/FoliageDiffusionProfile.asset\"},\n            {\"b9f3086da92434da0bc1518f19f0ce86\", \"Assets/Settings/HDRPDefaultResources/HDRenderPipelineAsset.asset\"},\n            {\"ac0316ca287ba459492b669ff1317a6f\", \"Assets/Settings/HDRPDefaultResources/HDRenderPipelineGlobalSettings.asset\"},\n            {\"48e911a1e337b44e2b85dbc65b47a594\", \"Assets/Settings/HDRPDefaultResources/SkinDiffusionProfile.asset\"},\n            {\"d03ed43fc9d8a4f2e9fa70c1c7916eb9\", \"Assets/Settings/Lit2DSceneTemplate.scenetemplate\"},\n            {\"65bc7dbf4170f435aa868c779acfb082\", \"Assets/Settings/Mobile_Renderer.asset\"},\n            {\"5e6cbd92db86f4b18aec3ed561671858\", \"Assets/Settings/Mobile_RPAsset.asset\"},\n            {\"23cccccf13c3d4170a9b21e52a9bc86b\", \"Assets/Settings/Mobile/Mobile_High_ScreenRenderer.asset\"},\n            {\"6e8f76111115f44e0a76c2bff3cec258\", \"Assets/Settings/Mobile/Mobile_Low_Renderer.asset\"},\n            {\"aed30aee6a3ceae4090dadd1934d2ad0\", \"Assets/Settings/Mobile/Mobile_Low_ScreenRenderer.asset\"},\n            {\"d7686b11d09df481bac3c76ecc5ea626\", \"Assets/Settings/Mobile/Mobile_Low.asset\"},\n            {\"f288ae1f4751b564a96ac7587541f7a2\", \"Assets/Settings/PC_Renderer.asset\"},\n            {\"4b83569d67af61e458304325a23e5dfd\", \"Assets/Settings/PC_RPAsset.asset\"},\n            {\"42b230d443c6d6c4b89c47f97db59121\", \"Assets/Settings/PC/PC_High_ScreenRenderer.asset\"},\n            {\"13ba41cd2fa191f43890b271bd110ed9\", \"Assets/Settings/PC/PC_Low_Renderer.asset\"},\n            {\"a73f6fa069dd14a42b40cbb01bae63b4\", \"Assets/Settings/PC/PC_Low_ScreenRenderer.asset\"},\n            {\"4eb9ff6b5314098428cfa0be7e36ccda\", \"Assets/Settings/PC/PC_Low.asset\"},\n            {\"573ac53c334415945bf239de2c2f0511\", \"Assets/Settings/PlayerControllerFPS.prefab\"},\n            {\"7ba2b06fb32e5274aad88925a5b8d3f5\", \"Assets/Settings/PostProcessVolumeProfile.asset\"},\n            {\"424799608f7334c24bf367e4bbfa7f9a\", \"Assets/Settings/Renderer2D.asset\"},\n            {\"183cbd347d25080429f42b520742bbd8\", \"Assets/Settings/SampleScenePostProcessingSettings.asset\"},\n            {\"10fc4df2da32a41aaa32d77bc913491c\", \"Assets/Settings/SampleSceneProfile.asset\"},\n            {\"a6560a915ef98420e9faacc1c7438823\", \"Assets/Settings/SampleSceneProfile.asset\"},\n            {\"a123fc0ac58cb774e8592c925f167e7c\", \"Assets/Settings/SampleSceneSkyandFogSettings.asset\"},\n            {\"26bdddf49760c61438938733f07fa2a2\", \"Assets/Settings/Skin.asset\"},\n            {\"8ba92e2dd7f884a0f88b98fa2d235fe7\", \"Assets/Settings/SkyandFogSettingsProfile.asset\"},\n            {\"4a8e21d5c33334b11b34a596161b9360\", \"Assets/Settings/UniversalRenderer.asset\"},\n            {\"18dc0cd2c080841dea60987a38ce93fa\", \"Assets/Settings/UniversalRenderPipelineGlobalSettings.asset\"},\n            {\"bdede76083021864d8ff8bf23b2f37f1\", \"Assets/Settings/UniversalRenderPipelineGlobalSettings.asset\"},\n            {\"19ba41d7c0026c3459d37c2fe90c55a0\", \"Assets/Settings/UniversalRP-HighQuality.asset\"},\n            {\"a31e9f9f9c9d4b9429ed0d1234e22103\", \"Assets/Settings/UniversalRP-LowQuality.asset\"},\n            {\"d847b876476d3d6468f5dfcd34266f96\", \"Assets/Settings/UniversalRP-MediumQuality.asset\"},\n            {\"681886c5eb7344803b6206f758bf0b1c\", \"Assets/Settings/UniversalRP.asset\"},\n            {\"e634585d5c4544dd297acaee93dc2beb\", \"Assets/Settings/URP-Balanced-Renderer.asset\"},\n            {\"e1260c1148f6143b28bae5ace5e9c5d1\", \"Assets/Settings/URP-Balanced.asset\"},\n            {\"c40be3174f62c4acf8c1216858c64956\", \"Assets/Settings/URP-HighFidelity-Renderer.asset\"},\n            {\"7b7fd9122c28c4d15b667c7040e3b3fd\", \"Assets/Settings/URP-HighFidelity.asset\"},\n            {\"707360a9c581a4bd7aa53bfeb1429f71\", \"Assets/Settings/URP-Performant-Renderer.asset\"},\n            {\"d0e2fc18fe036412f8223b3b3d9ad574\", \"Assets/Settings/URP-Performant.asset\"},\n            {\"b62413aeefabaaa41a4b5a71dd7ae1ac\", \"Assets/Settings/VolumeProfiles/CinematicProfile.asset\"},\n            {\"ac0c2cad5778d4544b6a690963e02fe3\", \"Assets/Settings/VolumeProfiles/DefaultVolumeProfile.asset\"},\n            {\"f2d4d916a6612574cad220d125febbf2\", \"Assets/Settings/VolumeProfiles/LowQualityVolumeProfile.asset\"},\n            {\"cef078630d63d0442a070f84d4f13735\", \"Assets/Settings/VolumeProfiles/MarketProfile.asset\"},\n            {\"7ede9c9f109e5c442b7d29e54b4996fc\", \"Assets/Settings/VolumeProfiles/MediaOverrides.asset\"},\n            {\"3532e98caae428047bcefe69a344f72c\", \"Assets/Settings/VolumeProfiles/OutlineEnabled.asset\"},\n            {\"bfc08ba7e35de1a44bb84a32f1a693e1\", \"Assets/Settings/VolumeProfiles/ZenGardenProfile.asset\"},\n            {\"59a34a3881431c246b3564a0f0ca5bb0\", \"Assets/Settings/Volumes/CinematicPhysicalCamera.asset\"},\n            {\"03bc34b71695890468eb021c73b228db\", \"Assets/Settings/Volumes/ScreenshotsTimelineProfile.asset\"},\n            {\"7f342610b85f4164f808a1f380dcc668\", \"Assets/Settings/Volumes/VolumeGlobal.asset\"},\n            {\"bd6d234073408c44ca3828113aac655e\", \"Assets/Settings/Volumes/VolumeRoom1.asset\"},\n            {\"d78a1b031ab26034eb6ec3cbc9fbcec3\", \"Assets/Settings/Volumes/VolumeRoom2.asset\"},\n            {\"5727d3e07f75c3744b6cc8a1e55850a9\", \"Assets/Settings/Volumes/VolumeRoom2Skylight.asset\"},\n            {\"06114ad16a0bc0a41957375ac3bf472e\", \"Assets/Settings/Volumes/VolumeRoom3.asset\"},\n            {\"1584bf21cf81d5147aa00e8a2deaf2fb\", \"Assets/Settings/Volumes/VolumeRoom3Corridor.asset\"},\n            {\"7bca3a07cdd522c4c8020832c20b3eae\", \"Assets/Settings/Volumes/VolumeRoom3Sitting.asset\"},\n            {\"2872d90954412244a8b4a477b939c3ca\", \"Assets/Settings/XR/Loaders/Mock_HMD_Loader.asset\"},\n            {\"f25758a0f79593d4a9b3ee30a17b4c2e\", \"Assets/Settings/XR/Loaders/Oculus_Loader.asset\"},\n            {\"9e9f2958d1b4b4642ace1d0c7770650b\", \"Assets/Settings/XR/Settings/Mock_HMD_Build_Settings.asset\"},\n            {\"290a6e6411d135049940bec2237b8938\", \"Assets/Settings/XR/Settings/Oculus_Settings.asset\"},\n            {\"4c1640683c539c14080cfd43fbeffbda\", \"Assets/Settings/XR/XRGeneralSettings.asset\"},\n            {\"93b439a37f63240aca3dd4e01d978a9f\", \"Assets/UniversalRenderPipelineGlobalSettings.asset\"},\n            {\"38b35347542e5af4c9b140950c5b18db\", \"Assets/UniversalRenderPipelineGlobalSettings.asset\"}\n        };\n    }\n}\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage/CheckProjectTemplateAssets.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f02d52a702c712e4e8089f7c2e65bae7\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods/UnityPackage.meta",
    "content": "fileFormatVersion: 2\nguid: 016d62b2cd8346a49815615efd1d6e39\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Test Methods.meta",
    "content": "fileFormatVersion: 2\nguid: daedaf78228b5184297e7ca334ea2a12\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorResults.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorResults\n    {\n        event Action OnResultsChanged;\n        event Action OnRequireSerialize;\n\n        void LoadResult(ValidationResult result);\n        IEnumerable<IValidatorTestGroup> GetSortedTestGroups();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorResults.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 91c62333b36d5ef47989289e8f90c056\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorSettings.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorSettings\n    {\n        event Action OnCategoryChanged;\n        event Action OnValidationTypeChanged;\n        event Action OnValidationPathsChanged;\n        event Action OnRequireSerialize;\n\n        void LoadSettings(ValidationSettings settings);\n\n        string GetActiveCategory();\n        void SetActiveCategory(string category);\n        List<string> GetAvailableCategories();\n\n        ValidationType GetValidationType();\n        void SetValidationType(ValidationType validationType);\n\n        List<string> GetValidationPaths();\n        void AddValidationPath(string path);\n        void RemoveValidationPath(string path);\n        void ClearValidationPaths();\n        bool IsValidationPathValid(string path, out string error);\n\n        IValidator CreateValidator();\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: cc6516196465ac6469258ef8950da607\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTest.cs",
    "content": "using AssetStoreTools.Validator.Data;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorTest\n    {\n        int Id { get; }\n        string Name { get; }\n        string Description { get; }\n        ValidationType ValidationType { get; }\n        TestResult Result { get; }\n\n        void SetResult(TestResult result);\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d1e4d9ba8de8cfc4aa42786fbbc5037a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTestGroup.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal interface IValidatorTestGroup\n    {\n        string Name { get; }\n        TestResultStatus Status { get; }\n        IEnumerable<IValidatorTest> Tests { get; }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions/IValidatorTestGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: fa8735b7eb65d3147ab8bdbf922f36cf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Abstractions.meta",
    "content": "fileFormatVersion: 2\nguid: d7d9c6cc805e072429392e7a378d2c9c\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateData.cs",
    "content": "using Newtonsoft.Json;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateData\n    {\n        [JsonProperty(\"validation_settings\")]\n        private ValidatorStateSettings _settings;\n        [JsonProperty(\"validation_results\")]\n        private ValidatorStateResults _results;\n\n        public ValidatorStateData()\n        {\n            _settings = new ValidatorStateSettings();\n            _results = new ValidatorStateResults();\n        }\n\n        public ValidatorStateSettings GetSettings()\n        {\n            return _settings;\n        }\n\n        public ValidatorStateResults GetResults()\n        {\n            return _results;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateData.cs.meta",
    "content": "fileFormatVersion: 2\nguid: da7a885e302cb6b43855b68f44f2c0fc\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateDataContractResolver.cs",
    "content": "using Newtonsoft.Json.Serialization;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateDataContractResolver : DefaultContractResolver\n    {\n        private static ValidatorStateDataContractResolver _instance;\n        public static ValidatorStateDataContractResolver Instance => _instance ?? (_instance = new ValidatorStateDataContractResolver());\n\n        private NamingStrategy _namingStrategy;\n\n        private ValidatorStateDataContractResolver()\n        {\n            _namingStrategy = new SnakeCaseNamingStrategy();\n        }\n\n        protected override string ResolvePropertyName(string propertyName)\n        {\n            var resolvedName = _namingStrategy.GetPropertyName(propertyName, false);\n            if (resolvedName.StartsWith(\"_\"))\n                return resolvedName.Substring(1);\n\n            return resolvedName;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateDataContractResolver.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 60f0e8d9b2ab86547a288c337fb2be0a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateResults.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateResults\n    {\n        // Primary data\n        [JsonProperty(\"validation_status\")]\n        private ValidationStatus _status;\n        [JsonProperty(\"test_results\")]\n        private SortedDictionary<int, TestResult> _results;\n\n        // Secondary data\n        [JsonProperty(\"project_path\")]\n        private string _projectPath;\n        [JsonProperty(\"had_compilation_errors\")]\n        private bool _hadCompilationErrors;\n\n        public ValidatorStateResults()\n        {\n            _projectPath = string.Empty;\n            _status = ValidationStatus.NotRun;\n            _hadCompilationErrors = false;\n            _results = new SortedDictionary<int, TestResult>();\n        }\n\n        public ValidationStatus GetStatus()\n        {\n            return _status;\n        }\n\n        public void SetStatus(ValidationStatus status)\n        {\n            if (_status == status)\n                return;\n\n            _status = status;\n        }\n\n        public SortedDictionary<int, TestResult> GetResults()\n        {\n            return _results;\n        }\n\n        public void SetResults(IEnumerable<AutomatedTest> tests)\n        {\n            _results.Clear();\n            foreach (var test in tests)\n            {\n                _results.Add(test.Id, test.Result);\n            }\n        }\n\n        public string GetProjectPath()\n        {\n            return _projectPath;\n        }\n\n        public void SetProjectPath(string projectPath)\n        {\n            if (_projectPath == projectPath)\n                return;\n\n            _projectPath = projectPath;\n        }\n\n        public bool GetHadCompilationErrors()\n        {\n            return _hadCompilationErrors;\n        }\n\n        public void SetHadCompilationErrors(bool hadCompilationErrors)\n        {\n            if (_hadCompilationErrors == hadCompilationErrors)\n                return;\n\n            _hadCompilationErrors = hadCompilationErrors;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateResults.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a90c3acfa50e8da4aa3da2b9c669502d\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateSettings.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing Newtonsoft.Json;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.UI.Data.Serialization\n{\n    internal class ValidatorStateSettings\n    {\n        [JsonProperty(\"category\")]\n        private string _category;\n        [JsonProperty(\"validation_type\")]\n        private ValidationType _validationType;\n        [JsonProperty(\"validation_paths\")]\n        private List<string> _validationPaths;\n\n        public ValidatorStateSettings()\n        {\n            _category = string.Empty;\n            _validationType = ValidationType.UnityPackage;\n            _validationPaths = new List<string>();\n        }\n\n        public string GetCategory()\n        {\n            return _category;\n        }\n\n        public void SetCategory(string category)\n        {\n            if (_category == category)\n                return;\n\n            _category = category;\n        }\n\n        public ValidationType GetValidationType()\n        {\n            return _validationType;\n        }\n\n        public void SetValidationType(ValidationType validationType)\n        {\n            if (validationType == _validationType)\n                return;\n\n            _validationType = validationType;\n        }\n\n        public List<string> GetValidationPaths()\n        {\n            return _validationPaths;\n        }\n\n        public void SetValidationPaths(List<string> validationPaths)\n        {\n            if (_validationPaths.SequenceEqual(validationPaths))\n                return;\n\n            _validationPaths = validationPaths;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization/ValidatorStateSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d39d56313ade8a8409aafe95dc84f79a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/Serialization.meta",
    "content": "fileFormatVersion: 2\nguid: ec536685238584f41bd268edaaf0ad7d\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorResults.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing AssetStoreTools.Validator.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorResults : IValidatorResults\n    {\n        private ValidatorStateResults _stateData;\n\n        private IValidatorSettings _settings;\n        private IEnumerable<IValidatorTest> _tests;\n\n        private readonly TestResultStatus[] _priorityGroups = new TestResultStatus[]\n        {\n            TestResultStatus.Undefined,\n            TestResultStatus.Fail,\n            TestResultStatus.Warning\n        };\n\n        public event Action OnResultsChanged;\n        public event Action OnRequireSerialize;\n\n        public ValidatorResults(IValidatorSettings settings, ValidatorStateResults stateData)\n        {\n            _settings = settings;\n            _stateData = stateData;\n\n            _tests = GetAllTests();\n\n            Deserialize();\n        }\n\n        private IEnumerable<IValidatorTest> GetAllTests()\n        {\n            var tests = new List<IValidatorTest>();\n            var testObjects = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Alphabetical);\n\n            foreach (var testObject in testObjects)\n            {\n                var testSource = new AutomatedTest(testObject);\n                var test = new ValidatorTest(testSource);\n                tests.Add(test);\n            }\n\n            return tests;\n        }\n\n        public void LoadResult(ValidationResult result)\n        {\n            if (result == null)\n                return;\n\n            foreach (var test in _tests)\n            {\n                if (!result.Tests.Any(x => x.Id == test.Id))\n                    continue;\n\n                var matchingResult = result.Tests.First(x => x.Id == test.Id);\n                test.SetResult(matchingResult.Result);\n            }\n\n            OnResultsChanged?.Invoke();\n\n            Serialize(result);\n        }\n\n        public IEnumerable<IValidatorTestGroup> GetSortedTestGroups()\n        {\n            var groups = new List<IValidatorTestGroup>();\n            var testsByStatus = _tests\n                .Where(x => x.ValidationType == ValidationType.Generic || x.ValidationType == _settings.GetValidationType())\n                .GroupBy(x => x.Result.Status).ToDictionary(x => x.Key, x => x.ToList());\n\n            foreach (var kvp in testsByStatus)\n            {\n                var group = new ValidatorTestGroup(kvp.Key, kvp.Value);\n                groups.Add(group);\n            }\n\n            return SortGroups(groups);\n        }\n\n        private IEnumerable<IValidatorTestGroup> SortGroups(IEnumerable<IValidatorTestGroup> unsortedGroups)\n        {\n            var sortedGroups = new List<IValidatorTestGroup>();\n            var groups = unsortedGroups.OrderBy(x => x.Status).ToList();\n\n            // Select priority groups first\n            foreach (var priority in _priorityGroups)\n            {\n                var priorityGroup = groups.FirstOrDefault(x => x.Status == priority);\n                if (priorityGroup == null)\n                    continue;\n\n                sortedGroups.Add(priorityGroup);\n                groups.Remove(priorityGroup);\n            }\n\n            // Add the rest\n            sortedGroups.AddRange(groups);\n\n            return sortedGroups;\n        }\n\n        private void Serialize(ValidationResult result)\n        {\n            _stateData.SetStatus(result.Status);\n            _stateData.SetResults(result.Tests);\n            _stateData.SetProjectPath(result.ProjectPath);\n            _stateData.SetHadCompilationErrors(result.HadCompilationErrors);\n            OnRequireSerialize?.Invoke();\n        }\n\n        private void Deserialize()\n        {\n            if (_stateData == null)\n                return;\n\n            var serializedResults = _stateData.GetResults();\n            foreach (var test in _tests)\n            {\n                if (!serializedResults.Any(x => x.Key == test.Id))\n                    continue;\n\n                var matchingResult = serializedResults.First(x => x.Key == test.Id);\n                test.SetResult(matchingResult.Value);\n            }\n\n            OnResultsChanged?.Invoke();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorResults.cs.meta",
    "content": "fileFormatVersion: 2\nguid: bf2839f8b2340294aae39c2965039d2a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorSettings.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing AssetStoreTools.Validator.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorSettings : IValidatorSettings\n    {\n        private ValidatorStateSettings _stateData;\n\n        private string _category;\n        private ValidationType _validationType;\n        private List<string> _validationPaths;\n\n        public event Action OnCategoryChanged;\n        public event Action OnValidationTypeChanged;\n        public event Action OnValidationPathsChanged;\n        public event Action OnRequireSerialize;\n\n        public ValidatorSettings(ValidatorStateSettings stateData)\n        {\n            _stateData = stateData;\n\n            _category = string.Empty;\n            _validationType = ValidationType.UnityPackage;\n            _validationPaths = new List<string>();\n\n            Deserialize();\n        }\n\n        public void LoadSettings(ValidationSettings settings)\n        {\n            if (settings == null)\n                return;\n\n            var currentProjectValidationSettings = settings as CurrentProjectValidationSettings;\n            if (currentProjectValidationSettings == null)\n                throw new ArgumentException($\"Only {nameof(CurrentProjectValidationSettings)} can be loaded\");\n\n            _category = currentProjectValidationSettings.Category;\n            OnCategoryChanged?.Invoke();\n\n            _validationType = currentProjectValidationSettings.ValidationType;\n            OnValidationTypeChanged?.Invoke();\n\n            _validationPaths = currentProjectValidationSettings.ValidationPaths.ToList();\n            OnValidationPathsChanged?.Invoke();\n\n            Serialize();\n        }\n\n        public string GetActiveCategory()\n        {\n            return _category;\n        }\n\n        public void SetActiveCategory(string category)\n        {\n            if (category == _category)\n                return;\n\n            _category = category;\n            Serialize();\n            OnCategoryChanged?.Invoke();\n        }\n\n        public List<string> GetAvailableCategories()\n        {\n            var categories = new HashSet<string>();\n\n            var testData = ValidatorUtility.GetAutomatedTestCases();\n            foreach (var test in testData)\n            {\n                if (test.CategoryInfo == null)\n                    continue;\n\n                foreach (var filter in test.CategoryInfo.Filter)\n                    categories.Add(ConvertSlashToUnicodeSlash(filter));\n            }\n\n            return categories.OrderBy(x => x).ToList();\n        }\n\n        private string ConvertSlashToUnicodeSlash(string text)\n        {\n            return text.Replace('/', '\\u2215');\n        }\n\n        public ValidationType GetValidationType()\n        {\n            return _validationType;\n        }\n\n        public void SetValidationType(ValidationType validationType)\n        {\n            if (validationType == _validationType)\n                return;\n\n            _validationType = validationType;\n\n            Serialize();\n            OnValidationTypeChanged?.Invoke();\n        }\n\n        public List<string> GetValidationPaths()\n        {\n            return _validationPaths;\n        }\n\n        public void AddValidationPath(string path)\n        {\n            if (string.IsNullOrEmpty(path))\n                return;\n\n            if (_validationPaths.Contains(path))\n                return;\n\n            // Prevent redundancy for new paths\n            var existingPath = _validationPaths.FirstOrDefault(x => path.StartsWith(x + \"/\"));\n            if (existingPath != null)\n            {\n                Debug.LogWarning($\"Path '{path}' is already included with existing path: '{existingPath}'\");\n                return;\n            }\n\n            // Prevent redundancy for already added paths\n            var redundantPaths = _validationPaths.Where(x => x.StartsWith(path + \"/\")).ToArray();\n            foreach (var redundantPath in redundantPaths)\n            {\n                Debug.LogWarning($\"Existing validation path '{redundantPath}' has been made redundant by the inclusion of new validation path: '{path}'\");\n                _validationPaths.Remove(redundantPath);\n            }\n\n            _validationPaths.Add(path);\n\n            Serialize();\n            OnValidationPathsChanged?.Invoke();\n        }\n\n        public void RemoveValidationPath(string path)\n        {\n            if (!_validationPaths.Contains(path))\n                return;\n\n            _validationPaths.Remove(path);\n\n            Serialize();\n            OnValidationPathsChanged?.Invoke();\n        }\n\n        public void ClearValidationPaths()\n        {\n            if (_validationPaths.Count == 0)\n                return;\n\n            _validationPaths.Clear();\n\n            Serialize();\n            OnValidationPathsChanged?.Invoke();\n        }\n\n        public bool IsValidationPathValid(string path, out string error)\n        {\n            error = string.Empty;\n\n            if (string.IsNullOrEmpty(path))\n            {\n                error = \"Path cannot be empty\";\n                return false;\n            }\n\n            var isAssetsPath = path.StartsWith(\"Assets/\")\n                || path.Equals(\"Assets\");\n            var isPackagePath = PackageUtility.GetPackageByManifestPath($\"{path}/package.json\", out _);\n\n            if (!isAssetsPath && !isPackagePath)\n            {\n                error = \"Selected path must be within the Assets folder or point to a root path of a package\";\n                return false;\n            }\n\n            if (!Directory.Exists(path))\n            {\n                error = \"Path does not exist\";\n                return false;\n            }\n\n            if (path.Split('/').Any(x => x.StartsWith(\".\") || x.EndsWith(\"~\")))\n            {\n                error = $\"Path '{path}' cannot be validated as it is a hidden folder and not part of the Asset Database\";\n                return false;\n            }\n\n            return true;\n        }\n\n        public IValidator CreateValidator()\n        {\n            var settings = new CurrentProjectValidationSettings()\n            {\n                Category = _category,\n                ValidationType = _validationType,\n                ValidationPaths = _validationPaths\n            };\n\n            var validator = new CurrentProjectValidator(settings);\n            return validator;\n        }\n\n        private void Serialize()\n        {\n            _stateData.SetCategory(_category);\n            _stateData.SetValidationType(_validationType);\n            _stateData.SetValidationPaths(_validationPaths);\n\n            OnRequireSerialize?.Invoke();\n        }\n\n        private void Deserialize()\n        {\n            if (_stateData == null)\n                return;\n\n            _category = _stateData.GetCategory();\n            _validationType = _stateData.GetValidationType();\n            foreach (var path in _stateData.GetValidationPaths())\n                _validationPaths.Add(path);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 89504c2259614a743a164c5c162a197a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTest.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.TestDefinitions;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorTest : IValidatorTest\n    {\n        public int Id { get; private set; }\n        public string Name { get; private set; }\n        public string Description { get; private set; }\n        public ValidationType ValidationType { get; private set; }\n        public TestResult Result { get; private set; }\n\n        public ValidatorTest(AutomatedTest source)\n        {\n            Id = source.Id;\n            Name = source.Title;\n            Description = source.Description;\n            ValidationType = source.ValidationType;\n            Result = source.Result;\n        }\n\n        public void SetResult(TestResult result)\n        {\n            Result = result;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTest.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 838e8d45ce997d8489185bc194dfcf25\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTestGroup.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing System.Collections.Generic;\n\nnamespace AssetStoreTools.Validator.UI.Data\n{\n    internal class ValidatorTestGroup : IValidatorTestGroup\n    {\n        public string Name => Status.ToString();\n        public TestResultStatus Status { get; private set; }\n        public IEnumerable<IValidatorTest> Tests { get; private set; }\n\n        public ValidatorTestGroup(TestResultStatus status, IEnumerable<IValidatorTest> tests)\n        {\n            Status = status;\n            Tests = tests;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data/ValidatorTestGroup.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 8f5d1fc9ff785904fb2e663e9232a7a5\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Data.meta",
    "content": "fileFormatVersion: 2\nguid: 461bfd99d0923cd4a8dae2f440af1064\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorButtonElement.cs",
    "content": "using AssetStoreTools.Validator.UI.Data;\nusing System;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorButtonElement : VisualElement\n    {\n        // Data\n        private IValidatorSettings _settings;\n\n        // UI\n        private Button _validateButton;\n\n        public event Action OnValidate;\n\n        public ValidatorButtonElement(IValidatorSettings settings)\n        {\n            _settings = settings;\n            _settings.OnValidationPathsChanged += ValidationPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            _validateButton = new Button(Validate) { text = \"Validate\" };\n            _validateButton.AddToClassList(\"validator-validate-button\");\n\n            Add(_validateButton);\n        }\n\n        private void Validate()\n        {\n            OnValidate?.Invoke();\n        }\n\n        private void ValidationPathsChanged()\n        {\n            var validationPathsPresent = _settings.GetValidationPaths().Count > 0;\n            _validateButton.SetEnabled(validationPathsPresent);\n        }\n\n        private void Deserialize()\n        {\n            ValidationPathsChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorButtonElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 44fac105314df6341bf6a70fb3200baf\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorDescriptionElement.cs",
    "content": "﻿using UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorDescriptionElement : VisualElement\n    {\n        private const string DescriptionFoldoutText = \"Validate your package to ensure your content follows the chosen submission guidelines.\";\n        private const string DescriptionFoldoutContentText = \"The validations below do not cover all of the content standards, and passing all validations does not \" +\n                \"guarantee that your package will be accepted to the Asset Store.\\n\\n\" +\n                \"The tests are not obligatory for submitting your assets, but they can help avoid instant rejection by the \" +\n                \"automated vetting system, or clarify reasons of rejection communicated by the vetting team.\\n\\n\" +\n                \"For more information about the validations, view the message by expanding the tests or contact our support team.\";\n\n        private VisualElement _descriptionSimpleContainer;\n        private Label _descriptionSimpleLabel;\n        private Button _showMoreButton;\n\n        private VisualElement _descriptionFullContainer;\n        private Button _showLessButton;\n\n        public ValidatorDescriptionElement()\n        {\n            AddToClassList(\"validator-description\");\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateSimpleDescription();\n            CreateFullDescription();\n        }\n\n        private void CreateSimpleDescription()\n        {\n            _descriptionSimpleContainer = new VisualElement();\n            _descriptionSimpleContainer.AddToClassList(\"validator-description-simple-container\");\n\n            _descriptionSimpleLabel = new Label(DescriptionFoldoutText);\n            _descriptionSimpleLabel.AddToClassList(\"validator-description-simple-label\");\n\n            _showMoreButton = new Button(ToggleFullDescription) { text = \"Show more...\" };\n            _showMoreButton.AddToClassList(\"validator-description-show-button\");\n            _showMoreButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            _descriptionSimpleContainer.Add(_descriptionSimpleLabel);\n            _descriptionSimpleContainer.Add(_showMoreButton);\n\n            Add(_descriptionSimpleContainer);\n        }\n\n        private void CreateFullDescription()\n        {\n            _descriptionFullContainer = new VisualElement();\n            _descriptionFullContainer.AddToClassList(\"validator-description-full-container\");\n\n            var validatorDescription = new Label()\n            {\n                text = DescriptionFoldoutContentText\n            };\n            validatorDescription.AddToClassList(\"validator-description-full-label\");\n\n            var submissionGuidelinesButton = new Button(OpenSubmissionGuidelinesUrl)\n            {\n                text = \"Submission Guidelines\"\n            };\n            submissionGuidelinesButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            var supportTicketButton = new Button(OpenSupportTicketUrl)\n            {\n                text = \"Contact our Support Team\"\n            };\n            supportTicketButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            _showLessButton = new Button(ToggleFullDescription) { text = \"Show less...\" };\n            _showLessButton.AddToClassList(\"validator-description-hide-button\");\n            _showLessButton.AddToClassList(\"validator-description-hyperlink-button\");\n\n            _descriptionFullContainer.Add(validatorDescription);\n            _descriptionFullContainer.Add(submissionGuidelinesButton);\n            _descriptionFullContainer.Add(supportTicketButton);\n            _descriptionFullContainer.Add(_showLessButton);\n\n            _descriptionFullContainer.style.display = DisplayStyle.None;\n            Add(_descriptionFullContainer);\n        }\n\n        private void ToggleFullDescription()\n        {\n            var displayFullDescription = _descriptionFullContainer.style.display == DisplayStyle.None;\n\n            if (displayFullDescription)\n            {\n                _showMoreButton.style.display = DisplayStyle.None;\n                _descriptionFullContainer.style.display = DisplayStyle.Flex;\n            }\n            else\n            {\n                _showMoreButton.style.display = DisplayStyle.Flex;\n                _descriptionFullContainer.style.display = DisplayStyle.None;\n            }\n        }\n\n        private void OpenSubmissionGuidelinesUrl()\n        {\n            Application.OpenURL(Constants.Validator.SubmissionGuidelinesUrl);\n        }\n\n        private void OpenSupportTicketUrl()\n        {\n            Application.OpenURL(Constants.Validator.SupportTicketUrl);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorDescriptionElement.cs.meta",
    "content": "﻿fileFormatVersion: 2\nguid: 9866d77420d947ba852055eed2bac895\ntimeCreated: 1653383883"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorPathsElement.cs",
    "content": "using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.UI.Data;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorPathsElement : VisualElement\n    {\n        // Data\n        private IValidatorSettings _settings;\n\n        // UI\n        private ScrollView _pathBoxScrollView;\n\n        public ValidatorPathsElement(IValidatorSettings settings)\n        {\n            AddToClassList(\"validator-paths\");\n\n            _settings = settings;\n            _settings.OnValidationPathsChanged += ValidationPathsChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        private void Create()\n        {\n            var pathSelectionRow = new VisualElement();\n            pathSelectionRow.AddToClassList(\"validator-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"validator-settings-selection-label-help-row\");\n            labelHelpRow.style.alignSelf = Align.FlexStart;\n\n            Label pathLabel = new Label { text = \"Validation paths\" };\n            Image pathLabelTooltip = new Image\n            {\n                tooltip = \"Select the folder (or multiple folders) that your package consists of.\" +\n                          \"\\n\\nAll files and folders of your package should be contained within \" +\n                          \"a single root folder that is named after your package \" +\n                          \"(e.g. 'Assets/[MyPackageName]' or 'Packages/[MyPackageName]')\" +\n                          \"\\n\\nIf your package includes special folders that cannot be nested within \" +\n                          \"the root package folder (e.g. 'WebGLTemplates'), they should be added to this list \" +\n                          \"together with the root package folder\"\n            };\n\n            labelHelpRow.Add(pathLabel);\n            labelHelpRow.Add(pathLabelTooltip);\n\n            var fullPathBox = new VisualElement() { name = \"ValidationPaths\" };\n            fullPathBox.AddToClassList(\"validator-paths-box\");\n\n            _pathBoxScrollView = new ScrollView { name = \"ValidationPathsScrollView\" };\n            _pathBoxScrollView.AddToClassList(\"validator-paths-scroll-view\");\n\n            VisualElement scrollViewBottomRow = new VisualElement();\n            scrollViewBottomRow.AddToClassList(\"validator-paths-scroll-view-bottom-row\");\n\n            var addExtraPathsButton = new Button(BrowsePath) { text = \"Add a path\" };\n            addExtraPathsButton.AddToClassList(\"validator-paths-add-button\");\n            scrollViewBottomRow.Add(addExtraPathsButton);\n\n            fullPathBox.Add(_pathBoxScrollView);\n            fullPathBox.Add(scrollViewBottomRow);\n\n            pathSelectionRow.Add(labelHelpRow);\n            pathSelectionRow.Add(fullPathBox);\n\n            Add(pathSelectionRow);\n        }\n\n        private VisualElement CreateSinglePathElement(string path)\n        {\n            var validationPath = new VisualElement();\n            validationPath.AddToClassList(\"validator-paths-path-row\");\n\n            var folderPathLabel = new Label(path);\n            folderPathLabel.AddToClassList(\"validator-paths-path-row-input-field\");\n\n            var removeButton = new Button(() =>\n            {\n                _settings.RemoveValidationPath(path);\n            });\n            removeButton.text = \"X\";\n            removeButton.AddToClassList(\"validator-paths-path-row-remove-button\");\n\n            validationPath.Add(folderPathLabel);\n            validationPath.Add(removeButton);\n\n            return validationPath;\n        }\n\n        private void BrowsePath()\n        {\n            string absolutePath = EditorUtility.OpenFolderPanel(\"Select a directory\", \"Assets\", \"\");\n\n            if (string.IsNullOrEmpty(absolutePath))\n                return;\n\n            var relativePath = FileUtility.AbsolutePathToRelativePath(absolutePath, ASToolsPreferences.Instance.EnableSymlinkSupport);\n\n            if (!_settings.IsValidationPathValid(relativePath, out var error))\n            {\n                EditorUtility.DisplayDialog(\"Invalid path\", error, \"OK\");\n                return;\n            }\n\n            _settings.AddValidationPath(relativePath);\n        }\n\n        private void ValidationPathsChanged()\n        {\n            var validationPaths = _settings.GetValidationPaths();\n\n            _pathBoxScrollView.Clear();\n            foreach (var path in validationPaths)\n            {\n                _pathBoxScrollView.Add(CreateSinglePathElement(path));\n            }\n        }\n\n        private void Deserialize()\n        {\n            ValidationPathsChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorPathsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 370dcd3bc87ace647940b4b07147bf93\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorResultsElement.cs",
    "content": "using AssetStoreTools.Validator.UI.Data;\nusing System.Linq;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorResultsElement : ScrollView\n    {\n        private IValidatorResults _results;\n\n        public ValidatorResultsElement(IValidatorResults results)\n        {\n            AddToClassList(\"validator-test-list\");\n\n            _results = results;\n            _results.OnResultsChanged += ResultsChanged;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            var groups = _results.GetSortedTestGroups().ToList();\n            for (int i = 0; i < groups.Count; i++)\n            {\n                var groupElement = new ValidatorTestGroupElement(groups[i]);\n                Add(groupElement);\n                if (i != groups.Count - 1)\n                    Add(CreateSeparator());\n            }\n        }\n\n        private void ResultsChanged()\n        {\n            Clear();\n            Create();\n        }\n\n        private VisualElement CreateSeparator()\n        {\n            var groupSeparator = new VisualElement { name = \"GroupSeparator\" };\n            groupSeparator.AddToClassList(\"validator-test-list-group-separator\");\n\n            return groupSeparator;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorResultsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 12f80f9088944a149a34b3f078ca859a\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorSettingsElement.cs",
    "content": "using AssetStoreTools.Validator.UI.Data;\nusing UnityEditor.UIElements;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorSettingsElement : VisualElement\n    {\n        // Data\n        private IValidatorSettings _settings;\n\n        // UI\n        private ToolbarMenu _categoryMenu;\n        private ValidatorPathsElement _validationPathsElement;\n\n        public ValidatorSettingsElement(IValidatorSettings settings)\n        {\n            AddToClassList(\"validator-settings\");\n\n            _settings = settings;\n            _settings.OnCategoryChanged += CategoryChanged;\n\n            Create();\n            Deserialize();\n        }\n\n        public void Create()\n        {\n            CreateCategorySelection();\n            CreateValidationPathSelection();\n        }\n\n        private void CreateCategorySelection()\n        {\n            var categorySelectionBox = new VisualElement();\n            categorySelectionBox.AddToClassList(\"validator-settings-selection-row\");\n\n            VisualElement labelHelpRow = new VisualElement();\n            labelHelpRow.AddToClassList(\"validator-settings-selection-label-help-row\");\n\n            Label categoryLabel = new Label { text = \"Category\" };\n            Image categoryLabelTooltip = new Image\n            {\n                tooltip = \"Choose a base category of your package\" +\n                          \"\\n\\nThis can be found in the Publishing Portal when creating the package listing or just \" +\n                          \"selecting a planned one.\" +\n                          \"\\n\\nNote: Different categories could have different severities of several test cases.\"\n            };\n\n            labelHelpRow.Add(categoryLabel);\n            labelHelpRow.Add(categoryLabelTooltip);\n\n            _categoryMenu = new ToolbarMenu { name = \"CategoryMenu\" };\n            _categoryMenu.AddToClassList(\"validator-settings-selection-dropdown\");\n\n            categorySelectionBox.Add(labelHelpRow);\n            categorySelectionBox.Add(_categoryMenu);\n\n            // Append available categories\n            var categories = _settings.GetAvailableCategories();\n            foreach (var category in categories)\n            {\n                _categoryMenu.menu.AppendAction(category, _ => _settings.SetActiveCategory(category));\n            }\n\n            // Append misc category\n            _categoryMenu.menu.AppendAction(\"Other\", _ => _settings.SetActiveCategory(string.Empty));\n\n            Add(categorySelectionBox);\n        }\n\n        private void CreateValidationPathSelection()\n        {\n            _validationPathsElement = new ValidatorPathsElement(_settings);\n            Add(_validationPathsElement);\n        }\n\n        private void CategoryChanged()\n        {\n            var category = _settings.GetActiveCategory();\n            if (!string.IsNullOrEmpty(category))\n                _categoryMenu.text = category;\n            else\n                _categoryMenu.text = \"Other\";\n        }\n\n        private void Deserialize()\n        {\n            if (_settings == null)\n                return;\n\n            // Set initial category\n            CategoryChanged();\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorSettingsElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 760d25556d755d544bece3a605adea09\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestElement.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.UI.Data;\nusing AssetStoreTools.Validator.Utility;\nusing System.Linq;\nusing UnityEditor.SceneManagement;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.Events;\nusing UnityEngine.SceneManagement;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorTestElement : VisualElement\n    {\n        // Data\n        private IValidatorTest _test;\n        private bool _isExpanded;\n\n        // UI\n        private Button _testFoldoutButton;\n        private Label _testFoldoutExpandStateLabel;\n        private Label _testFoldoutLabel;\n        private Image _testStatusImage;\n\n        private VisualElement _testContent;\n        private VisualElement _resultMessagesBox;\n\n        public ValidatorTestElement(IValidatorTest test)\n        {\n            AddToClassList(\"validator-test\");\n\n            _test = test;\n\n            Create();\n            Unexpand();\n\n            SubscribeToSceneChanges();\n        }\n\n        private void Create()\n        {\n            CreateFoldoutButton();\n            CreateTestContent();\n            CreateTestDescription();\n            CreateTestMessages();\n        }\n\n        private void CreateFoldoutButton()\n        {\n            _testFoldoutButton = new Button(ToggleExpand) { name = _test.Name };\n            _testFoldoutButton.AddToClassList(\"validator-test-foldout\");\n\n            // Expander and Asset Label\n            VisualElement labelExpanderRow = new VisualElement { name = \"labelExpanderRow\" };\n            labelExpanderRow.AddToClassList(\"validator-test-expander\");\n\n            _testFoldoutExpandStateLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _testFoldoutExpandStateLabel.AddToClassList(\"validator-test-expander-arrow\");\n\n            _testFoldoutLabel = new Label { name = \"TestLabel\", text = _test.Name };\n            _testFoldoutLabel.AddToClassList(\"validator-text-expander-label\");\n\n            labelExpanderRow.Add(_testFoldoutExpandStateLabel);\n            labelExpanderRow.Add(_testFoldoutLabel);\n\n            _testStatusImage = new Image\n            {\n                name = \"TestImage\",\n                image = ValidatorUtility.GetStatusTexture(_test.Result.Status)\n            };\n\n            _testStatusImage.AddToClassList(\"validator-test-expander-image\");\n\n            _testFoldoutButton.Add(labelExpanderRow);\n            _testFoldoutButton.Add(_testStatusImage);\n\n            Add(_testFoldoutButton);\n        }\n\n        private void CreateTestContent()\n        {\n            _testContent = new VisualElement();\n            _testContent.AddToClassList(\"validator-test-content\");\n            Add(_testContent);\n        }\n\n        private void CreateTestDescription()\n        {\n            var testCaseDescription = new TextField\n            {\n                name = \"Description\",\n                value = _test.Description,\n                isReadOnly = true,\n                multiline = true,\n                focusable = false,\n                doubleClickSelectsWord = false,\n                tripleClickSelectsLine = false\n            };\n            testCaseDescription.AddToClassList(\"validator-test-content-textfield\");\n\n#if UNITY_2022_1_OR_NEWER\n        testCaseDescription.focusable = true;\n        testCaseDescription.selectAllOnFocus = false;\n        testCaseDescription.selectAllOnMouseUp = false;\n#endif\n\n            _testContent.Add(testCaseDescription);\n        }\n\n        private void CreateTestMessages()\n        {\n            if (_test.Result.MessageCount == 0)\n                return;\n\n            _resultMessagesBox = new VisualElement();\n            _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages\");\n\n            switch (_test.Result.Status)\n            {\n                case TestResultStatus.Pass:\n                    _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages-pass\");\n                    break;\n                case TestResultStatus.Warning:\n                    _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages-warning\");\n                    break;\n                case TestResultStatus.Fail:\n                    _resultMessagesBox.AddToClassList(\"validator-test-content-result-messages-fail\");\n                    break;\n            }\n\n            for (int i = 0; i < _test.Result.MessageCount; i++)\n            {\n                _resultMessagesBox.Add(CreateMessage(_test.Result.GetMessage(i)));\n\n                if (i == _test.Result.MessageCount - 1)\n                    continue;\n\n                var separator = new VisualElement() { name = \"Separator\" };\n                separator.AddToClassList(\"message-separator\");\n                _resultMessagesBox.Add(separator);\n            }\n\n            _testContent.Add(_resultMessagesBox);\n        }\n\n        private VisualElement CreateMessage(TestResultMessage message)\n        {\n            var resultText = message.GetText();\n            var clickAction = message.GetClickAction();\n\n            var resultMessage = new VisualElement { name = \"ResultMessageElement\" };\n            resultMessage.AddToClassList(\"validator-test-content-result-messages-content\");\n\n            var informationButton = new Button();\n            informationButton.AddToClassList(\"validator-test-content-result-messages-content-button\");\n\n            if (clickAction != null)\n            {\n                informationButton.tooltip = clickAction.Tooltip;\n                informationButton.clicked += clickAction.Execute;\n                informationButton.SetEnabled(true);\n            }\n\n            var informationDescription = new Label { name = \"InfoDesc\", text = resultText };\n            informationDescription.AddToClassList(\"validator-test-content-result-messages-content-label\");\n\n            informationButton.Add(informationDescription);\n            resultMessage.Add(informationButton);\n\n            for (int i = 0; i < message.MessageObjectCount; i++)\n            {\n                var obj = message.GetMessageObject(i);\n                if (obj == null)\n                    continue;\n\n                if (obj.GetObject() == null)\n                    continue;\n\n                var objectField = new ObjectField() { objectType = obj.GetType(), value = obj.GetObject() };\n                objectField.RegisterCallback<ChangeEvent<UnityEngine.Object>>((evt) =>\n                    objectField.SetValueWithoutNotify(evt.previousValue));\n                resultMessage.Add(objectField);\n            }\n\n            return resultMessage;\n        }\n\n        private void ToggleExpand()\n        {\n            if (!_isExpanded)\n                Expand();\n            else\n                Unexpand();\n        }\n\n        private void Expand()\n        {\n            _testFoldoutExpandStateLabel.text = \"▼\";\n            _testFoldoutButton.AddToClassList(\"validator-test-foldout-expanded\");\n            _testContent.style.display = DisplayStyle.Flex;\n            _isExpanded = true;\n        }\n\n        private void Unexpand()\n        {\n            _testFoldoutExpandStateLabel.text = \"►\";\n            _testFoldoutButton.RemoveFromClassList(\"validator-test-foldout-expanded\");\n            _testContent.style.display = DisplayStyle.None;\n            _isExpanded = false;\n        }\n\n        private void SubscribeToSceneChanges()\n        {\n            // Some result message objects only exist in specific scenes,\n            // therefore the UI must be refreshed on scene change\n            var windowToSubscribeTo = Resources.FindObjectsOfTypeAll<ValidatorWindow>().FirstOrDefault();\n            UnityAction<Scene, Scene> sceneChanged = null;\n            sceneChanged = new UnityAction<Scene, Scene>((_, __) => RefreshObjects(windowToSubscribeTo));\n            EditorSceneManager.activeSceneChangedInEditMode += sceneChanged;\n\n            void RefreshObjects(ValidatorWindow subscribedWindow)\n            {\n                // Remove callback if validator window instance changed\n                var activeWindow = Resources.FindObjectsOfTypeAll<ValidatorWindow>().FirstOrDefault();\n                if (subscribedWindow == null || subscribedWindow != activeWindow)\n                {\n                    EditorSceneManager.activeSceneChangedInEditMode -= sceneChanged;\n                    return;\n                }\n\n                if (_resultMessagesBox != null)\n                    _testContent.Remove(_resultMessagesBox);\n\n                CreateTestMessages();\n            }\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestElement.cs.meta",
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestGroupElement.cs",
    "content": "﻿using AssetStoreTools.Validator.UI.Data;\nusing AssetStoreTools.Validator.Utility;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Elements\n{\n    internal class ValidatorTestGroupElement : VisualElement\n    {\n        // Data\n        private IValidatorTestGroup _group;\n        private bool _isExpanded;\n\n        // UI\n        private Button _groupFoldoutButton;\n        private Label _groupExpandStateLabel;\n        private Label _groupFoldoutLabel;\n        private Image _groupStatusImage;\n\n        private VisualElement _groupContent;\n        private List<ValidatorTestElement> _testElements;\n\n        public ValidatorTestGroupElement(IValidatorTestGroup group)\n        {\n            AddToClassList(\"validator-test-list-group\");\n\n            _group = group;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateGroupFoldout();\n            CreateGroupContent();\n        }\n\n        private void CreateGroupFoldout()\n        {\n            _groupFoldoutButton = new Button(ToggleExpand);\n            _groupFoldoutButton.AddToClassList(\"validator-test-list-group-expander\");\n\n            _groupExpandStateLabel = new Label { name = \"ExpanderLabel\", text = \"►\" };\n            _groupExpandStateLabel.AddToClassList(\"validator-test-list-group-expander-arrow\");\n\n            _groupStatusImage = new Image\n            {\n                name = \"TestImage\",\n                image = ValidatorUtility.GetStatusTexture(_group.Status)\n            };\n            _groupStatusImage.AddToClassList(\"validator-test-list-group-expander-image\");\n\n            _groupFoldoutLabel = new Label() { text = $\"{_group.Name} ({_group.Tests.Count()})\" };\n            _groupFoldoutLabel.AddToClassList(\"validator-test-list-group-expander-label\");\n\n            _groupFoldoutButton.Add(_groupExpandStateLabel);\n            _groupFoldoutButton.Add(_groupStatusImage);\n            _groupFoldoutButton.Add(_groupFoldoutLabel);\n\n            Add(_groupFoldoutButton);\n        }\n\n        private void CreateGroupContent()\n        {\n            _groupContent = new VisualElement();\n            _groupContent.AddToClassList(\"validator-test-list-group-content\");\n\n            Add(_groupContent);\n\n            _testElements = new List<ValidatorTestElement>();\n            foreach (var test in _group.Tests)\n            {\n                var testElement = new ValidatorTestElement(test);\n                _testElements.Add(testElement);\n                _groupContent.Add(testElement);\n            }\n        }\n\n        private void ToggleExpand()\n        {\n            if (!_isExpanded)\n                Expand();\n            else\n                Unexpand();\n        }\n\n        private void Expand()\n        {\n            _groupExpandStateLabel.text = \"▼\";\n            _groupContent.style.display = DisplayStyle.Flex;\n            _isExpanded = true;\n        }\n\n        private void Unexpand()\n        {\n            _groupExpandStateLabel.text = \"►\";\n            _groupContent.style.display = DisplayStyle.None;\n            _isExpanded = false;\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements/ValidatorTestGroupElement.cs.meta",
    "content": "fileFormatVersion: 2\nguid: d7c7a8788d0ea324e843a475244d8e18\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
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    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Elements.meta",
    "content": "fileFormatVersion: 2\nguid: 7ee7e5be29b8b184ba2abcd3ed38454e\nfolderAsset: yes\nDefaultImporter:\n  externalObjects: {}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/ValidatorWindow.cs",
    "content": "﻿using AssetStoreTools.Utility;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.UI.Views;\nusing UnityEditor.UIElements;\nusing UnityEngine;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI\n{\n\n    internal class ValidatorWindow : AssetStoreToolsWindow\n    {\n        protected override string WindowTitle => \"Asset Store Validator\";\n\n        private ICachingService _cachingService;\n\n        private ValidatorTestsView _validationTestsView;\n\n        protected override void Init()\n        {\n            minSize = new Vector2(350, 350);\n\n            this.SetAntiAliasing(4);\n\n            VisualElement root = rootVisualElement;\n\n            // Clean it out, in case the window gets initialized again\n            root.Clear();\n\n            // Getting a reference to the USS Document and adding stylesheet to the root\n            root.styleSheets.Add(StyleSelector.ValidatorWindow.ValidatorWindowStyle);\n            root.styleSheets.Add(StyleSelector.ValidatorWindow.ValidatorWindowTheme);\n\n            GetServices();\n            ConstructWindow();\n        }\n\n        private void GetServices()\n        {\n            _cachingService = ValidatorServiceProvider.Instance.GetService<ICachingService>();\n        }\n\n        private void ConstructWindow()\n        {\n            _validationTestsView = new ValidatorTestsView(_cachingService);\n            rootVisualElement.Add(_validationTestsView);\n        }\n\n        public void Load(ValidationSettings settings, ValidationResult result)\n        {\n            _validationTestsView.LoadSettings(settings);\n            _validationTestsView.LoadResult(result);\n        }\n    }\n}"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/ValidatorWindow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: a0dc99b826513dd4f868f1cf405c3923\nMonoImporter:\n  externalObjects: {}\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/UI/Views/ValidatorTestsView.cs",
    "content": "using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.UI.Data;\nusing AssetStoreTools.Validator.UI.Data.Serialization;\nusing AssetStoreTools.Validator.UI.Elements;\nusing UnityEditor;\nusing UnityEngine.UIElements;\n\nnamespace AssetStoreTools.Validator.UI.Views\n{\n    internal class ValidatorTestsView : VisualElement\n    {\n        // Data\n        private ValidatorStateData _stateData;\n        private IValidatorSettings _settings;\n        private IValidatorResults _results;\n\n        private ICachingService _cachingService;\n\n        // UI\n        private ValidatorSettingsElement _validatorSettingsElement;\n        private ValidatorButtonElement _validatorButtonElement;\n        private ValidatorResultsElement _validationTestListElement;\n\n        public ValidatorTestsView(ICachingService cachingService)\n        {\n            _cachingService = cachingService;\n\n            if (!_cachingService.GetCachedValidatorStateData(out _stateData))\n                _stateData = new ValidatorStateData();\n\n            _settings = new ValidatorSettings(_stateData.GetSettings());\n            _settings.OnRequireSerialize += Serialize;\n\n            _results = new ValidatorResults(_settings, _stateData.GetResults());\n            _results.OnRequireSerialize += Serialize;\n\n            Create();\n        }\n\n        private void Create()\n        {\n            CreateValidatorDescription();\n            CreateValidationSettings();\n            CreateValidationButton();\n            CreateValidatorResults();\n        }\n\n        private void CreateValidatorDescription()\n        {\n            var validationInfoElement = new ValidatorDescriptionElement();\n            Add(validationInfoElement);\n        }\n\n        private void CreateValidationSettings()\n        {\n            _validatorSettingsElement = new ValidatorSettingsElement(_settings);\n            Add(_validatorSettingsElement);\n        }\n\n        private void CreateValidationButton()\n        {\n            _validatorButtonElement = new ValidatorButtonElement(_settings);\n            _validatorButtonElement.OnValidate += Validate;\n            Add(_validatorButtonElement);\n        }\n\n        private void CreateValidatorResults()\n        {\n            _validationTestListElement = new ValidatorResultsElement(_results);\n            Add(_validationTestListElement);\n        }\n\n        private void Validate()\n        {\n            var validator = _settings.CreateValidator();\n            var result = validator.Validate();\n\n            if (result.Status == ValidationStatus.Failed)\n            {\n                EditorUtility.DisplayDialog(\"Validation failed\", result.Exception.Message, \"OK\");\n                return;\n            }\n\n            LoadResult(result);\n        }\n\n        public void LoadSettings(ValidationSettings settings)\n        {\n            _settings.LoadSettings(settings);\n        }\n\n        public void LoadResult(ValidationResult result)\n        {\n            _results.LoadResult(result);\n        }\n\n        private void Serialize()\n        {\n            _cachingService.CacheValidatorStateData(_stateData);\n        }\n    }\n}"
  },
  {
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  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/Utility/ValidatorUtility.cs",
    "content": "﻿using AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing System.Collections.Generic;\nusing System.IO;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\nusing static AssetStoreTools.Constants;\nusing ValidatorConstants = AssetStoreTools.Constants.Validator;\n\nnamespace AssetStoreTools.Validator.Utility\n{\n    internal static class ValidatorUtility\n    {\n        public enum SortType\n        {\n            Id,\n            Alphabetical\n        }\n\n        public static ValidationTestScriptableObject[] GetAutomatedTestCases() => GetAutomatedTestCases(SortType.Id);\n\n        public static ValidationTestScriptableObject[] GetAutomatedTestCases(SortType sortType)\n        {\n            string[] guids = AssetDatabase.FindAssets(\"t:AutomatedTestScriptableObject\", new[] { ValidatorConstants.Tests.TestDefinitionsPath });\n            ValidationTestScriptableObject[] tests = new ValidationTestScriptableObject[guids.Length];\n            for (int i = 0; i < tests.Length; i++)\n            {\n                string testPath = AssetDatabase.GUIDToAssetPath(guids[i]);\n                AutomatedTestScriptableObject test = AssetDatabase.LoadAssetAtPath<AutomatedTestScriptableObject>(testPath);\n\n                tests[i] = test;\n            }\n\n            switch (sortType)\n            {\n                default:\n                case SortType.Id:\n                    tests = tests.Where(x => x != null).OrderBy(x => x.Id).ToArray();\n                    break;\n                case SortType.Alphabetical:\n                    tests = tests.Where(x => x != null).OrderBy(x => x.Title).ToArray();\n                    break;\n            }\n\n            return tests;\n        }\n\n        public static MonoScript GenerateTestScript(string testName, ValidationType validationType)\n        {\n            var derivedType = nameof(ITestScript);\n            var configType = string.Empty;\n            var scriptPath = string.Empty;\n            switch (validationType)\n            {\n                case ValidationType.Generic:\n                    configType = nameof(GenericTestConfig);\n                    scriptPath = ValidatorConstants.Tests.GenericTestMethodsPath;\n                    break;\n                case ValidationType.UnityPackage:\n                    configType = nameof(GenericTestConfig);\n                    scriptPath = ValidatorConstants.Tests.UnityPackageTestMethodsPath;\n                    break;\n                default:\n                    throw new System.Exception(\"Undefined validation type\");\n            }\n\n            var newScriptPath = $\"{scriptPath}/{testName}\";\n            if (!newScriptPath.EndsWith(\".cs\"))\n                newScriptPath += \".cs\";\n\n            var existingScript = AssetDatabase.LoadAssetAtPath<MonoScript>(newScriptPath);\n            if (existingScript != null)\n                return existingScript;\n\n            var scriptContent =\n                $\"using AssetStoreTools.Validator.Data;\\n\" +\n                $\"using AssetStoreTools.Validator.TestDefinitions;\\n\\n\" +\n                $\"namespace AssetStoreTools.Validator.TestMethods\\n\" +\n                $\"{{\\n\" +\n                $\"    internal class {testName} : {derivedType}\\n\" +\n                $\"    {{\\n\" +\n                $\"        private {configType} _config;\\n\\n\" +\n                $\"        // Constructor also accepts dependency injection of registered {nameof(IValidatorService)} types\\n\" +\n                $\"        public {testName}({configType} config)\\n\" +\n                $\"        {{\\n\" +\n                $\"            _config = config;\\n\" +\n                $\"        }}\\n\\n\" +\n                $\"        public {nameof(TestResult)} {nameof(ITestScript.Run)}()\\n\" +\n                $\"        {{\\n\" +\n                $\"            var result = new {nameof(TestResult)}() {{ {nameof(TestResult.Status)} = {nameof(TestResultStatus)}.{nameof(TestResultStatus.Undefined)} }};\\n\" +\n                $\"            return result;\\n\" +\n                $\"        }}\\n\" +\n                $\"    }}\\n\" +\n                $\"}}\\n\";\n\n            File.WriteAllText(newScriptPath, scriptContent);\n            AssetDatabase.Refresh();\n            return AssetDatabase.LoadAssetAtPath<MonoScript>(newScriptPath);\n        }\n\n        public static string GetLongestProjectPath()\n        {\n            var longPaths = GetProjectPaths(new string[] { \"Assets\", \"Packages\" });\n            return longPaths.Aggregate(\"\", (max, cur) => max.Length > cur.Length ? max : cur);\n        }\n\n        public static IEnumerable<string> GetProjectPaths(string[] rootPaths)\n        {\n            var longPaths = new List<string>();\n            var guids = AssetDatabase.FindAssets(\"*\", rootPaths);\n\n            foreach (var guid in guids)\n            {\n                var path = AssetDatabase.GUIDToAssetPath(guid);\n                longPaths.Add(path);\n            }\n\n            return longPaths;\n        }\n\n        public static Texture GetStatusTexture(TestResultStatus status)\n        {\n            var iconTheme = \"\";\n            if (!EditorGUIUtility.isProSkin)\n                iconTheme = \"_d\";\n\n            switch (status)\n            {\n                case TestResultStatus.Pass:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/success{iconTheme}.png\");\n                case TestResultStatus.Warning:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/warning{iconTheme}.png\");\n                case TestResultStatus.Fail:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/error{iconTheme}.png\");\n                default:\n                    return (Texture)EditorGUIUtility.Load($\"{WindowStyles.ValidatorIconsPath}/undefined{iconTheme}.png\");\n            }\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Scripts/ValidatorBase.cs",
    "content": "using AssetStoreTools.Validator.Categories;\nusing AssetStoreTools.Validator.Data;\nusing AssetStoreTools.Validator.Services;\nusing AssetStoreTools.Validator.TestDefinitions;\nusing AssetStoreTools.Validator.Utility;\nusing System;\nusing System.Collections.Generic;\nusing System.Linq;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace AssetStoreTools.Validator\n{\n    internal abstract class ValidatorBase : IValidator\n    {\n        public ValidationSettings Settings { get; private set; }\n\n        private CategoryEvaluator _categoryEvaluator;\n        private List<AutomatedTest> _automatedTests;\n\n        protected ICachingService CachingService;\n\n        public ValidatorBase(ValidationSettings settings)\n        {\n            Settings = settings;\n            _categoryEvaluator = new CategoryEvaluator(settings?.Category);\n\n            CachingService = ValidatorServiceProvider.Instance.GetService<ICachingService>();\n\n            CreateAutomatedTestCases();\n        }\n\n        private void CreateAutomatedTestCases()\n        {\n            var testData = ValidatorUtility.GetAutomatedTestCases(ValidatorUtility.SortType.Alphabetical);\n            _automatedTests = new List<AutomatedTest>();\n\n            foreach (var t in testData)\n            {\n                var test = new AutomatedTest(t);\n                _automatedTests.Add(test);\n            }\n        }\n\n        protected abstract void ValidateSettings();\n        protected abstract ValidationResult GenerateValidationResult();\n\n        public ValidationResult Validate()\n        {\n            try\n            {\n                ValidateSettings();\n            }\n            catch (Exception e)\n            {\n                return new ValidationResult() { Status = ValidationStatus.Failed, Exception = e };\n            }\n\n            var result = GenerateValidationResult();\n            return result;\n        }\n\n        protected List<AutomatedTest> GetApplicableTests(params ValidationType[] validationTypes)\n        {\n            return _automatedTests.Where(x => validationTypes.Any(y => y == x.ValidationType)).ToList();\n        }\n\n        protected ValidationResult RunTests(List<AutomatedTest> tests, ITestConfig config)\n        {\n            var completedTests = new List<AutomatedTest>();\n\n            for (int i = 0; i < tests.Count; i++)\n            {\n                var test = tests[i];\n\n                EditorUtility.DisplayProgressBar(\"Validating\", $\"Running validation: {i + 1} - {test.Title}\", (float)i / _automatedTests.Count);\n\n                test.Run(config);\n\n                // Adjust result based on categories\n                var updatedStatus = _categoryEvaluator.Evaluate(test);\n                test.Result.Status = updatedStatus;\n\n                // Add the result\n                completedTests.Add(test);\n\n#if AB_BUILDER\n                EditorUtility.UnloadUnusedAssetsImmediate();\n#endif\n            }\n\n            EditorUtility.UnloadUnusedAssetsImmediate();\n            EditorUtility.ClearProgressBar();\n\n            var projectPath = Application.dataPath.Substring(0, Application.dataPath.Length - \"/Assets\".Length);\n            var hasCompilationErrors = EditorUtility.scriptCompilationFailed;\n            var result = new ValidationResult()\n            {\n                Status = ValidationStatus.RanToCompletion,\n                Tests = completedTests,\n                ProjectPath = projectPath,\n                HadCompilationErrors = hasCompilationErrors\n            };\n\n            return result;\n        }\n    }\n}"
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  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Styles/Style.uss",
    "content": "/* Validator Description */\n\n.validator-description {\n\tflex-direction: column;\n    flex-shrink: 0;\n\n    margin: 10px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.validator-description-simple-container {\n    flex-direction: column;\n    flex-wrap: wrap;\n}\n\n.validator-description-simple-label {\n    white-space: normal;\n}\n\n.validator-description-full-container {\n    margin-top: 12px;\n}\n\n.validator-description-full-label {\n    white-space: normal;\n    margin-bottom: 10px;\n}\n\n.validator-description-hyperlink-button {\n    margin: 0;\n    padding: 0;\n    \n    align-self: flex-start;\n    cursor: link;\n}\n\n.validator-description-show-button {\n    margin-top: 12px;\n}\n\n.validator-description-hide-button {\n    margin-top: 12px;\n}\n\n/* Validator Settings */\n\n.validator-settings {\n    flex-direction: column;\n    flex-shrink: 0;\n\n    margin: 0px 5px 2px 5px;\n    padding: 2px 4px;\n}\n\n.validator-settings-selection-row {\n    flex-direction: row;\n    flex-grow: 1;\n    \n    margin-top: 10px;\n    padding: 0 3px 0 2px;\n}\n\n.validator-settings-selection-label-help-row {\n    flex-direction: row;\n    flex-shrink: 1;\n    flex-grow: 0;\n\n    align-self: center;\n    align-items: center;\n    justify-content: flex-start;\n\n    width: 120px;\n}\n\n.validator-settings-selection-label-help-row > Label {\n    -unity-font-style: bold;\n}\n\n.validator-settings-selection-label-help-row > Image {\n    height: 16px;\n    width: 16px;\n}\n\n.validator-settings-selection-dropdown {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-self: stretch;\n\n    margin-right: 0;\n    margin-left: 3px;\n    padding: 1px 4px;\n}\n\n/* Validate Button */\n\n.validator-validate-button {\n    align-self: stretch;\n    \n    height: 25px;\n    margin-left: 2px;\n}\n\n/* Validation Paths */\n\n.validator-paths {\n    flex-direction: column;\n    flex-grow: 1;\n    flex-shrink: 0;\n    \n    margin-bottom: 10px;\n    padding: 0;\n}\n\n.validator-paths-box {\n    flex-grow: 1;\n    flex-direction: column;\n}\n\n.validator-paths-scroll-view {\n    flex-grow: 1;\n    height: 100px;\n    margin-left: 3px;\n}\n\n.validator-paths-scroll-view > .unity-scroll-view__content-viewport\n{\n    margin-left: 1px;\n}\n\n.validator-paths-scroll-view > * > .unity-scroll-view__content-container\n{\n    padding: 0 0 0 0;\n}\n\n.validator-paths-scroll-view > * > .unity-scroll-view__vertical-scroller\n{\n    margin: -1px 0;\n}\n\n.validator-paths-scroll-view-bottom-row {\n    flex-direction: row-reverse;\n    margin: -1px 0 0 3px;\n}\n\n.validator-paths-add-button {\n    margin: 3px 0 0 0;\n    align-self: center;\n}\n\n.validator-paths-path-row {\n    flex-direction: row;\n    flex-grow: 1;\n\n    margin-top: 2px;\n    padding: 0 5px 0 2px;\n}\n\n.validator-paths-path-row-input-field {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    padding-left: 5px;\n\n    white-space: normal;\n    -unity-text-align: middle-left;\n}\n\n.validator-paths-path-row-remove-button {\n    width: 20px;\n    height: 20px;\n    margin-left: 2px;\n    margin-right: 1px;\n    padding: 1px 0 0 0;\n}\n\n/* Tests List & Groups */\n\n.validator-test-list {\n    flex-grow: 1;\n    flex-shrink: 1;\n}\n\n.validator-test-list-group-separator {\n    height: 2px;\n    margin: 5px 15px;\n}\n\n.validator-test-list-group {\n    overflow: hidden;\n}\n\n.validator-test-list-group-expander {\n    flex-direction: row;\n    flex-grow: 0;\n    flex-shrink: 0;\n\n    align-items: center;\n\n    min-width: 200px;\n    min-height: 30px;\n\n    margin: 10px -1px 2px -1px;\n}\n\n.validator-test-list-group-expander-arrow {\n    align-self: center;\n\n    width: 30px;\n    height: 30px;\n    \n    margin: 0;\n    padding: 0;\n}\n\n.validator-test-list-group-expander-image {\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    width: 17px;\n    height: 17px;\n\n    margin: 0 7px 0 2px;\n}\n\n.validator-test-list-group-expander-label {\n    font-size: 14px;\n}\n\n.validator-test-list-group-content {\n    margin: -2px -2px -2px -2px;\n}\n\n/* Validation Test */\n\n.validator-test {\n    flex-direction: column;\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    padding: 2px 0;\n}\n\n.validator-test-foldout {\n    flex-direction: row;\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    align-items: center;\n    justify-content: space-between;\n\n    min-width: 200px;\n    min-height: 35px;\n\n    margin: 0;\n    padding: 5px 10px;\n}\n\n.validator-test-expander {\n    flex-direction: row;\n    flex-grow: 1;\n}\n\n.validator-test-expander-arrow {\n    font-size: 11px;\n    align-self: center;\n\n    width: 30px;\n    height: 30px;\n    \n    margin: 0;\n    padding: 0;\n}\n\n.validator-text-expander-label {\n    flex-grow: 1;\n    flex-shrink: 1;\n\n    -unity-text-align: middle-left;\n    -unity-font-style: bold;\n    white-space: normal;\n}\n\n.validator-test-expander-image {\n    flex-shrink: 0;\n    \n    width: 14px;\n    height: 14px;\n    \n    margin: 0 10px;\n}\n\n.validator-test-content {\n    flex-grow: 1;\n    flex-shrink: 0;\n\n    margin: 0;\n    padding: 5px 30px;\n}\n\n.validator-test-content-textfield {\n    white-space: normal;\n}\n\n.validator-test-content-result-messages {\n    flex-direction: column;\n    flex-shrink: 0;\n    flex-grow: 0;\n\n    margin: 10px 0 5px 0;\n    padding: 0 3px 3px 3px;\n}\n\n.validator-test-content-result-messages-content {\n    flex-basis: auto;\n    flex-direction: column;\n    \n    margin-top: 3px;\n}\n\n.validator-test-content-result-messages-content-button {\n    align-self: stretch;\n    \n    -unity-font-style: normal;\n    -unity-text-align: middle-left;\n\n    margin: 0;\n}\n\n.validator-test-content-result-messages-content-label {\n    white-space: normal;\n}\n\n.validator-test-content-result-messages-separator {\n    height: 3px;\n    margin: 5px -3px 0 -3px;\n}"
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    "content": "fileFormatVersion: 2\nguid: 2c67a10c292c653428af654599fc15aa\nScriptedImporter:\n  internalIDToNameTable: []\n  externalObjects: {}\n  serializedVersion: 2\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n  script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0}\n  disableValidation: 0\n"
  },
  {
    "path": "projects/ShadergraphMarkdown 6000.2/Packages/com.unity.asset-store-tools/Editor/Validator/Styles/ThemeDark.uss",
    "content": ".primary-colors\n{\n    /* Light - lighter */\n    background-color: rgb(220, 220, 220);\n    /* Light - middle */\n    background-color: rgb(200, 200, 200);\n    /* Light - darker */\n    background-color: rgb(180, 180, 180);\n\n    /* Dark - lighter */\n    background-color: rgb(78, 78, 78);\n    /* Dark - middle */\n    background-color: rgb(68, 68, 68);\n    /* Dark - darker */\n    background-color: rgb(58, 58, 58);\n\n    /* Border color - light */\n    border-color: rgb(200, 200, 200);\n    /* Border color - dark */\n    border-color: rgb(33, 33, 33);\n}\n\n/* Validator Description */\n\n.validator-description-hyperlink-button {\n    color: rgb(68, 113, 229);\n    border-width: 0;\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-description-hyperlink-button:hover {\n    color: rgb(68, 133, 229);\n}\n\n.validator-description-hyperlink-button:active {\n    color: rgb(68, 93, 229);\n}\n\n/* Validator Settings */\n\n.validator-settings-selection-label-help-row > Image {\n    --unity-image: resource(\"d__Help@2x\");\n}\n\n.validator-settings-selection-dropdown {\n    color: rgb(238, 238, 238);\n    background-color: rgb(88, 88, 88);\n\n    border-width: 1px;\n    border-radius: 3px;\n    border-color: rgb(36, 36, 36);\n}\n\n/* Validation Paths */\n\n.validator-paths-scroll-view {\n    border-width: 1px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.validator-paths-scroll-view > * > .unity-scroll-view__vertical-scroller {\n    border-right-width: 0;\n}\n\n.validator-paths-path-row-input-field:hover {\n    background-color: rgb(78, 78, 78);\n}\n\n/* Tests List & Groups */\n\n.validator-test-list {\n    flex-grow: 1;\n    flex-shrink: 1;\n}\n\n.validator-test-list-group-separator {\n    background-color: rgb(104, 104, 104);\n}\n\n.validator-test-list-group-expander {\n    border-width: 0;\n    border-color: rgba(0, 0, 0, 0);\n\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-list-group-expander-arrow {\n    color: rgb(104, 104, 104);\n}\n\n.validator-test-list-group-expander-label {\n    color: rgb(255, 255, 255);\n    -unity-font-style: bold;\n}\n\n/* Validation Test */\n\n.validator-test-foldout {\n    border-width: 0;\n    border-radius: 0;\n    background-color: rgb(56, 56, 56);\n}\n\n.validator-test-foldout:hover {\n    background-color: rgb(68, 68, 68);\n}\n\n.validator-test-foldout:active {\n    background-color: rgb(48, 48, 48);\n}\n\n.validator-test-foldout-expanded {\n    background-color: rgb(68, 68, 68);\n}\n\n.validator-test-expander-arrow {\n    color: rgb(104, 104, 104);\n}\n\n.validator-test-content {\n    background-color: rgb(68, 68, 68);\n}\n\n.validator-test-content-textfield > .unity-base-field__input {\n    border-width: 0;\n    border-color: rgba(0, 0, 0, 0);\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-content-result-messages {\n    border-left-width: 2px;\n    border-color: rgb(33, 33, 33);\n    background-color: rgb(58, 58, 58);\n}\n\n.validator-test-content-result-messages-pass {\n    border-color: rgb(40, 200, 40);\n}\n\n.validator-test-content-result-messages-warning {\n    border-color: rgb(200, 140, 40);\n}\n\n.validator-test-content-result-messages-fail {\n    border-color: rgb(200, 40, 40);\n}\n\n.validator-test-content-result-messages-content-button {\n    border-width: 0;\n    border-radius: 0;\n    \n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-content-result-messages-content-button:hover {\n    background-color: rgb(78, 78, 78);\n}\n\n.validator-test-content-result-messages-content-button:active {\n    background-color: rgba(0, 0, 0, 0);\n}\n\n.validator-test-content-result-messages-separator {\n    background-color: rgb(68, 68, 68);\n}"
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