Comments (9)
Interesting idea! I don't decompilation is the place to do that, instead you could generate that list using reflection at runtime. For example: http://stackoverflow.com/a/1315668
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Great that you got this worked out!
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Yay, thanks for getting back!
I'm a great admirer of your work since Trainyard.
Me also was looking into runtime inspection since than. With Edge.js I could lookup / inspect Unity on client side packed directly into a VS Code extension. Would be no any list to maintain then. Also, it could inspect project assemblies as well, so I could color static / instance methods differently, and more.
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Well, in the end I used the .csproj
files actually from this repo. 😄
A good approximation at least.
In case you're interested in VS Code., may take a look at: https://twitter.com/_eppz/status/849450641760161792
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Thanks for this repo again!
Since than I used it for this writeup as well - http://eppz.eu/blog/unity-editor-icon-assets/, https://twitter.com/_eppz/status/855432605189234688 - to locate Editor Assets / Textures / Icons.
Endless source of Unity wisdom. 😄
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Oh nice! What's funny is that a few months ago, I actually dumped out the icons as well. I wanted to use them when making editor tools. I generated a simple webpage with all of them in it. I only use it for my own stuff, I don't think I ever put it up online anywhere.
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I thought the same, to use those icons when shipping Editor tools.
In the end, I made a class - https://github.com/eppz/Unity.Library.eppz/blob/master/EditorUtils/SliceRenamer.cs#L30 - that creates a Texture2D from a Base64 strings - https://github.com/eppz/Unity.Library.eppz/blob/master/EditorUtils/SliceRenamer.cs#L273 -, so the textures are in the Editor Tool source code as well.
Sorry for keep bothering you, I'm just enjoying conversation with such Legend. 😄
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Ah, great idea to store the icons as Base64! It's always a pain to have to include extra files, so I really like that approach :)
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Yap, one can ship / maintain an Editor Tool in a single .cs
source.
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