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    Class ScriptingDefineSymbols

    Reads and writes the scripting defines of the build target currently selected in the editor.

    Inheritance
    object
    ScriptingDefineSymbols
    Inherited Members
    object.ToString()
    object.Equals(object)
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    Namespace: Serenity.StructuredPersistence.Infrastructure.Editor.Drivers
    Assembly: Serenity.UnityStructuredPersistence.Infrastructure.Editor.dll
    Syntax
    public static class ScriptingDefineSymbols
    Remarks

    Only the active target is ever written. Defines are per build target, and setting one for a target whose drivers nobody has verified is how a project ends up unable to compile after a platform switch — the failure this whole check exists to prevent. Leaving other targets alone keeps them on the benign side of that asymmetry: the backend factory warns and falls back.

    Properties

    ActiveTarget

    Declaration
    public static NamedBuildTarget ActiveTarget { get; }
    Property Value
    Type Description
    NamedBuildTarget

    The build target these operations apply to.

    Methods

    Add(string)

    Adds a define to the active build target, doing nothing when it is already set.

    Declaration
    public static void Add(string define)
    Parameters
    Type Name Description
    string define

    Read()

    Defines currently set for the active build target.

    Declaration
    public static IReadOnlyList<string> Read()
    Returns
    Type Description
    IReadOnlyList<string>

    Remove(string)

    Removes a define from the active build target, doing nothing when it is not set.

    Declaration
    public static void Remove(string define)
    Parameters
    Type Name Description
    string define
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