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ADDR-2476 Modify README to reflect current status of projects (Unity-Technologies#64)
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Advanced/CustomAnalyzeRule/Assets/AddressableAssetsData/AnalyzeData.meta renamed to Advanced/CustomAnalyzeRule/Assets/Samples.meta

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Advanced/CustomAnalyzeRule/Assets/AddressableAssetsData/Windows.meta renamed to Advanced/CustomAnalyzeRule/Assets/Samples/Addressables.meta

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Advanced/CustomAnalyzeRule/Assets/AddressableAssetsData/AnalyzeData/AnalyzeRuleData.asset.meta renamed to Advanced/CustomAnalyzeRule/Assets/Samples/Addressables/1.19.19.meta

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Advanced/CustomAnalyzeRule/Assets/Samples/Addressables/1.19.19/Custom Analyze Rules.meta

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{
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"displayName": "Custom Analyze Rules",
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"description": "This sample shows how to create custom AnalyzeRules for use within the Analyze window. Both rules follow the recommended pattern for adding themselves to the UI. See the Custom Analyze Rules sample project located at github.com/Unity-Technologies/Addressables-Sample"
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}

Advanced/CustomAnalyzeRule/Assets/Editor.meta renamed to Advanced/CustomAnalyzeRule/Assets/Samples/Addressables/1.19.19/Custom Analyze Rules/Editor.meta

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Advanced/CustomAnalyzeRule/Assets/Editor/AddressHasC.cs renamed to Advanced/CustomAnalyzeRule/Assets/Samples/Addressables/1.19.19/Custom Analyze Rules/Editor/AddressHasC.cs

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using System.Collections;
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#if UNITY_EDITOR
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.AddressableAssets.Build;
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using UnityEditor.AddressableAssets.Settings.GroupSchemas;
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using UnityEngine;
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/// <summary>
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/// * This is a non-fixable rule (meaning it will not fix itself).
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/// * When run, it checks that all addresses have a capital C in them. Any that do not are flagged as errors.
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/// * A rule like this would be useful if your studio enforced some sort of naming convention on addresses. (though it would probably be best if it could fix itself)
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/// </summary>
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public class AddressHasC : UnityEditor.AddressableAssets.Build.AnalyzeRules.AnalyzeRule
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{
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public override bool CanFix
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AnalyzeSystem.RegisterNewRule<AddressHasC>();
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}
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}
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#endif

Advanced/CustomAnalyzeRule/Assets/Editor/AddressHasC.cs.meta renamed to Advanced/CustomAnalyzeRule/Assets/Samples/Addressables/1.19.19/Custom Analyze Rules/Editor/AddressHasC.cs.meta

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Advanced/CustomAnalyzeRule/Assets/Editor/PathAddressIsPath.cs renamed to Advanced/CustomAnalyzeRule/Assets/Samples/Addressables/1.19.19/Custom Analyze Rules/Editor/PathAddressIsPath.cs

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using System.Collections;
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#if UNITY_EDITOR
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEditor.AddressableAssets.Settings.GroupSchemas;
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using UnityEngine;
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/// <summary>
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/// * This is a fixable rule. Running fix on it will change addresses to comply with the rule.
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/// * When run, it first identifies all addresses that seem to be paths. Of those, it makes sure that the address actually matches the path of the asset.
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/// * This would be useful if you primarily left the addresses of your assets as the path (which is the default when marking an asset addressable). If the asset is moved within the project, then the address no longer maps to where it is. This rule could fix that.
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/// </summary>
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public class PathAddressIsPath : UnityEditor.AddressableAssets.Build.AnalyzeRules.AnalyzeRule
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{
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public override bool CanFix
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AnalyzeSystem.RegisterNewRule<PathAddressIsPath>();
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}
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}
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#endif

Advanced/CustomAnalyzeRule/Assets/Editor/PathAddressIsPath.cs.meta renamed to Advanced/CustomAnalyzeRule/Assets/Samples/Addressables/1.19.19/Custom Analyze Rules/Editor/PathAddressIsPath.cs.meta

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