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cleaning up repo files a bit
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rje committed Sep 10, 2018
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68 changes: 0 additions & 68 deletions Assembly-CSharp-Editor-vs.csproj

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68 changes: 0 additions & 68 deletions Assembly-CSharp-Editor.csproj

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61 changes: 0 additions & 61 deletions Assembly-CSharp-vs.csproj

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61 changes: 0 additions & 61 deletions Assembly-CSharp.csproj

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6 changes: 6 additions & 0 deletions Changelog.md
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# Changelog

## v0.3
* Updated to unity 2018.2, .net 4
* Reworked preferences system to use editor preferences instead of a scriptable object
* Reworked script loading system
* Updated Mono.CSharp

## v0.2
* Added config object, tracks scripts to preload & allows color customization
* Config object auto-created on first load of shell
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9 changes: 5 additions & 4 deletions Readme.md
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# unishell: Interactive C# Shell for the Unity3d editor

## Installation
Import the asset bundle into your project or copy the Mono.CSharp.dll and ConsoleWindow.cs file from this project into your project in an Editor folder.
Copy Assets/Plugins/Unishell into your project

### Binaries
Binary unitypackage files can be downloaded here: https://github.com/rje/unishell/downloads

## Use

### Basics
Select Window -> Interactive Shell to open the window.
Select Window -> Unishell to open the window.

Type "help" to see a list of available commands, otherwise type any valid C# statement or expression. Some examples of things you can do:

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### Scripts
When you first launch the shell, a config asset is created at Add-Ons/Unishell/config.asset. It has a variable named "Init Scripts" that you can add TextAssets to, and they will all be evaluated by the shell on first load or when you type "reload" in the shell. This is handy for creating small functions that you plan on using often. For example, you could create a file called "scripts.txt" with the following contents:
You can add custom scripts that define helper functions by creating a script directory (default: Resources/Unishell) with the suffix .csx.
The scripts will all be evaluated by the shell on first load or when you type "reload" in the shell. This is handy for creating small functions that you plan on using often. For example, you could create a file called "scripts.csx" with the following contents:

Func<int, int, int> add = (a, b) => {
return a + b;
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}
};

#### Func\<T, T\>, Func\<T, T, T\>, etc
#### Func\<T, TResult\>, Func\<T, T, TResult\>, etc
These are types for any function you want to create that does have a return value. e.g.

Func<int, int, int> add = (a, b) => {
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