Update cs script temple to use non-indented namespace.
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@@ -3,34 +3,34 @@ using System.Collections.Generic;
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using FlaxEngine;
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namespace %namespace%
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/// <summary>
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/// %class% Script.
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/// </summary>
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public class %class% : Script
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{
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/// <summary>
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/// %class% Script.
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/// </summary>
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public class %class% : Script
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/// <inheritdoc/>
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public override void OnStart()
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{
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/// <inheritdoc/>
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public override void OnStart()
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{
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// Here you can add code that needs to be called when script is created, just before the first game update
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}
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/// <inheritdoc/>
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public override void OnEnable()
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{
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// Here you can add code that needs to be called when script is enabled (eg. register for events)
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}
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// Here you can add code that needs to be called when script is created, just before the first game update
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}
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/// <inheritdoc/>
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public override void OnEnable()
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{
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// Here you can add code that needs to be called when script is enabled (eg. register for events)
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}
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/// <inheritdoc/>
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public override void OnDisable()
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{
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// Here you can add code that needs to be called when script is disabled (eg. unregister from events)
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}
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/// <inheritdoc/>
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public override void OnDisable()
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{
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// Here you can add code that needs to be called when script is disabled (eg. unregister from events)
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}
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/// <inheritdoc/>
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public override void OnUpdate()
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{
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// Here you can add code that needs to be called every frame
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}
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/// <inheritdoc/>
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public override void OnUpdate()
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{
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// Here you can add code that needs to be called every frame
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}
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}
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@@ -51,7 +51,7 @@ namespace FlaxEditor.Content
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var copyrightComment = string.IsNullOrEmpty(gameSettings.CopyrightNotice) ? string.Empty : string.Format("// {0}{1}{1}", gameSettings.CopyrightNotice, Environment.NewLine);
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scriptTemplate = scriptTemplate.Replace("%copyright%", copyrightComment);
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scriptTemplate = scriptTemplate.Replace("%class%", scriptName);
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scriptTemplate = scriptTemplate.Replace("%namespace%", scriptNamespace);
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scriptTemplate = scriptTemplate.Replace("%namespace%", $"{scriptNamespace};");
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// Save
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File.WriteAllText(outputPath, scriptTemplate, Encoding.UTF8);
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