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Now the default behaviour for switching the chain is actually to try …
…to add it, if it already exists, we're getting a prompt to switch to it. (#1250) * Now the default behaviour for switching the chain is actually to try to add it, if it already exists, we're getting a prompt to switch to it. * Removed unnecessary chain declaration * Naming conventions and default values. * Addressed Oleks comments * Creating the directory if it doesn't exist * Removed return * Updated dependencies
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Packages/io.chainsafe.web3-unity.hyperplay/Runtime/Libraries/ChainSafe.Gaming.HyperPlay.dll
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Packages/io.chainsafe.web3-unity/Editor/OpenPersistenDataPath.cs
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using UnityEditor; | ||
using UnityEngine; | ||
using System.IO; | ||
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public class OpenPersistentDataPath | ||
{ | ||
[MenuItem("Edit/Open Persistent Data Path")] | ||
private static void OpenPersistentDataPathFolder() | ||
{ | ||
string path = Application.persistentDataPath; | ||
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// Check if the directory exists | ||
if (!Directory.Exists(path)) | ||
{ | ||
Directory.CreateDirectory(path); | ||
} | ||
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// Open the folder in the file explorer | ||
EditorUtility.RevealInFinder(path); | ||
} | ||
} |
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Packages/io.chainsafe.web3-unity/Editor/OpenPersistenDataPath.cs.meta
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Packages/io.chainsafe.web3-unity/Runtime/Scripts/Model/ChainInfoModel.cs
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src/ChainSafe.Gaming.Reown/Methods/WalletAddEthereumChain.cs
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using System.Collections.Generic; | ||
using ChainSafe.Gaming.Evm.Network; | ||
using Reown.Core.Common.Utils; | ||
using Reown.Core.Network.Models; | ||
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namespace ChainSafe.Gaming.Reown.Methods | ||
{ | ||
[RpcMethod("wallet_addEthereumChain")] | ||
[RpcRequestOptions(Clock.ONE_MINUTE, 99993)] | ||
public class WalletAddEthereumChain : List<object> | ||
{ | ||
public WalletAddEthereumChain(object[] chains) | ||
: base(chains) | ||
{ | ||
} | ||
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public WalletAddEthereumChain() | ||
{ | ||
} | ||
} | ||
} |
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