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Add appropriate UNITY_EDITOR compiler flags
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@ -80,7 +80,9 @@ namespace UnityAtoms
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// Therefore, there might still be null instances, but even though not ideal,
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// it should not cause any problems.
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// More info: https://issuetracker.unity3d.com/issues/ondisable-and-ondestroy-methods-are-not-called-when-a-scriptableobject-is-deleted-manually-in-project-window
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#if UNITY_EDITOR
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_instances.Remove(this);
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#endif
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// Clear all delegates when exiting play mode
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UnregisterAll();
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}
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@ -74,7 +74,9 @@ namespace UnityAtoms
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// Therefore, there might still be null instances, but even though not ideal,
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// it should not cause any problems.
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// More info: https://issuetracker.unity3d.com/issues/ondisable-and-ondestroy-methods-are-not-called-when-a-scriptableobject-is-deleted-manually-in-project-window
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#if UNITY_EDITOR
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_instances.Remove(this);
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#endif
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}
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#if UNITY_EDITOR
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@ -160,7 +160,9 @@ namespace UnityAtoms
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// Therefore, there might still be null instances, but even though not ideal,
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// it should not cause any problems.
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// More info: https://issuetracker.unity3d.com/issues/ondisable-and-ondestroy-methods-are-not-called-when-a-scriptableobject-is-deleted-manually-in-project-window
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#if UNITY_EDITOR
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_instances.Remove(this);
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#endif
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}
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/// <summary>
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