// Copyright 2025 Code Philosophy // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. namespace Obfuz.Editor { public static class ConstValues { public const string ObfuzInternalSymbolNamePrefix = "$Obfuz$"; public const string ObfuzRuntimeAssemblyName = "Obfuz.Runtime"; public const string ObfuzIgnoreAttributeFullName = "Obfuz.ObfuzIgnoreAttribute"; public const string ObfuzScopeFullName = "Obfuz.ObfuzScope"; public const string EncryptFieldAttributeFullName = "Obfuz.EncryptFieldAttribute"; public const string GeneratedEncryptionVirtualMachineFullName = "Obfuz.EncryptionVM.GeneratedEncryptionVirtualMachine"; public const string EmbeddedAttributeFullName = "Microsoft.CodeAnalysis.EmbeddedAttribute"; public const string MonoPInvokeCallbackAttributeName = "MonoPInvokeCallbackAttribute"; public const string ZluaLuaInvokeAttributeFullName = "Zlua.LuaInvokeAttribute"; public const string ZluaLuaCallbackAttributeFullName = "Zlua.LuaCallbackAttribute"; public const string ZluaLuaMarshalAsAttributeFullName = "Zlua.LuaMarshalAsAttribute"; public const string BurstCompileFullName = "Unity.Burst.BurstCompileAttribute"; public const string DOTSCompilerGeneratedAttributeFullName = "Unity.Jobs.DOTSCompilerGeneratedAttribute"; public const string RuntimeInitializedOnLoadMethodAttributeFullName = "UnityEngine.RuntimeInitializeOnLoadMethodAttribute"; public const string BlackboardEnumAttributeFullName = "Unity.Behavior.BlackboardEnumAttribute"; public const string CompilerGeneratedAttributeFullName = "System.Runtime.CompilerServices.CompilerGeneratedAttribute"; } }