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Convert quick fixes to bulk actions #1649
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Additionally treats redundant Unity attributes as redundant code, that will be removed as part of code cleanup. Resolves #1648
Another implication: if a non-serialisable base class has a This needs to become a show-stopper: RIDER-18729 (See #1650 for tracking in the 2020.2 milestone. I want to make sure this isn't lost) |
@@ -19,9 +18,15 @@ protected UnityElementProblemAnalyzer([NotNull] UnityApi unityApi) | |||
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protected sealed override void Run(T element, ElementProblemAnalyzerData data, IHighlightingConsumer consumer) | |||
{ | |||
// TODO: Check other process kinds. Should we run for everything? |
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@krasnotsvetov can you verify what kinds we should be ignoring here? We obviously want to work for visible document and SWEA. These changes require OTHER
to quickly find highlightings to fix, but what about the other values?
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I am not sure, that we should ignore INCREMENTAL_SOLUTION_ANALYSIS
, but ignoring GLOBAL_WARNINGS is ok. Only performance critical inspections (and burst in future) will use global stage
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LGTM
The following Quick Fixes have been converted into bulk (scoped) actions, that work across method, class, file, folder, project and solution:
CompareTag
GameObject.GetComponent
,GameObject.AddComponent
,ScriptableObject.CreateInstance
)The remove redundant attribute quick fix is now a "redundant code" quick fix and has additional features/implications:
this.
, dead code, etc.[SerializeField]
,[InitializeOnLoad]
,[HideInInspector]
, etc.