namespace Unity.VisualScripting { public class AndHandler : BinaryOperatorHandler { public AndHandler() : base("And", "And", "&", "op_BitwiseAnd") { Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); //Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); //Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); //Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); Handle((a, b) => a & b); //Handle((a, b) => a & b); Handle((a, b) => a & b); //Handle((a, b) => a & b); //Handle((a, b) => a & b); Handle((a, b) => a & b); //Handle((a, b) => a & b); Handle((a, b) => a & b); //Handle((a, b) => a & b); Handle((a, b) => a & b); } } }