public static List <string> GetPrecompiledReferences(ScriptAssembly scriptAssembly, TargetAssemblyType targetAssemblyType, EditorScriptCompilationOptions options, EditorCompatibility editorCompatibility, IEnumerable <PrecompiledAssembly> implicitPrecompiledAssemblies, IEnumerable <PrecompiledAssembly> explicitPrecompiledAssemblies, ICompilationSetupWarningTracker warningSink)
        {
            var references = new List <string>();

            bool buildingForEditor  = (options & EditorScriptCompilationOptions.BuildingForEditor) == EditorScriptCompilationOptions.BuildingForEditor;
            bool assemblyEditorOnly = (scriptAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;
            bool isCustomAssembly   = (targetAssemblyType & TargetAssemblyType.Custom) == TargetAssemblyType.Custom;

            void AddReferenceIfMatchBuildTargetAndEditorFlag(PrecompiledAssembly precompiledAssembly, bool explicitReference)
            {
                bool compiledAssemblyEditorOnly = (precompiledAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;

                // Add all pre-compiled runtime assemblies as references to all script assemblies. Don't add pre-compiled editor assemblies as dependencies to runtime assemblies.
                if (!compiledAssemblyEditorOnly || assemblyEditorOnly || (isCustomAssembly && buildingForEditor && editorCompatibility == EditorCompatibility.CompatibleWithEditor))
                {
                    if (IsPrecompiledAssemblyCompatibleWithBuildTarget(precompiledAssembly, scriptAssembly.BuildTarget))
                    {
                        references.Add(precompiledAssembly.Path);
                    }
                    // we don't warn on build target mismatch, as this is actually a common pattern (an asmdef with multiple references to different "target-specific" assemblies with the same symbols - e.g. foo.XboxOne.dll, foo.PS5.dll, foo.WebGL.dll)
                }
                else if (explicitReference && !string.IsNullOrEmpty(scriptAssembly.AsmDefPath))
                {
                    warningSink?.AddAssetWarning(scriptAssembly.AsmDefPath, $"{scriptAssembly.Filename}: can't add reference to {precompiledAssembly.Path} as it is an editor-only assembly");
                }
            }

            if (implicitPrecompiledAssemblies != null)
            {
                foreach (var precompiledAssembly in implicitPrecompiledAssemblies)
                {
                    AddReferenceIfMatchBuildTargetAndEditorFlag(precompiledAssembly, false);
                }
            }
            if (explicitPrecompiledAssemblies != null)
            {
                foreach (var precompiledAssembly in explicitPrecompiledAssemblies)
                {
                    AddReferenceIfMatchBuildTargetAndEditorFlag(precompiledAssembly, true);
                }
            }

            return(references);
        }
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        public static List <string> GetPrecompiledReferences(ScriptAssembly scriptAssembly, TargetAssemblyType targetAssemblyType, EditorScriptCompilationOptions options, EditorCompatibility editorCompatibility, PrecompiledAssembly[] precompiledAssemblies)
        {
            var references = new List <string>();

            bool buildingForEditor  = (options & EditorScriptCompilationOptions.BuildingForEditor) == EditorScriptCompilationOptions.BuildingForEditor;
            bool assemblyEditorOnly = (scriptAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;
            bool isCustomAssembly   = (targetAssemblyType & TargetAssemblyType.Custom) == TargetAssemblyType.Custom;

            if (precompiledAssemblies != null)
            {
                foreach (var precompiledAssembly in precompiledAssemblies)
                {
                    bool compiledAssemblyEditorOnly = (precompiledAssembly.Flags & AssemblyFlags.EditorOnly) == AssemblyFlags.EditorOnly;

                    // Add all pre-compiled runtime assemblies as references to all script assemblies. Don't add pre-compiled editor assemblies as dependencies to runtime assemblies.
                    if (!compiledAssemblyEditorOnly || assemblyEditorOnly || (isCustomAssembly && buildingForEditor && editorCompatibility == EditorCompatibility.CompatibleWithEditor))
                    {
                        if (IsPrecompiledAssemblyCompatibleWithScriptAssembly(precompiledAssembly, scriptAssembly))
                        {
                            references.Add(precompiledAssembly.Path);
                        }
                    }
                }
            }

            return(references);
        }