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https://github.com/originalnicodr/CinematicUnityExplorer.git
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3.3.0 rewrite
* Huge restructure/rewrite. No real changes to any functionality, just a cleaner and more manageable project.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityExplorer.Core.Unity;
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using UnityExplorer.UI;
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namespace UnityExplorer.UI.InteractiveValues
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{
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public class InteractiveFlags : InteractiveEnum
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{
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public InteractiveFlags(object value, Type valueType) : base(value, valueType)
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{
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m_toggles = new Toggle[m_values.Length];
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m_enabledFlags = new bool[m_values.Length];
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}
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public override bool HasSubContent => true;
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public override bool SubContentWanted => Owner.CanWrite;
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public override bool WantInspectBtn => false;
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internal bool[] m_enabledFlags;
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internal Toggle[] m_toggles;
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public override void OnValueUpdated()
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{
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base.OnValueUpdated();
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if (Owner.CanWrite)
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{
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var enabledNames = new List<string>();
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var enabled = Value?.ToString().Split(',').Select(it => it.Trim());
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if (enabled != null)
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enabledNames.AddRange(enabled);
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for (int i = 0; i < m_values.Length; i++)
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{
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m_enabledFlags[i] = enabledNames.Contains(m_values[i].Value);
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}
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}
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}
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public override void RefreshUIForValue()
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{
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GetDefaultLabel();
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m_baseLabel.text = DefaultLabel;
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if (m_subContentConstructed)
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{
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for (int i = 0; i < m_values.Length; i++)
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{
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var toggle = m_toggles[i];
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if (toggle.isOn != m_enabledFlags[i])
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toggle.isOn = m_enabledFlags[i];
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}
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}
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}
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private void SetValueFromToggles()
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{
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string val = "";
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for (int i = 0; i < m_values.Length; i++)
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{
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if (m_enabledFlags[i])
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{
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if (val != "") val += ", ";
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val += m_values[i].Value;
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}
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}
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var type = Value?.GetType() ?? FallbackType;
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Value = Enum.Parse(type, val);
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RefreshUIForValue();
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Owner.SetValue();
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}
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internal override void OnToggleSubcontent(bool toggle)
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{
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base.OnToggleSubcontent(toggle);
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RefreshUIForValue();
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}
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public override void ConstructUI(GameObject parent, GameObject subGroup)
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{
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base.ConstructUI(parent, subGroup);
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}
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public override void ConstructSubcontent()
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{
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m_subContentConstructed = true;
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if (Owner.CanWrite)
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{
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var groupObj = UIFactory.CreateVerticalGroup(m_subContentParent, "InteractiveFlagsContent", false, true, true, true, 5,
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new Vector4(3,3,3,3), new Color(1, 1, 1, 0));
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// apply button
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var apply = UIFactory.CreateButton(groupObj, "ApplyButton", "Apply", SetValueFromToggles, new Color(0.3f, 0.3f, 0.3f));
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UIFactory.SetLayoutElement(apply.gameObject, minWidth: 50, minHeight: 25);
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// toggles
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for (int i = 0; i < m_values.Length; i++)
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AddToggle(i, groupObj);
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}
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}
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internal void AddToggle(int index, GameObject groupObj)
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{
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var value = m_values[index];
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var toggleObj = UIFactory.CreateToggle(groupObj, "FlagToggle", out Toggle toggle, out Text text, new Color(0.1f, 0.1f, 0.1f));
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UIFactory.SetLayoutElement(toggleObj, minWidth: 100, flexibleWidth: 2000, minHeight: 25);
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m_toggles[index] = toggle;
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toggle.onValueChanged.AddListener((bool val) => { m_enabledFlags[index] = val; });
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text.text = $"{value.Key}: {value.Value}";
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}
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}
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}
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