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various improvements to reflection inspector and C# console
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@@ -41,7 +41,6 @@ namespace UnityExplorer.Inspectors.Reflection
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if (!m_constructedUI)
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{
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ConstructUI();
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IValue.ConstructUI(m_topContent);
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UpdateValue();
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}
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@@ -65,8 +64,6 @@ namespace UnityExplorer.Inspectors.Reflection
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internal bool m_constructedUI;
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internal GameObject m_parentContent;
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internal GameObject m_mainContent;
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internal GameObject m_topContent;
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//internal GameObject m_subContent;
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// Make base UI holder for CacheObject, this doesnt actually display anything.
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internal virtual void ConstructUI()
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@@ -81,32 +78,9 @@ namespace UnityExplorer.Inspectors.Reflection
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rowGroup.childControlHeight = true;
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var rowLayout = m_mainContent.AddComponent<LayoutElement>();
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rowLayout.minHeight = 25;
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rowLayout.flexibleHeight = 0;
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rowLayout.flexibleHeight = 500;
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rowLayout.minWidth = 200;
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rowLayout.flexibleWidth = 5000;
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m_topContent = UIFactory.CreateHorizontalGroup(m_mainContent, new Color(1, 1, 1, 0));
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var topLayout = m_topContent.AddComponent<LayoutElement>();
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topLayout.minHeight = 25;
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topLayout.flexibleHeight = 0;
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var topGroup = m_topContent.GetComponent<HorizontalLayoutGroup>();
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topGroup.childForceExpandHeight = false;
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topGroup.childForceExpandWidth = true;
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topGroup.childControlHeight = true;
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topGroup.childControlWidth = true;
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topGroup.spacing = 4;
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//m_subContent = UIFactory.CreateHorizontalGroup(m_parentContent, new Color(1, 1, 1, 0));
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//var subGroup = m_subContent.GetComponent<HorizontalLayoutGroup>();
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//subGroup.childForceExpandWidth = true;
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//subGroup.childControlWidth = true;
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//var subLayout = m_subContent.AddComponent<LayoutElement>();
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//subLayout.minHeight = 25;
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//subLayout.flexibleHeight = 500;
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//subLayout.minWidth = 125;
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//subLayout.flexibleWidth = 9000;
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//m_subContent.SetActive(false);
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}
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#endregion
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