mirror of
https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2026-10-11 01:48:07 +08:00
283 lines
10 KiB
C#
283 lines
10 KiB
C#
using UniverseLib.UI;
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using UniverseLib.UI.Models;
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using UniverseLib.UI.Panels;
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using UniverseLib.UI.Widgets.ScrollView;
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namespace UnityExplorer.UI.Panels
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{
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public class BonesManager : PanelBase, ICellPoolDataSource<BonesCell>
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{
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public override string Name => $"Bones Manager";
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public override int MinWidth => 1000;
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public override int MinHeight => 800;
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public override Vector2 DefaultAnchorMin => Vector2.zero;
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public override Vector2 DefaultAnchorMax => Vector2.zero;
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public Toggle turnOffAnimatorToggle;
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private IAnimator animator;
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private Text skeletonName;
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private List<Transform> bones = new List<Transform>();
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private Dictionary<string, CachedBonesTransform> bonesOriginalState = new();
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public List<BoneTree> boneTrees = new();
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public ScrollPool<BonesCell> boneScrollPool;
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public int ItemCount => boneTrees.Count;
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private bool DoneScrollPoolInit;
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public BonesManager(UIBase owner, List<Transform> bones, IAnimator animator) : base(owner)
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{
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this.bones = bones;
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this.animator = animator;
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skeletonName.text = $"Skeleton: {animator?.name}";
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BuildBoneTrees();
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}
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private void BuildBoneTrees(){
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BoneTree root = new BoneTree(animator.wrappedObject.gameObject, bones);
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if (root.obj != null){
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root.AssignLevels();
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boneTrees.Add(root);
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} else {
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foreach(BoneTree childTree in root.childTrees){
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childTree.AssignLevels();
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boneTrees.Add(childTree);
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}
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}
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}
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private void CollapseBoneTrees(){
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boneTrees.Clear();
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BuildBoneTrees();
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boneScrollPool.Refresh(true, true);
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}
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private void ExpandBoneTrees(){
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// We collapse before expanding to start from scratch and dont duplicate nodes
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CollapseBoneTrees();
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List<BoneTree> newBoneTrees = new();
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foreach(BoneTree childTree in boneTrees){
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newBoneTrees.AddRange(childTree.flatten());
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}
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boneTrees = newBoneTrees;
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boneScrollPool.Refresh(true, false);
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}
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public override void SetActive(bool active)
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{
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base.SetActive(active);
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if (active && !DoneScrollPoolInit)
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{
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LayoutRebuilder.ForceRebuildLayoutImmediate(this.Rect);
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boneScrollPool.Initialize(this);
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DoneScrollPoolInit = true;
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}
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}
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protected override void ConstructPanelContent()
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{
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skeletonName = UIFactory.CreateLabel(ContentRoot, $"SkeletonName", "");
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UIFactory.SetLayoutElement(skeletonName.gameObject, minWidth: 100, minHeight: 25);
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skeletonName.fontSize = 16;
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GameObject header = UIFactory.CreateUIObject("Header", ContentRoot, new Vector2(25, 25));
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UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(header, false, false, true, true, 4, childAlignment: TextAnchor.MiddleLeft);
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UIFactory.SetLayoutElement(header, minHeight: 25, flexibleWidth: 9999, flexibleHeight: 800);
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GameObject turnOffAnimatorToggleObj = UIFactory.CreateToggle(header, "Animator toggle", out turnOffAnimatorToggle, out Text turnOffAnimatorToggleText);
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UIFactory.SetLayoutElement(turnOffAnimatorToggleObj, minHeight: 25, flexibleWidth: 9999);
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turnOffAnimatorToggle.onValueChanged.AddListener(OnTurnOffAnimatorToggle);
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turnOffAnimatorToggleText.text = "Toggle animator (needs to be off to move bones)";
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ButtonRef collapseAllButton = UIFactory.CreateButton(header, "CollapseAllButton", "Collapse all");
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UIFactory.SetLayoutElement(collapseAllButton.GameObject, minWidth: 150, minHeight: 25);
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collapseAllButton.OnClick += CollapseBoneTrees;
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ButtonRef expandAllButton = UIFactory.CreateButton(header, "ExpandAllButton", "Expand all");
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UIFactory.SetLayoutElement(expandAllButton.GameObject, minWidth: 150, minHeight: 25);
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expandAllButton.OnClick += ExpandBoneTrees;
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boneScrollPool = UIFactory.CreateScrollPool<BonesCell>(ContentRoot, "BonesList", out GameObject scrollObj,
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out GameObject scrollContent, new Color(0.06f, 0.06f, 0.06f));
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UIFactory.SetLayoutElement(scrollObj, flexibleWidth: 9999, flexibleHeight: 9999);
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}
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private void OnTurnOffAnimatorToggle(bool value)
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{
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if (value){
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// Restore meshes manually in case some are not part of a skeleton and won't get restored automatically.
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// Besides, this restores the scale, which the animator doesn't.
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foreach (Transform bone in bones){
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CachedBonesTransform CachedBonesTransform = bonesOriginalState[bone.name];
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bone.localPosition = CachedBonesTransform.position;
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bone.localEulerAngles = CachedBonesTransform.angles;
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bone.localScale = CachedBonesTransform.scale;
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// We assume these were on before. If not we should save its state beforehand.
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bone.gameObject.SetActive(true);
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}
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} else {
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bonesOriginalState.Clear();
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foreach (Transform bone in bones){
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bonesOriginalState[bone.name] = new CachedBonesTransform(bone.localPosition, bone.localEulerAngles, bone.localScale);
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}
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}
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animator.enabled = value;
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}
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public void RestoreBoneState(string boneName)
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{
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foreach (Transform bone in bones){
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if (bone.name == boneName){
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CachedBonesTransform CachedBonesTransform = bonesOriginalState[boneName];
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bone.localPosition = CachedBonesTransform.position;
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bone.localEulerAngles = CachedBonesTransform.angles;
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bone.localScale = CachedBonesTransform.scale;
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return;
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}
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}
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}
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public void SetCell(BonesCell cell, int index)
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{
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if (index >= boneTrees.Count)
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{
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cell.Disable();
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return;
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}
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BoneTree boneTree = boneTrees[index];
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cell.SetBoneTree(boneTree, this);
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cell.UpdateTransformControlValues(true);
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}
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public void OnCellBorrowed(BonesCell cell) {
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cell.UpdateVectorSlider();
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}
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public override void Update()
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{
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base.Update();
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foreach(BonesCell boneCell in boneScrollPool.CellPool) {
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boneCell.UpdateVectorSlider();
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}
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}
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}
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struct CachedBonesTransform
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{
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public CachedBonesTransform(Vector3 position, Vector3 angles, Vector3 scale)
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{
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this.position = position;
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this.angles = angles;
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this.scale = scale;
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}
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public readonly Vector3 position;
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public readonly Vector3 angles;
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public readonly Vector3 scale;
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}
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public class BoneTree
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{
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public GameObject obj;
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public int level;
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public List<BoneTree> childTrees = new();
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public BoneTree(GameObject obj, List<Transform> bones){
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// For some reason comparing GameObjects isn't working as intended in IL2CPP games, therefore we use their instance hash.
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#if CPP
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if (bones.Any(bone => bone.gameObject.GetInstanceID() == obj.GetInstanceID())) {
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this.obj = obj;
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}
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#else
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if (bones.Contains(obj.transform)) {
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this.obj = obj;
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}
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#endif
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for (int i = 0; i < obj.transform.childCount; i++)
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{
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Transform child = obj.transform.GetChild(i);
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if (child.gameObject.activeSelf){
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childTrees.Add(new BoneTree(child.gameObject, bones));
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}
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}
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Trim();
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childTrees = childTrees.OrderBy(b => b.obj.name).ToList();
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}
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private void Trim(){
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List<BoneTree> newList = new();
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foreach (BoneTree childTree in childTrees)
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{
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if (childTree.obj == null){
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newList.AddRange(childTree.childTrees);
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} else {
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newList.Add(childTree);
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}
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}
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this.childTrees = newList;
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}
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// TODO: refactor BoneTree so we don't need to call this after creating an instance.
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public void AssignLevels(){
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AssignLevel(0);
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}
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private void AssignLevel(int distanceFromRoot){
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level = distanceFromRoot;
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foreach (BoneTree childTree in childTrees)
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{
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childTree.AssignLevel(distanceFromRoot + 1);
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}
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}
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public override string ToString(){
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string return_string = "";
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if (obj != null){
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return_string = $"{obj.name} lvl: {level} - ";
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}
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foreach (BoneTree childTree in childTrees)
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{
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return_string = return_string + childTree.ToString();
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}
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return return_string;
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}
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public List<GameObject> getGameObjects(){
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List<GameObject> return_list = new();
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if (obj != null){
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return_list.Add(obj);
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}
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foreach (BoneTree childTree in childTrees)
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{
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return_list.AddRange(childTree.getGameObjects());
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}
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return return_list;
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}
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public List<BoneTree> flatten(){
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List<BoneTree> return_list = new();
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if (obj != null){
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return_list.Add(this);
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}
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foreach (BoneTree childTree in childTrees)
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{
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return_list.AddRange(childTree.flatten());
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}
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return return_list;
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}
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}
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}
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