Editor UI - Hierarchy
This commit is contained in:
18
Assets/Scripts/DynamicUI/DynamicUIContainer.cs
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18
Assets/Scripts/DynamicUI/DynamicUIContainer.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DynamicUIContainer : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/DynamicUI/DynamicUIContainer.cs.meta
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11
Assets/Scripts/DynamicUI/DynamicUIContainer.cs.meta
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18
Assets/Scripts/DynamicUI/DynamicUIElement.cs
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18
Assets/Scripts/DynamicUI/DynamicUIElement.cs
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@@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DynamicUIElement : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/DynamicUI/DynamicUIElement.cs.meta
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11
Assets/Scripts/DynamicUI/DynamicUIElement.cs.meta
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12
Assets/Scripts/DynamicUI/EditorUIManager.cs
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12
Assets/Scripts/DynamicUI/EditorUIManager.cs
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@@ -0,0 +1,12 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ichni.Editor
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{
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public class EditorUIManager : MonoBehaviour
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{
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public Hierarchy hierarchy;
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}
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}
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11
Assets/Scripts/DynamicUI/EditorUIManager.cs.meta
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11
Assets/Scripts/DynamicUI/EditorUIManager.cs.meta
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8
Assets/Scripts/DynamicUI/Hierarchy.meta
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8
Assets/Scripts/DynamicUI/Hierarchy.meta
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22
Assets/Scripts/DynamicUI/Hierarchy/Hierarchy.cs
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22
Assets/Scripts/DynamicUI/Hierarchy/Hierarchy.cs
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@@ -0,0 +1,22 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame;
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using UnityEngine;
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namespace Ichni.Editor
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{
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public class Hierarchy : StaticWindow
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{
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public GameObject hierarchyTabPrefab;
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public RectTransform tabContainer;
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public List<HierarchyTab> tabList;
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public void GenerateTab(GameElement targetElement, GameElement parentElement)
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{
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HierarchyTab tab = Instantiate(hierarchyTabPrefab, tabContainer).GetComponent<HierarchyTab>();
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tab.SetTab(targetElement, parentElement);
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tabList.Add(tab);
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}
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}
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}
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11
Assets/Scripts/DynamicUI/Hierarchy/Hierarchy.cs.meta
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11
Assets/Scripts/DynamicUI/Hierarchy/Hierarchy.cs.meta
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125
Assets/Scripts/DynamicUI/Hierarchy/HierarchyTab.cs
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125
Assets/Scripts/DynamicUI/Hierarchy/HierarchyTab.cs
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@@ -0,0 +1,125 @@
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using System.Collections;
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using System.Collections.Generic;
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using Ichni.RhythmGame;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Ichni.Editor
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{
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public partial class HierarchyTab : MonoBehaviour
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{
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public GameObject indentationLinePrefab;
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public GameElement connectedGameElement;
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public HierarchyTab parentTab;
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public List<HierarchyTab> childTabList;
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public int tabLayer;
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public bool isSelected;
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public bool isExpanded;
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public RectTransform tabRect;
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public LayoutElement layoutElement;
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public RectTransform tabMainRect;
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public Button tabButton;
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public Button expandButton;
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public Button gotoButton;
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public TMP_Text tabButtonText;
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public void SetTab(GameElement targetElement, GameElement parentElement)
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{
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tabButtonText.text = targetElement.elementName;
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targetElement.connectedTab = this;
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this.isExpanded = false;
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this.isSelected = false;
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this.childTabList = new List<HierarchyTab>();
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if (parentElement == null)
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{
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this.tabLayer = 0;
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this.parentTab = null;
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this.transform.SetAsLastSibling();
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}
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else
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{
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this.parentTab = parentElement.connectedTab;
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this.tabLayer = this.parentTab.tabLayer + 1;
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this.parentTab.childTabList.Add(this);
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this.transform.SetSiblingIndex(this.parentTab.transform.GetSiblingIndex() +
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GetAllChildrenCount(this.parentTab));
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if (!this.parentTab.isExpanded)
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{
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this.isExpanded = false;
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SetExpansion(false);
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}
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for (int i = 1; i <= this.tabLayer; i++)
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{
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float lineX = 10 * i;
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Instantiate(indentationLinePrefab, tabRect).GetComponent<RectTransform>().anchoredPosition = new Vector2(lineX, 0);
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}
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}
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float posX = -25 + 10 * tabLayer;
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tabMainRect.anchoredPosition = new Vector2(posX, tabMainRect.anchoredPosition.y);
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expandButton.onClick.AddListener(ExpandOrFold);
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}
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}
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public partial class HierarchyTab
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{
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private int GetAllChildrenCount(HierarchyTab tab)
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{
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int c = tab.childTabList.Count;
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for (int i = 0; i < tab.childTabList.Count; i++)
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{
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c += GetAllChildrenCount(tab.childTabList[i]);
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}
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return c;
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}
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private void ExpandOrFold()
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{
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this.childTabList.RemoveAll(s => s == null);
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bool op = !isExpanded;
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for (int i = 0; i < childTabList.Count; i++)
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{
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childTabList[i].SetExpansion(op);
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}
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isExpanded = op;
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}
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private void SetExpansion(bool expand)
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{
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if (!(expand == true && isExpanded == false))
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{
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foreach (var tab in childTabList)
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{
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tab.SetExpansion(expand);
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}
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}
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if (expand)
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{
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gameObject.SetActive(true);
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tabRect.localScale = Vector3.one;
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layoutElement.ignoreLayout = false;
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}
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else
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{
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tabRect.localScale = Vector3.zero;
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layoutElement.ignoreLayout = true;
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gameObject.SetActive(false);
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}
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}
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}
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}
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11
Assets/Scripts/DynamicUI/Hierarchy/HierarchyTab.cs.meta
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11
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966
Assets/Scripts/DynamicUI/Hierarchy/HierarchyTab.prefab
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966
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m_AnchorMax: {x: 0, y: 0.5}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 2, y: 30}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &5741821785853804139
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m_ObjectHideFlags: 0
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6051344215509050596}
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m_CullTransparentMesh: 1
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 6051344215509050596}
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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18
Assets/Scripts/DynamicUI/MovableWindow.cs
Normal file
18
Assets/Scripts/DynamicUI/MovableWindow.cs
Normal file
@@ -0,0 +1,18 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MovableWindow : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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11
Assets/Scripts/DynamicUI/MovableWindow.cs.meta
Normal file
11
Assets/Scripts/DynamicUI/MovableWindow.cs.meta
Normal file
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fileFormatVersion: 2
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21
Assets/Scripts/DynamicUI/StaticWindow.cs
Normal file
21
Assets/Scripts/DynamicUI/StaticWindow.cs
Normal file
@@ -0,0 +1,21 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Ichni.Editor
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{
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public class StaticWindow : MonoBehaviour
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{
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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}
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}
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11
Assets/Scripts/DynamicUI/StaticWindow.cs.meta
Normal file
11
Assets/Scripts/DynamicUI/StaticWindow.cs.meta
Normal file
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fileFormatVersion: 2
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Reference in New Issue
Block a user