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using System;
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using UnityEngine;
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namespace NaughtyAttributes.Test
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{
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public class HideIfTest : MonoBehaviour
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{
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public bool hide1;
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public bool hide2;
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public HideIfEnum enum1;
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[EnumFlags] public HideIfEnumFlag enum2;
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[HideIf(EConditionOperator.And, "hide1", "hide2")]
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[ReorderableList]
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public int[] hideIfAll;
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[HideIf(EConditionOperator.Or, "hide1", "hide2")]
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[ReorderableList]
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public int[] hideIfAny;
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[HideIf("enum1", HideIfEnum.Case0)]
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[ReorderableList]
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public int[] hideIfEnum;
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[HideIf("enum2", HideIfEnumFlag.Flag0)]
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[ReorderableList]
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public int[] hideIfEnumFlag;
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[HideIf("enum2", HideIfEnumFlag.Flag0 | HideIfEnumFlag.Flag1)]
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[ReorderableList]
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public int[] hideIfEnumFlagMulti;
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public HideIfNest1 nest1;
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}
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[System.Serializable]
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public class HideIfNest1
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{
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public bool hide1;
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public bool hide2;
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public HideIfEnum enum1;
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[EnumFlags] public HideIfEnumFlag enum2;
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public bool Hide1 { get { return hide1; } }
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public bool Hide2 { get { return hide2; } }
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public HideIfEnum Enum1 { get { return enum1; } }
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public HideIfEnumFlag Enum2 { get { return enum2; } }
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[HideIf(EConditionOperator.And, "Hide1", "Hide2")]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public int hideIfAll;
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[HideIf(EConditionOperator.Or, "Hide1", "Hide2")]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public int hideIfAny;
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[HideIf("Enum1", HideIfEnum.Case1)]
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[AllowNesting] // Because it's nested we need to explicitly allow nesting
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public int hideIfEnum;
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[HideIf("Enum2", HideIfEnumFlag.Flag0)]
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[AllowNesting]
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public int hideIfEnumFlag;
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[HideIf("Enum2", HideIfEnumFlag.Flag0 | HideIfEnumFlag.Flag1)]
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[AllowNesting]
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public int hideIfEnumFlagMulti;
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public HideIfNest2 nest2;
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}
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[System.Serializable]
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public class HideIfNest2
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{
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public bool hide1;
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public bool hide2;
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public HideIfEnum enum1;
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[EnumFlags] public HideIfEnumFlag enum2;
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public bool GetHide1() { return hide1; }
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public bool GetHide2() { return hide2; }
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public HideIfEnum GetEnum1() { return enum1; }
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public HideIfEnumFlag GetEnum2() { return enum2; }
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[HideIf(EConditionOperator.And, "GetHide1", "GetHide2")]
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[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
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public Vector2 hideIfAll = new Vector2(0.25f, 0.75f);
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[HideIf(EConditionOperator.Or, "GetHide1", "GetHide2")]
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[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
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public Vector2 hideIfAny = new Vector2(0.25f, 0.75f);
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[HideIf("GetEnum1", HideIfEnum.Case2)]
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[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
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public Vector2 hideIfEnum = new Vector2(0.25f, 0.75f);
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[HideIf("GetEnum2", HideIfEnumFlag.Flag0)]
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[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
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public Vector2 hideIfEnumFlag;
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[HideIf("GetEnum2", HideIfEnumFlag.Flag0 | HideIfEnumFlag.Flag1)]
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[MinMaxSlider(0.0f, 1.0f)] // AllowNesting attribute is not needed, because the field is already marked with a custom naughty property drawer
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public Vector2 hideIfEnumFlagMulti;
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}
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public enum HideIfEnum
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{
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Case0,
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Case1,
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Case2
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}
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[Flags]
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public enum HideIfEnumFlag
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{
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Flag0 = 1,
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Flag1 = 2,
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Flag2 = 4,
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Flag3 = 8
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}
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}
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