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#if UNITY_EDITOR
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using UnityEngine;
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namespace SRDebugger.Scripts.Internal
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{
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/// <summary>
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/// Behaviour that supports SRDebugger reloading itself after a script recompile is detected.
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/// </summary>
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public class SRScriptRecompileHelper : MonoBehaviour
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{
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private static SRScriptRecompileHelper _instance;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
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public static void Initialize()
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{
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if (_instance != null)
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{
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return;
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}
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var go = new GameObject("SRDebugger Script Recompile Helper (Editor Only)");
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DontDestroyOnLoad(go);
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go.hideFlags = HideFlags.DontSave | HideFlags.HideInHierarchy;
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go.AddComponent<SRScriptRecompileHelper>();
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}
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private bool _hasEnabled;
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private bool _srdebuggerHasInitialized;
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void OnEnable()
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{
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if(_instance != null)
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{
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Destroy(gameObject);
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return;
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}
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_instance = this;
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// Don't take any action on the first OnEnable()
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if (!_hasEnabled)
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{
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_hasEnabled = true;
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return;
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}
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// Next OnEnable() will be due to script reload.
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AutoInitialize.OnLoadBeforeScene();
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if (_srdebuggerHasInitialized)
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{
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Debug.Log("[SRScriptRecompileHelper] Restoring SRDebugger after script reload.", this);
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SRDebug.Init();
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}
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}
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void OnApplicationQuit()
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{
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// Destroy this object when leaving play mode (otherwise it will linger and a new instance will be created next time play mode is entered).
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Destroy(gameObject);
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}
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public static void SetHasInitialized()
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{
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if (_instance == null)
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{
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Initialize();
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}
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_instance._srdebuggerHasInitialized = true;
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}
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}
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}
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#endif
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