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namespace SRF
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{
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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public class Hierarchy
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{
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private static readonly char[] Seperator = {'/'};
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private static readonly Dictionary<string, Transform> Cache = new Dictionary<string, Transform>();
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[Obsolete("Use static Get() instead")]
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public Transform this[string key]
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{
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get { return Get(key); }
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}
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/// <summary>
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/// Pass in a path (e.g. /Test/Me/One) and get a transform with the hierarchy Test->Me->One.
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/// Any Transforms required below this path will be auto-created.
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/// This is a very slow method, so use only on initialisation.
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/// </summary>
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/// <param name="key"></param>
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/// <returns></returns>
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public static Transform Get(string key)
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{
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Transform t;
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// Check cache
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if (Cache.TryGetValue(key, out t))
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{
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return t;
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}
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var find = GameObject.Find(key);
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if (find)
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{
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t = find.transform;
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Cache.Add(key, t);
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return t;
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}
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// Find container parent
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var elements = key.Split(Seperator, StringSplitOptions.RemoveEmptyEntries);
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// Create new container
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t = new GameObject(elements.Last()).transform;
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Cache.Add(key, t);
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// If root
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if (elements.Length == 1)
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{
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return t;
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}
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t.parent = Get(string.Join("/", elements, 0, elements.Length - 1));
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return t;
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}
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#if (!UNITY_2017 && !UNITY_2018 && !UNITY_2019) || UNITY_2019_3_OR_NEWER
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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public static void RuntimeInitialize()
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{
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// To handle entering play mode without a domain reload, need to reset the state of the service manager.
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Cache.Clear();
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}
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#endif
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}
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}
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