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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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using UnityEditor;
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using ES3Internal;
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namespace ES3Editor
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{
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[System.Serializable]
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public class AutoSaveWindow : SubWindow
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{
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public bool showAdvancedSettings = false;
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public ES3AutoSaveMgr mgr = null;
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private HierarchyItem[] hierarchy = null;
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public HierarchyItem selected = null;
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private Vector2 hierarchyScrollPosition = Vector2.zero;
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private bool sceneOpen = true;
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private string searchTerm = "";
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public AutoSaveWindow(EditorWindow window) : base("Auto Save", window){}
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public override void OnGUI()
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{
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Init();
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if(mgr == null)
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{
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EditorGUILayout.Space();
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if (GUILayout.Button("Enable Auto Save for this scene"))
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mgr = ES3Postprocessor.AddManagerToScene().GetComponent<ES3AutoSaveMgr>();
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else
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return;
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}
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var style = EditorStyle.Get;
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using (var changeCheck = new EditorGUI.ChangeCheckScope())
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{
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using (var vertical = new EditorGUILayout.VerticalScope(style.areaPadded))
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{
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//GUILayout.Label("Settings for current scene", style.heading);
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mgr.saveEvent = (ES3AutoSaveMgr.SaveEvent)EditorGUILayout.EnumPopup("Save Event", mgr.saveEvent);
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mgr.loadEvent = (ES3AutoSaveMgr.LoadEvent)EditorGUILayout.EnumPopup("Load Event", mgr.loadEvent);
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EditorGUILayout.Space();
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showAdvancedSettings = EditorGUILayout.Foldout(showAdvancedSettings, "Show Advanced Settings");
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if (showAdvancedSettings)
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{
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EditorGUI.indentLevel++;
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mgr.key = EditorGUILayout.TextField("Key", mgr.key);
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ES3SettingsEditor.Draw(mgr.settings);
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EditorGUI.indentLevel--;
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}
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}
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// Display the menu.
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using (var horizontal = new EditorGUILayout.HorizontalScope())
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{
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if (GUILayout.Button("Scene", sceneOpen ? style.menuButtonSelected : style.menuButton))
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{
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sceneOpen = true;
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OnFocus();
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}
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if (GUILayout.Button("Prefabs", sceneOpen ? style.menuButton : style.menuButtonSelected))
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{
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sceneOpen = false;
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OnFocus();
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}
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}
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//EditorGUILayout.HelpBox("Select the Components you want to be saved.\nTo maximise performance, only select the Components with variables which need persisting.", MessageType.None, true);
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if (hierarchy == null || hierarchy.Length == 0)
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{
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EditorGUILayout.LabelField("Right-click a prefab and select 'Easy Save 3 > Enable Easy Save for Scene' to enable Auto Save for it.\n\nYour scene will also need to reference this prefab for it to be recognised.", style.area);
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return;
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}
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using (var scrollView = new EditorGUILayout.ScrollViewScope(hierarchyScrollPosition, style.areaPadded))
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{
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hierarchyScrollPosition = scrollView.scrollPosition;
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using (new EditorGUILayout.HorizontalScope(GUILayout.Width(200)))
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{
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searchTerm = GUILayout.TextField(searchTerm, GUI.skin.FindStyle("ToolbarSeachTextField"));
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if (GUILayout.Button("", GUI.skin.FindStyle("ToolbarSeachCancelButton")))
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{
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// Remove focus if cleared
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searchTerm = "";
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GUI.FocusControl(null);
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}
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}
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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foreach (var go in hierarchy)
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if (go != null)
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go.DrawHierarchy(searchTerm.ToLowerInvariant());
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}
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if (changeCheck.changed)
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EditorUtility.SetDirty(mgr);
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}
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}
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public void Init()
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{
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if (mgr == null)
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{
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var mgrs = Resources.FindObjectsOfTypeAll<ES3AutoSaveMgr>();
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if (mgrs.Length > 0)
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mgr = mgrs[0];
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}
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if (hierarchy == null)
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OnFocus();
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}
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public override void OnFocus()
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{
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GameObject[] parentObjects;
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if (sceneOpen)
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parentObjects = UnityEngine.SceneManagement.SceneManager.GetActiveScene().GetRootGameObjects();
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else // Prefabs
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{
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var prefabs = ES3ReferenceMgr.Current.prefabs;
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parentObjects = new GameObject[prefabs.Count];
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for (int i = 0; i < prefabs.Count; i++)
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if(prefabs[i] != null)
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parentObjects[i] = prefabs[i].gameObject;
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}
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hierarchy = new HierarchyItem[parentObjects.Length];
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for (int i = 0; i < parentObjects.Length; i++)
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if(parentObjects[i] != null)
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hierarchy[i] = new HierarchyItem(parentObjects[i].transform, null, this);
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}
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public class HierarchyItem
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{
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private ES3AutoSave autoSave;
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private Transform t;
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private Component[] components = null;
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// Immediate children of this GameObject
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private HierarchyItem[] children = new HierarchyItem[0];
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private bool showComponents = false;
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//private AutoSaveWindow window;
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public HierarchyItem(Transform t, HierarchyItem parent, AutoSaveWindow window)
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{
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this.autoSave = t.GetComponent<ES3AutoSave>();
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this.t = t;
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this.components = t.GetComponents<Component>();
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children = new HierarchyItem[t.childCount];
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for (int i = 0; i < t.childCount; i++)
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children[i] = new HierarchyItem(t.GetChild(i), this, window);
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//this.window = window;
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}
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public void MergeDown(ES3AutoSave autoSave)
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{
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if (this.autoSave != autoSave)
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{
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if (this.autoSave != null)
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{
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autoSave.componentsToSave.AddRange(autoSave.componentsToSave);
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Object.DestroyImmediate(this.autoSave);
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}
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this.autoSave = autoSave;
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}
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foreach (var child in children)
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MergeDown(autoSave);
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}
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public void DrawHierarchy(string searchTerm)
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{
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bool containsSearchTerm = t.name.ToLowerInvariant().Contains(searchTerm);
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if (containsSearchTerm)
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{
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GUIContent saveIcon;
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EditorGUIUtility.SetIconSize(new Vector2(16, 16));
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if (HasSelectedComponents())
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saveIcon = new GUIContent(t.name, EditorStyle.Get.saveIconSelected, "There are Components on this GameObject which will be saved.");
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else
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saveIcon = new GUIContent(t.name, EditorStyle.Get.saveIconUnselected, "No Components on this GameObject will be saved");
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GUIStyle style = GUI.skin.GetStyle("Foldout");
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if (Selection.activeTransform == t)
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{
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style = new GUIStyle(style);
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style.fontStyle = FontStyle.Bold;
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}
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var open = EditorGUILayout.Foldout(showComponents, saveIcon, style);
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if (open)
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{
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// Ping the GameObject if this was previously closed
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if (showComponents != open)
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EditorGUIUtility.PingObject(t.gameObject);
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DrawComponents();
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}
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showComponents = open;
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EditorGUI.indentLevel += 1;
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}
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// Draw children
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foreach (var child in children)
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child.DrawHierarchy(searchTerm);
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if(containsSearchTerm)
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EditorGUI.indentLevel-=1;
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}
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public void DrawComponents()
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{
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EditorGUI.indentLevel+=3;
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using (var scope = new EditorGUILayout.VerticalScope())
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{
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foreach (var component in components)
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{
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if (component == null)
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continue;
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using (var horizontalScope = new EditorGUILayout.HorizontalScope())
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{
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bool saveComponent = false;
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if (autoSave != null)
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saveComponent = autoSave.componentsToSave.Contains(component);
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var newValue = EditorGUILayout.ToggleLeft(EditorGUIUtility.ObjectContent(component, component.GetType()), saveComponent);
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// If the checkbox has changed, we want to save or not save a Component
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if (newValue != saveComponent)
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{
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if (autoSave == null)
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{
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autoSave = t.gameObject.AddComponent<ES3AutoSave>();
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autoSave.saveChildren = false;
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}
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// If we've unchecked the box, remove the Component from the array.
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if (newValue == false)
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autoSave.componentsToSave.Remove(component);
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// Else, add it to the array.
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else
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autoSave.componentsToSave.Add(component);
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}
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if(GUILayout.Button(EditorGUIUtility.IconContent("_Popup"), new GUIStyle("Label")))
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ES3Window.InitAndShowTypes(component.GetType());
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}
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}
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}
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EditorGUI.indentLevel-=3;
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}
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public bool HasSelectedComponents()
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{
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if (autoSave != null)
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foreach (var component in components)
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if (component != null && autoSave.componentsToSave.Contains(component))
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return true;
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return false;
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}
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}
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}
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}
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