97 lines
3.4 KiB
C#
97 lines
3.4 KiB
C#
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// Copyright (c) 2015 - 2023 Doozy Entertainment. All Rights Reserved.
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// This code can only be used under the standard Unity Asset Store End User License Agreement
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// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
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using System;
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using System.Linq;
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using Doozy.Runtime.Pooler;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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namespace Doozy.Editor.UIElements
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{
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public static class VisualElementExtensions
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{
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/// <summary> Checks all the target's Children if they are IPoolable (and calls Recycle()) </summary>
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/// <param name="target"> Target VisualElement </param>
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/// <param name="clear"> If TRUE, calls Clear() on the target after checking its Children </param>
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public static T RecycleIPoolableChildren<T>(this T target, bool clear = false) where T : VisualElement
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{
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foreach (VisualElement child in target.Children().ToList())
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{
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switch (child)
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{
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case null:
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continue;
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case IPoolable poolable:
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poolable.Recycle();
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break;
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}
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}
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if(clear) target.Clear();
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return target;
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}
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/// <summary> Checks all the target's Children if they are IDisposable (and calls Dispose()) </summary>
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/// <param name="target"> Target VisualElement </param>
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/// /// <param name="clear"> If TRUE, calls Clear() on the target after checking its Children </param>
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public static T DisposeIDisposableChildren<T>(this T target, bool clear = false) where T : VisualElement
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{
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foreach (VisualElement child in target.Children().ToList())
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{
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switch (child)
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{
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case null:
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continue;
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case IDisposable disposable:
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disposable.Dispose();
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break;
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}
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}
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if(clear) target.Clear();
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return target;
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}
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/// <summary> Checks all the target's Children if they are IPoolable (calls Recycle()) or IDisposable (calls Dispose()) and then calls Clear() on the target </summary>
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/// <param name="target"> Target VisualElement </param>
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public static T RecycleAndClear<T>(this T target) where T : VisualElement
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{
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foreach (VisualElement child in target.Children().ToList())
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{
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switch (child)
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{
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case null:
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continue;
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case IPoolable poolable:
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poolable.Recycle();
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continue;
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case IDisposable disposable:
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disposable.Dispose();
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break;
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}
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}
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target.Clear();
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return target;
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}
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#region ObjectField
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public static T SetObjectType<T>(this T target, Type objectType) where T : ObjectField
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{
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target.objectType = objectType;
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return target;
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}
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public static T SetAllowSceneObjects<T>(this T target, bool allowSceneObjects) where T : ObjectField
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{
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target.allowSceneObjects = allowSceneObjects;
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return target;
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}
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#endregion
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}
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}
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