352 lines
11 KiB
C#
352 lines
11 KiB
C#
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#if UNITY_EDITOR
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//#define RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
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using UnityEditor;
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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namespace GSpawn
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{
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public class RandomPrefabProfile : Profile
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{
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private SerializedObject _serializedObject;
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[SerializeField]
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private List<RandomPrefab> _prefabs = new List<RandomPrefab>();
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[NonSerialized]
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private bool _probabilityTableDirty = true;
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[NonSerialized]
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private CumulativeProbabilityTable<RandomPrefab> _probabilityTable = new CumulativeProbabilityTable<RandomPrefab>();
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[NonSerialized]
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private CumulativeProbabilityTable<RandomPrefab> _tagProbabilityTable = new CumulativeProbabilityTable<RandomPrefab>();
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[NonSerialized]
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private List<RandomPrefab> _randomPrefabBuffer = new List<RandomPrefab>();
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public int numPrefabs { get { return _prefabs.Count; } }
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public SerializedObject serializedObject
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{
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get
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{
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if (_serializedObject == null) _serializedObject = new SerializedObject(this);
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return _serializedObject;
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}
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}
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public int getNumUsedPrefabs()
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{
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int numUsed = 0;
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foreach (var prefab in _prefabs)
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{
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if (prefab.used) ++numUsed;
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}
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return numUsed;
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}
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public void resetPrefabPreviews()
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{
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int numPrefabs = _prefabs.Count;
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PluginProgressDialog.begin("Refreshing Prefab Previews");
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for (int prefabIndex = 0; prefabIndex < numPrefabs; ++prefabIndex)
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{
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var prefab = _prefabs[prefabIndex];
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PluginProgressDialog.updateItemProgress(prefab.prefabAsset.name, (prefabIndex + 1) / (float)numPrefabs);
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prefab.resetPreview();
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}
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PluginProgressDialog.end();
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}
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public void regeneratePrefabPreviews()
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{
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int numPrefabs = _prefabs.Count;
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PluginProgressDialog.begin("Regenerating Prefab Previews");
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for (int prefabIndex = 0; prefabIndex < numPrefabs; ++prefabIndex)
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{
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var prefab = _prefabs[prefabIndex];
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PluginProgressDialog.updateItemProgress(prefab.prefabAsset.name, (prefabIndex + 1) / (float)numPrefabs);
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prefab.regeneratePreview();
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}
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PluginProgressDialog.end();
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}
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public void onPrefabsUsedStateChanged()
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{
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_probabilityTableDirty = true;
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}
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public void onPrefabsProbabilityChanged()
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{
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_probabilityTableDirty = true;
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}
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public void onPrefabAssetWillBeDeleted(GameObject prefabAsset)
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{
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var prefabsToRemove = _prefabs.FindAll(item => item.prefabAsset == prefabAsset);
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foreach (var randomPrefab in prefabsToRemove)
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{
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_prefabs.Remove(randomPrefab);
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AssetDbEx.removeObjectFromAsset(randomPrefab, this);
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DestroyImmediate(randomPrefab);
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}
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_probabilityTableDirty = true;
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}
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public RandomPrefab pickPrefab()
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{
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if (_probabilityTableDirty)
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{
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_probabilityTable.clear();
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foreach (var prefab in _prefabs)
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{
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if (prefab.used)
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_probabilityTable.addEntityAndRefresh(prefab, prefab.probability);
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}
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_probabilityTableDirty = false;
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}
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return _probabilityTable.pickEntity();
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}
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public RandomPrefab pickPrefabByTag(string lowerCaseTag)
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{
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_tagProbabilityTable.clear();
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foreach (var prefab in _prefabs)
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{
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if (prefab.used && prefab.prefabAsset.tag.ToLower() == lowerCaseTag)
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_tagProbabilityTable.addEntity(prefab, prefab.probability);
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}
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_tagProbabilityTable.refresh();
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return _tagProbabilityTable.pickEntity();
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}
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public RandomPrefab createPrefab(PluginPrefab pluginPrefab)
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{
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#if RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
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if (!containsPrefab(pluginPrefab))
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#endif
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{
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UndoEx.saveEnabledState();
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UndoEx.enabled = false;
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UndoEx.record(this);
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var randomPrefab = UndoEx.createScriptableObject<RandomPrefab>();
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randomPrefab.pluginPrefab = pluginPrefab;
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randomPrefab.name = randomPrefab.pluginPrefab.prefabAsset.name;
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_prefabs.Add(randomPrefab);
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AssetDbEx.addObjectToAsset(randomPrefab, this);
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_probabilityTableDirty = true;
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EditorUtility.SetDirty(this);
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UndoEx.restoreEnabledState();
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return randomPrefab;
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}
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#if RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
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return null;
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#endif
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}
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public void createPrefabs(List<PluginPrefab> pluginPrefabs, List<RandomPrefab> createdPrefabs, bool appendCreated, string progressTitle)
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{
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_randomPrefabBuffer.Clear();
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PluginProgressDialog.begin(progressTitle);
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if (!appendCreated) createdPrefabs.Clear();
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UndoEx.saveEnabledState();
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UndoEx.enabled = false;
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for (int prefabIndex = 0; prefabIndex < pluginPrefabs.Count; ++prefabIndex)
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{
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var pluginPrefab = pluginPrefabs[prefabIndex];
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PluginProgressDialog.updateItemProgress(pluginPrefab.prefabAsset.name, (prefabIndex + 1) / (float)pluginPrefabs.Count);
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#if RANDOM_PREFAB_PROFILE_NO_DUPLICATE_PREFABS
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if (!containsPrefab(pluginPrefab))
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#endif
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{
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var randomPrefab = UndoEx.createScriptableObject<RandomPrefab>();
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randomPrefab.pluginPrefab = pluginPrefab;
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randomPrefab.name = randomPrefab.pluginPrefab.prefabAsset.name;
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AssetDbEx.addObjectToAsset(randomPrefab, this);
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createdPrefabs.Add(randomPrefab);
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_randomPrefabBuffer.Add(randomPrefab);
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}
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}
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UndoEx.record(this);
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foreach (var randomPrefab in _randomPrefabBuffer)
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_prefabs.Add(randomPrefab);
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EditorUtility.SetDirty(this);
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_probabilityTableDirty = true;
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PluginProgressDialog.end();
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UndoEx.restoreEnabledState();
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}
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public void deletePrefab(RandomPrefab prefab)
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{
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if (prefab != null)
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{
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if (containsPrefab(prefab))
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{
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UndoEx.record(this);
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_prefabs.Remove(prefab);
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UndoEx.destroyObjectImmediate(prefab);
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_probabilityTableDirty = true;
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EditorUtility.SetDirty(this);
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}
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}
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}
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public void deletePrefabs(List<RandomPrefab> prefabs)
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{
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if (prefabs.Count != 0)
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{
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UndoEx.record(this);
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_randomPrefabBuffer.Clear();
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foreach (var prefab in prefabs)
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{
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if (containsPrefab(prefab))
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{
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_prefabs.Remove(prefab);
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_randomPrefabBuffer.Add(prefab);
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}
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}
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foreach (var prefab in _randomPrefabBuffer)
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UndoEx.destroyObjectImmediate(prefab);
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_probabilityTableDirty = true;
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EditorUtility.SetDirty(this);
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}
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}
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public void deleteAllPrefabs()
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{
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if (_prefabs.Count != 0)
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{
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UndoEx.record(this);
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_randomPrefabBuffer.Clear();
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_randomPrefabBuffer.AddRange(_prefabs);
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_prefabs.Clear();
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foreach (var prefab in _randomPrefabBuffer)
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UndoEx.destroyObjectImmediate(prefab);
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_probabilityTableDirty = true;
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EditorUtility.SetDirty(this);
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}
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}
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public bool containsPrefab(PluginPrefab pluginPrefab)
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{
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foreach (var randPrefab in _prefabs)
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{
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if (randPrefab.pluginPrefab == pluginPrefab) return true;
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}
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return false;
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}
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public bool containsPrefab(RandomPrefab randomPrefab)
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{
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return _prefabs.Contains(randomPrefab);
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}
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public bool containsPrefabAsset(GameObject prefabAsset)
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{
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foreach (var p in _prefabs)
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{
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if (p.prefabAsset == prefabAsset) return true;
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}
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return false;
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}
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public RandomPrefab getPrefab(int index)
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{
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return _prefabs[index];
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}
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public RandomPrefab getPrefab(PluginPrefab pluginPrefab)
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{
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foreach (var prefab in _prefabs)
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{
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if (prefab.pluginPrefab == pluginPrefab) return prefab;
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}
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return null;
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}
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public void getPrefabs(List<RandomPrefab> randomPrefabs)
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{
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randomPrefabs.Clear();
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randomPrefabs.AddRange(_prefabs);
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}
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public void getPrefabs(List<PluginPrefab> pluginPrefabs, List<RandomPrefab> randomPrefabs, bool append)
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{
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if (!append) randomPrefabs.Clear();
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foreach (var pluginPrefab in pluginPrefabs)
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{
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RandomPrefab randomPrefab = getPrefab(pluginPrefab);
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if (randomPrefab != null) randomPrefabs.Add(randomPrefab);
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}
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}
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public void getPrefabNames(List<string> names)
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{
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names.Clear();
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foreach (var prefab in _prefabs)
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names.Add(prefab.prefabAsset.name);
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}
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public int deleteNullPrefabs()
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{
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var nullPrefabs = _prefabs.FindAll(item => item.pluginPrefab == null || item.prefabAsset == null);
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foreach (var nullPrefab in nullPrefabs)
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{
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_prefabs.Remove(nullPrefab);
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AssetDbEx.removeObjectFromAsset(nullPrefab, this);
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DestroyImmediate(nullPrefab);
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}
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_probabilityTableDirty = true;
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return nullPrefabs.Count;
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}
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private void onUndoRedo()
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{
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_probabilityTableDirty = true;
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}
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private void OnEnable()
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{
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_probabilityTableDirty = true;
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Undo.undoRedoPerformed += onUndoRedo;
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}
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private void OnDisable()
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{
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Undo.undoRedoPerformed -= onUndoRedo;
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}
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private void OnDestroy()
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{
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deleteAllPrefabs();
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}
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}
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}
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#endif
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