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@@ -1,17 +0,0 @@
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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 RotaryHeart.Lib.SerializableDictionary;
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using UnityEngine.Events;
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namespace BITKit
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{
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public class SubSelectable : MonoBehaviour, ISelectable
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{
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Selectable root;
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public Transform GetTransform() => root.GetTransform();
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public void SetSelectionState(SelectionState state)
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{
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root.SetSelectionState(state);
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}
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}
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}
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@@ -1,3 +1,4 @@
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using System;
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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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@@ -17,17 +18,16 @@ namespace BITKit
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}
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public interface ISelectable
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{
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Transform GetTransform();
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void SetSelectionState(SelectionState state);
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}
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public interface ISelectableCallback
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{
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void OnHover(ISelectable selectable);
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void OnActive(ISelectable selectable);
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void OnInactive(ISelectable selectable);
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}
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public interface ISelectableComponent
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{
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Transform Transform { get; }
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void SetSelectionState(SelectionState state);
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event Action OnNone;
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event Action OnHover;
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event Action OnActive;
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event Action OnInactive;
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event Action OnFocus;
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event Action OnSelected;
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event Action OnEnabled;
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event Action OnChecked;
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event Action OnRoot;
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}
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}
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21
Src/Unity/Scripts/Selection/ISelector.cs
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21
Src/Unity/Scripts/Selection/ISelector.cs
Normal file
@@ -0,0 +1,21 @@
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using System;
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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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namespace BITKit.Selection
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{
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public interface ISelector
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{
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bool TryGetCurrentSelectable(out ISelectable selectable);
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event Action<ISelectable> OnNone;
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event Action<ISelectable> OnHover;
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event Action<ISelectable> OnActive;
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event Action<ISelectable> OnInactive;
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event Action<ISelectable> OnFocus;
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event Action<ISelectable> OnSelected;
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event Action<ISelectable> OnEnabled;
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event Action<ISelectable> OnChecked;
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event Action<ISelectable> OnRoot;
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}
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}
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@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: f51350f9724ab8a41831d6bc51d65bf5
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guid: 2dd296d4da4d5fd48adf5c0f97c0b89e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -1,3 +1,4 @@
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using System;
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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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@@ -6,21 +7,53 @@ namespace BITKit
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public class Selectable : MonoBehaviour, ISelectable
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{
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public Transform GetTransform() => transform;
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ISelectableComponent[] components;
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void Start()
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private void Start()
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{
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components = GetComponentsInChildren<ISelectableComponent>(true);
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foreach (var x in components)
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{
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x.SetSelectionState(0);
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}
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OnNone?.Invoke();
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}
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public Transform Transform => transform;
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public void SetSelectionState(SelectionState state)
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{
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foreach (var x in components)
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switch (state)
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{
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x.SetSelectionState(state);
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case SelectionState.None:
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OnNone?.Invoke();
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break;
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case SelectionState.Hover:
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OnHover?.Invoke();
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break;
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case SelectionState.Active:
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OnActive?.Invoke();
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break;
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case SelectionState.Inactive:
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OnInactive?.Invoke();
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break;
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case SelectionState.Focus:
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OnFocus?.Invoke();
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break;
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case SelectionState.Selected:
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OnSelected?.Invoke();
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break;
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case SelectionState.Enabled:
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OnEnabled?.Invoke();
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break;
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case SelectionState.Checked:
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OnChecked?.Invoke();
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break;
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case SelectionState.Root:
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OnRoot?.Invoke();
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break;
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}
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}
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public event Action OnNone;
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public event Action OnHover;
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public event Action OnActive;
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public event Action OnInactive;
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public event Action OnFocus;
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public event Action OnSelected;
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public event Action OnEnabled;
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public event Action OnChecked;
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public event Action OnRoot;
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}
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}
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@@ -1,59 +1,46 @@
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using System;
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using UnityEngine;
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using UnityEngine.Events;
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namespace BITKit
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{
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public class SelectableEvent : MonoBehaviour, ISelectableComponent
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public class SelectableEvent : MonoBehaviour
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{
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[Header(nameof(SelectionState.None))]
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[SerializeField] UnityEvent OnNone;
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[SerializeField] private UnityEvent OnNone;
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[Header(nameof(SelectionState.Hover))]
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[SerializeField] UnityEvent OnHover;
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[SerializeField]private UnityEvent OnHover;
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[Header(nameof(SelectionState.Active))]
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[SerializeField] UnityEvent OnActive;
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[SerializeField]private UnityEvent OnActive;
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[Header(nameof(SelectionState.Inactive))]
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[SerializeField] UnityEvent OnInactive;
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[SerializeField]private UnityEvent OnInactive;
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[Header(nameof(SelectionState.Focus))]
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[SerializeField] UnityEvent OnFocus;
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[SerializeField]private UnityEvent OnFocus;
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[Header(nameof(SelectionState.Selected))]
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[SerializeField] UnityEvent OnSelected;
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[SerializeField]private UnityEvent OnSelected;
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[Header(nameof(SelectionState.Enabled))]
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[SerializeField] UnityEvent OnEnabled;
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[SerializeField]private UnityEvent OnEnabled;
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[Header(nameof(SelectionState.Checked))]
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[SerializeField] UnityEvent OnChecked;
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[SerializeField]private UnityEvent OnChecked;
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[Header(nameof(SelectionState.Root))]
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[SerializeField] UnityEvent OnRoot;
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public void SetSelectionState(SelectionState state)
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[SerializeField]private UnityEvent OnRoot;
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private void Start()
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{
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switch (state)
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var selectable = GetComponent<ISelectable>();
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if (selectable == null)
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{
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case SelectionState.None:
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OnNone.Invoke();
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break;
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case SelectionState.Hover:
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OnHover.Invoke();
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break;
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case SelectionState.Active:
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OnActive.Invoke();
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break;
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case SelectionState.Inactive:
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OnInactive.Invoke();
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break;
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case SelectionState.Focus:
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OnFocus.Invoke();
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break;
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case SelectionState.Selected:
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OnSelected.Invoke();
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break;
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case SelectionState.Enabled:
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OnEnabled.Invoke();
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break;
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case SelectionState.Checked:
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OnChecked.Invoke();
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break;
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case SelectionState.Root:
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OnRoot.Invoke();
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break;
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Debug.LogError($"No {nameof(ISelectable)} component found on {gameObject.name}");
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return;
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}
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selectable.OnNone += OnNone.Invoke;
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selectable.OnHover += OnHover.Invoke;
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selectable.OnActive += OnActive.Invoke;
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selectable.OnInactive += OnInactive.Invoke;
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selectable.OnFocus += OnFocus.Invoke;
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selectable.OnSelected += OnSelected.Invoke;
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selectable.OnEnabled += OnEnabled.Invoke;
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selectable.OnChecked += OnChecked.Invoke;
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selectable.OnRoot += OnRoot.Invoke;
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}
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}
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}
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