107 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C#
		
	
	
	
		
		
			
		
	
	
			107 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C#
		
	
	
	
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								namespace SRDebugger.UI.Other
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								{
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								    using SRF;
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								    using UnityEngine;
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								    /// <summary>
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								    /// Handles enabling/disabling handle objects for different anchoring modes
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								    /// </summary>
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								    public class HandleManager : SRMonoBehaviour
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								    {
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								        private bool _hasSet;
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								        public GameObject BottomHandle;
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								        public GameObject BottomLeftHandle;
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								        public GameObject BottomRightHandle;
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								        public PinAlignment DefaultAlignment;
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								        public GameObject LeftHandle;
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								        public GameObject RightHandle;
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								        public GameObject TopHandle;
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								        public GameObject TopLeftHandle;
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								        public GameObject TopRightHandle;
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								        private void Start()
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								        {
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								            if (!_hasSet)
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								            {
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								                SetAlignment(DefaultAlignment);
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								            }
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								        }
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								        public void SetAlignment(PinAlignment alignment)
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								        {
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								            _hasSet = true;
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								            switch (alignment)
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								            {
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								                case PinAlignment.TopLeft:
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								                case PinAlignment.TopRight:
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								                    SetActive(BottomHandle, true);
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								                    SetActive(TopHandle, false);
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								                    SetActive(TopLeftHandle, false);
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								                    SetActive(TopRightHandle, false);
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								                    break;
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								                case PinAlignment.BottomLeft:
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								                case PinAlignment.BottomRight:
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								                    SetActive(BottomHandle, false);
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								                    SetActive(TopHandle, true);
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								                    SetActive(BottomLeftHandle, false);
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								                    SetActive(BottomRightHandle, false);
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								                    break;
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								            }
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								            switch (alignment)
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								            {
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								                case PinAlignment.TopLeft:
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								                case PinAlignment.BottomLeft:
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								                    SetActive(LeftHandle, false);
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								                    SetActive(RightHandle, true);
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								                    SetActive(TopLeftHandle, false);
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								                    SetActive(BottomLeftHandle, false);
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								                    break;
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								                case PinAlignment.TopRight:
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								                case PinAlignment.BottomRight:
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								                    SetActive(LeftHandle, true);
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								                    SetActive(RightHandle, false);
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								                    SetActive(TopRightHandle, false);
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								                    SetActive(BottomRightHandle, false);
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								                    break;
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								            }
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								            switch (alignment)
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								            {
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								                case PinAlignment.TopLeft:
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								                    SetActive(BottomLeftHandle, false);
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								                    SetActive(BottomRightHandle, true);
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								                    break;
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								                case PinAlignment.TopRight:
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								                    SetActive(BottomLeftHandle, true);
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								                    SetActive(BottomRightHandle, false);
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								                    break;
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								                case PinAlignment.BottomLeft:
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								                    SetActive(TopLeftHandle, false);
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								                    SetActive(TopRightHandle, true);
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								                    break;
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								                case PinAlignment.BottomRight:
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								                    SetActive(TopLeftHandle, true);
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								                    SetActive(TopRightHandle, false);
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								                    break;
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								            }
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								        }
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								        private void SetActive(GameObject obj, bool active)
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								        {
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								            if (obj == null)
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								            {
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								                return;
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								            }
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								            obj.SetActive(active);
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								        }
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								    }
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								}
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