309 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			309 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
	
	
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 = false;
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                if (t != null)
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                {
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                    if (containsSearchTerm = t.name.ToLowerInvariant().Contains(searchTerm))
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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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                }
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                // Draw children
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                if(children != null)
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                    foreach (var child in children)
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                        if(child != null)
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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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                    bool toggle;
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                    toggle = EditorGUILayout.ToggleLeft("active", autoSave != null ? autoSave.saveActive : false);
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                    if((autoSave = (toggle && autoSave == null) ? t.gameObject.AddComponent<ES3AutoSave>() : autoSave) != null)
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                        autoSave.saveActive = toggle;
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                    toggle = EditorGUILayout.ToggleLeft("hideFlags", autoSave != null ? autoSave.saveHideFlags : false);
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                    if ((autoSave = (toggle && autoSave == null) ? t.gameObject.AddComponent<ES3AutoSave>() : autoSave) != null)
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                        autoSave.saveHideFlags = toggle;
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                    toggle = EditorGUILayout.ToggleLeft("layer", autoSave != null ? autoSave.saveLayer : false);
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                    if ((autoSave = (toggle && autoSave == null) ? t.gameObject.AddComponent<ES3AutoSave>() : autoSave) != null)
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                        autoSave.saveLayer = toggle;
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                    toggle = EditorGUILayout.ToggleLeft("name", autoSave != null ? autoSave.saveName : false);
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                        if ((autoSave = (toggle && autoSave == null) ? t.gameObject.AddComponent<ES3AutoSave>() : autoSave) != null)
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                        autoSave.saveName = toggle;
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                    toggle = EditorGUILayout.ToggleLeft("tag", autoSave != null ? autoSave.saveTag : false);
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                    if ((autoSave = (toggle && autoSave == null) ? t.gameObject.AddComponent<ES3AutoSave>() : autoSave) != null)
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                        autoSave.saveTag = toggle;
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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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                if(autoSave != null && (autoSave.componentsToSave == null || autoSave.componentsToSave.Count == 0) && !autoSave.saveActive && !autoSave.saveChildren && !autoSave.saveHideFlags && !autoSave.saveLayer && !autoSave.saveName && !autoSave.saveTag)
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                {
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                    Undo.DestroyObjectImmediate(autoSave);
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                    autoSave = null;
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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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