first pass player movement
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@ -22,7 +22,7 @@ namespace Input
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""actions"": [
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{
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""name"": ""Move"",
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""type"": ""Value"",
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""type"": ""PassThrough"",
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""id"": ""32cfb6a9-3009-425d-8f82-2dfa9698efaa"",
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""expectedControlType"": ""Vector2"",
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""processors"": """",
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@ -30,7 +30,7 @@ namespace Input
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},
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{
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""name"": ""Aim"",
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""type"": ""Value"",
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@ -7,7 +7,7 @@
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"actions": [
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{
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"name": "Move",
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"type": "Value",
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"type": "PassThrough",
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@ -15,7 +15,7 @@
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},
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{
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"name": "Aim",
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"type": "Value",
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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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public class LookAtUIObject : MonoBehaviour
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{
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[SerializeField] private Camera cam;
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[SerializeField] private float distance = 20;
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[SerializeField] private RectTransform lookAt;
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private Vector3 _pos;
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private void LateUpdate()
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{
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_pos = cam.ScreenToWorldPoint((Vector3)lookAt.position + Vector3.forward * distance);
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transform.LookAt(_pos, cam.transform.up);
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}
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private void OnDrawGizmos()
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{
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_pos = cam.ScreenToWorldPoint((Vector3)lookAt.position + Vector3.forward * distance);
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Gizmos.DrawWireSphere(_pos, .5f);
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}
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}
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@ -0,0 +1,66 @@
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using System;
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using Ktyl.Util;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using PlayerInput = Input.PlayerInput;
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public class MoveCrosshair : MonoBehaviour
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{
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[SerializeField] private SerialFloat speed;
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[SerializeField] private RectOffset extents;
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[SerializeField] private RectTransform canvas;
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private PlayerInput _input;
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private Vector2 _currentInput;
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private RectTransform _rt;
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private Rect _pos;
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private void Awake()
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{
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_rt = GetComponent<RectTransform>();
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}
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private void OnEnable()
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{
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_input ??= new PlayerInput();
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_input.Enable();
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_input.Default.Aim.performed += DoAim;
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}
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private void OnDisable()
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{
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_input.Disable();
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_input.Default.Aim.performed -= DoAim;
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}
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private void Update()
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{
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_rt.anchoredPosition += _currentInput * speed * Time.deltaTime;
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_pos = extents.Remove(canvas.rect);
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_pos.center += new Vector2(canvas.rect.width / 2f, canvas.rect.height / 2f);
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_rt.anchoredPosition = new Vector3(
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Mathf.Clamp(_rt.anchoredPosition.x, _pos.xMin, _pos.xMax),
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Mathf.Clamp(_rt.anchoredPosition.y, _pos.yMin, _pos.yMax));
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}
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private void DoAim(InputAction.CallbackContext context)
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{
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var value = context.ReadValue<Vector2>();
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switch (context.control.device)
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{
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case Gamepad _:
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_currentInput = value;
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break;
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case Mouse _:
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_currentInput =Vector2.zero;
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transform.position = value;
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break;
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}
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}
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}
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@ -0,0 +1,54 @@
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using System;
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using Ktyl.Util;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using PlayerInput = Input.PlayerInput;
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public class MovePlayer : MonoBehaviour
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{
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[SerializeField] private SerialFloat speed;
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[SerializeField] private RectOffset extents;
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private PlayerInput _input;
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private Vector2 _currentInput;
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private Transform _transform;
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private Rect _pos;
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private void Awake()
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{
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_transform = transform;
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}
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private void OnEnable()
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{
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_input ??= new PlayerInput();
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_input.Enable();
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_input.Default.Move.performed += DoMove;
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}
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private void OnDisable()
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{
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_input.Disable();
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_input.Default.Move.performed -= DoMove;
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}
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private void Update()
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{
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_transform.localPosition += (Vector3) _currentInput * speed * Time.deltaTime;
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_transform.localPosition = new Vector3(
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Mathf.Clamp(_transform.localPosition.x, extents.left, extents.right),
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Mathf.Clamp(_transform.localPosition.y, extents.bottom, extents.top),
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_transform.localPosition.z);
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}
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private void DoMove(InputAction.CallbackContext context)
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{
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var value = context.ReadValue<Vector2>();
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_currentInput = value;
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}
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}
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userData:
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@ -0,0 +1,24 @@
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using UnityEditor;
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namespace Ktyl.Util
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{
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public abstract class SerialVarEditor<T> : Editor
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{
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private SerialVar<T> _t;
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protected virtual void OnEnable()
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{
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_t = target as SerialVar<T>;
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}
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public override void OnInspectorGUI()
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{
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base.OnInspectorGUI();
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EditorGUI.BeginDisabledGroup(true);
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EditorGUILayout.LabelField("Current Value", _t.Value.ToString());
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EditorGUI.EndDisabledGroup();
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}
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}
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}
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timeCreated: 1609774075
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@ -0,0 +1,10 @@
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using UnityEngine;
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namespace Ktyl.Util
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{
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[CreateAssetMenu(menuName = "Create SerialFloat", fileName = "SerialFloat")]
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public class SerialFloat : SerialVar<float>
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{
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}
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}
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fileFormatVersion: 2
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guid: d86361ffc5ae478d9e976629c5d651bd
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timeCreated: 1609774206
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@ -0,0 +1,48 @@
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using UnityEngine;
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namespace Ktyl.Util
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{
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public abstract partial class SerialVar<T> : ScriptableObject
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{
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public T Value
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{
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get => Application.isPlaying ? _value : _initialValue;
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set
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{
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if (_readOnly)
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{
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Debug.LogError("tried to write to read only variable", this);
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return;
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}
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_value = value;
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}
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}
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private T _value;
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[SerializeField] private T _initialValue;
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[SerializeField] private bool _readOnly;
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public static implicit operator T(SerialVar<T> t) => t.Value;
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private void OnValidate()
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{
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_value = _initialValue;
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}
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private void OnEnable()
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{
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_value = _initialValue;
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}
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public override string ToString() => Value.ToString();
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#if UNITY_EDITOR
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public T EDITOR_InitialValue
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{
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get => _initialValue;
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set => _initialValue = value;
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}
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#endif
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}
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}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
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<s:Boolean x:Key="/Default/UserDictionary/Words/=Ktyl/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
|
Loading…
Reference in New Issue