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Add array gameevents
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236 files changed

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Packages/SOGameEvents/Editor/Array.meta

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using UnityEditor;
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using UnityEngine;
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namespace RaCoding.GameEvents
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{
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[CustomEditor(typeof(GameEvent<AudioClip[]>), editorForChildClasses: true)]
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public class AudioClipArrayGameEventEditor : GameEventEditor<AudioClip[]>
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{
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public Object source;
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protected override AudioClip[] GetValue()
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{
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return new AudioClip[] {EditorGUILayout.ObjectField(source, typeof(Object), true) as AudioClip};
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}
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}
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}

Packages/SOGameEvents/Editor/Array/AudioClipArrayGameEventEditor.cs.meta

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using UnityEditor;
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namespace RaCoding.GameEvents
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{
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[CustomEditor(typeof(GameEvent<bool[]>), editorForChildClasses: true)]
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public class BoolArrayGameEventEditor : GameEventEditor<bool[]>
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{
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protected override bool[] GetValue()
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{
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return new bool[] {EditorGUILayout.Toggle(false)};
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}
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}
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}

Packages/SOGameEvents/Editor/Array/BoolArrayGameEventEditor.cs.meta

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using UnityEditor;
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using UnityEngine;
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namespace RaCoding.GameEvents
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{
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[CustomEditor(typeof(GameEvent<byte[]>), editorForChildClasses: true)]
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public class ByteArrayGameEventEditor : GameEventEditor<byte[]>
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{
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protected override byte[] GetValue()
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{
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return new byte[] {(byte)EditorGUILayout.IntField(1)};
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}
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}
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}

Packages/SOGameEvents/Editor/Array/ByteArrayGameEventEditor.cs.meta

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using UnityEditor;
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using UnityEngine;
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namespace RaCoding.GameEvents
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{
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[CustomEditor(typeof(GameEvent<char[]>), editorForChildClasses: true)]
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public class CharArrayGameEventEditor : GameEventEditor<char[]>
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{
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protected override char[] GetValue()
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{
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return new char[] {(char)EditorGUILayout.IntField(1)};
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}
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}
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}

Packages/SOGameEvents/Editor/Array/CharArrayGameEventEditor.cs.meta

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using UnityEditor;
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using UnityEngine;
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namespace RaCoding.GameEvents
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{
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[CustomEditor(typeof(GameEvent<Color[]>), editorForChildClasses: true)]
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public class ColorArrayGameEventEditor : GameEventEditor<Color[]>
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{
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protected override Color[] GetValue()
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{
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Vector4 colorVector4 = EditorGUILayout.Vector4Field("Color", new Vector4(1, 1, 1, 1));
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return new Color[] { new Color(colorVector4.x, colorVector4.y, colorVector4.z, colorVector4.w)};
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}
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}
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}

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