#if UNITY_EDITOR using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Serialization; using UnityEditor; using UnityEditor.ShortcutManagement; using System.Reflection; using System.Linq; using UnityEngine.UIElements; using UnityEngine.SceneManagement; using UnityEditor.SceneManagement; using Type = System.Type; using static VInspector.Libs.VUtils; using static VInspector.Libs.VGUI; namespace VInspector { [FilePath("Library/vInspector State.asset", FilePathAttribute.Location.ProjectFolder)] public class VInspectorState : ScriptableSingleton { public SerializableDictionary attributeStates_byScriptName = new(); [System.Serializable] public class AttributesState { public SerializableDictionary selectedSubtabIndexes_byTabPath = new(); public SerializableDictionary isExpandeds_byFoldoutPath = new(); public SerializableDictionary isExpandeds_byButtonPath = new(); } public SerializableDictionary itemStates_byItemId = new(); [System.Serializable] public class ItemState { public string _name; public string sceneGameObjectIconName; } public static void Clear() { instance.attributeStates_byScriptName.Clear(); instance.itemStates_byItemId.Clear(); } public static void Save() => instance.Save(true); } } #endif