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Bob.Song
2026-03-05 18:07:55 +08:00
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#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<VInspectorState>
{
public SerializableDictionary<string, AttributesState> attributeStates_byScriptName = new();
[System.Serializable]
public class AttributesState
{
public SerializableDictionary<string, int> selectedSubtabIndexes_byTabPath = new();
public SerializableDictionary<string, bool> isExpandeds_byFoldoutPath = new();
public SerializableDictionary<string, bool> isExpandeds_byButtonPath = new();
}
public SerializableDictionary<int, ItemState> 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