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66
Assets/Plugins/vInspector/VInspectorState.cs
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66
Assets/Plugins/vInspector/VInspectorState.cs
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#if UNITY_EDITOR
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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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using UnityEngine.Serialization;
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using UnityEditor;
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using UnityEditor.ShortcutManagement;
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using System.Reflection;
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using System.Linq;
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using UnityEngine.UIElements;
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using UnityEngine.SceneManagement;
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using UnityEditor.SceneManagement;
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using Type = System.Type;
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using static VInspector.Libs.VUtils;
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using static VInspector.Libs.VGUI;
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namespace VInspector
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{
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[FilePath("Library/vInspector State.asset", FilePathAttribute.Location.ProjectFolder)]
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public class VInspectorState : ScriptableSingleton<VInspectorState>
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{
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public SerializableDictionary<string, AttributesState> attributeStates_byScriptName = new();
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[System.Serializable]
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public class AttributesState
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{
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public SerializableDictionary<string, int> selectedSubtabIndexes_byTabPath = new();
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public SerializableDictionary<string, bool> isExpandeds_byFoldoutPath = new();
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public SerializableDictionary<string, bool> isExpandeds_byButtonPath = new();
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}
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public SerializableDictionary<int, ItemState> itemStates_byItemId = new();
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[System.Serializable]
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public class ItemState
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{
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public string _name;
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public string sceneGameObjectIconName;
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}
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public static void Clear()
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{
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instance.attributeStates_byScriptName.Clear();
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instance.itemStates_byItemId.Clear();
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}
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public static void Save() => instance.Save(true);
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}
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}
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#endif
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