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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 UnityEditor;
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using System.Linq;
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namespace Fungus
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{
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/// <summary>
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/// Static class that hooks into the hierachy changed and item gui callbacks to put
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/// a fungus icon infront of all GOs that have a flowchart on them
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///
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/// Reference; http://answers.unity3d.com/questions/431952/how-to-show-an-icon-in-hierarchy-view.html
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///
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/// TODO
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/// There is what appears like a bug but is currently out of our control. When Unity reloads the built scripts it fires
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/// InitializeOnLoad but doesn't then fire HierarchyChanged so icons disappear until a change occurs
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/// </summary>
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[InitializeOnLoad]
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public class HierarchyIcons
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{
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// the fungus mushroom icon
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static Texture2D TextureIcon { get { return Fungus.EditorUtils.FungusEditorResources.FungusMushroom; } }
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//sorted list of the GO instance IDs that have flowcharts on them
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static List<int> flowchartIDs = new List<int>();
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static HierarchyIcons()
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{
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EditorApplication.hierarchyWindowItemOnGUI += HierarchyIconCallback;
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EditorApplication.hierarchyWindowChanged += HierarchyChanged;
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}
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//track all gameobjectIds that have flowcharts on them
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static void HierarchyChanged()
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{
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flowchartIDs.Clear();
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if (EditorUtils.FungusEditorPreferences.hideMushroomInHierarchy)
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return;
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var flowcharts = GameObject.FindObjectsOfType<Flowchart>();
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flowchartIDs = flowcharts.Select(x => x.gameObject.GetInstanceID()).Distinct().ToList();
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flowchartIDs.Sort();
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}
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//Draw icon if the isntance id is in our cached list
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static void HierarchyIconCallback(int instanceID, Rect selectionRect)
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{
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if (EditorUtils.FungusEditorPreferences.hideMushroomInHierarchy)
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return;
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// place the icon to the left of the element
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Rect r = new Rect(selectionRect);
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r.x = 0;
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r.width = r.height;
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//GameObject go = EditorUtility.InstanceIDToObject(instanceID) as GameObject;
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//binary search as it is much faster to cache and int bin search than GetComponent
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// should be less GC too
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if (flowchartIDs.BinarySearch(instanceID) >= 0)
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GUI.Label(r, TextureIcon);
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}
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}
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}
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