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using UnityEditor;
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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[CustomEditor (typeof(SetVariableCommand))]
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public class SetVariableCommandEditor : FungusCommandEditor
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{
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public override void DrawCommandInspectorGUI()
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{
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SetVariableCommand t = target as SetVariableCommand;
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SequenceController sc = t.GetParentSequenceController();
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if (sc == null)
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{
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return;
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}
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int index = -1;
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List<string> keys = new List<string>();
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for (int i = 0; i < sc.variables.Count; ++i)
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{
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Variable v = sc.variables[i];
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keys.Add(v.key);
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if (v.key == t.variableKey &&
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index == -1)
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{
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index = i;
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}
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}
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index = EditorGUILayout.Popup("Variable", index, keys.ToArray());
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Variable variable = sc.variables[index];
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t.variableKey = variable.key;
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switch (variable.type)
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{
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case VariableType.Boolean:
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t.booleanValue = EditorGUILayout.Toggle(new GUIContent("Boolean Value", "The boolean value to set the variable with"), t.booleanValue);
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break;
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case VariableType.Integer:
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t.integerValue = EditorGUILayout.IntField(new GUIContent("Integer Value", "The integer value to set the variable with"), t.integerValue);
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break;
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case VariableType.Float:
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t.floatValue = EditorGUILayout.FloatField(new GUIContent("Float Value", "The float value to set the variable with"), t.floatValue);
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break;
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case VariableType.String:
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t.stringValue = EditorGUILayout.TextField(new GUIContent("String Value", "The string value to set the variable with"), t.stringValue);
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break;
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}
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}
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}
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