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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using System.Collections.Generic;
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using UnityEngine;
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namespace Fungus
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{
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/// <summary>
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/// The block will execute when the player drags an object and successfully drops it on a target object.
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///
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/// ExecuteAlways used to get the Compatibility that we need, use of ISerializationCallbackReceiver is error prone
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/// when used on Unity controlled objects as it runs on threads other than main thread.
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/// </summary>
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[EventHandlerInfo("Sprite",
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"Drag Completed",
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"The block will execute when the player drags an object and successfully drops it on a target object.")]
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[AddComponentMenu("")]
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[ExecuteInEditMode]
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public class DragCompleted : EventHandler, ISerializationCallbackReceiver
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{
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public class DragCompletedEvent
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{
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public Draggable2D DraggableObject;
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public DragCompletedEvent(Draggable2D draggableObject)
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{
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DraggableObject = draggableObject;
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}
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}
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[VariableProperty(typeof(GameObjectVariable))]
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[SerializeField] protected GameObjectVariable draggableRef;
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[VariableProperty(typeof(GameObjectVariable))]
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[SerializeField] protected GameObjectVariable targetRef;
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[Tooltip("Draggable object to listen for drag events on")]
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[HideInInspector]
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[SerializeField] protected Draggable2D draggableObject;
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[SerializeField] protected List<Draggable2D> draggableObjects;
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[Tooltip("Drag target object to listen for drag events on")]
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[HideInInspector]
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[SerializeField] protected Collider2D targetObject;
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[SerializeField] protected List<Collider2D> targetObjects;
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// There's no way to poll if an object is touching another object, so
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// we have to listen to the callbacks and track the touching state ourselves.
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protected bool overTarget = false;
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protected Collider2D targetCollider = null;
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protected EventDispatcher eventDispatcher;
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protected virtual void OnEnable()
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{
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if (Application.isPlaying)
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{
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eventDispatcher = FungusManager.Instance.EventDispatcher;
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eventDispatcher.AddListener<DragCompletedEvent>(OnDragCompletedEvent);
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eventDispatcher.AddListener<DragEntered.DragEnteredEvent>(OnDragEnteredEvent);
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eventDispatcher.AddListener<DragExited.DragExitedEvent>(OnDragExitedEvent);
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foreach (Draggable2D dragObj in draggableObjects)
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{
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dragObj.RegisterHandler(this);
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}
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}
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}
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protected virtual void OnDisable()
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{
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if (Application.isPlaying)
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{
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eventDispatcher.RemoveListener<DragCompletedEvent>(OnDragCompletedEvent);
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eventDispatcher.RemoveListener<DragEntered.DragEnteredEvent>(OnDragEnteredEvent);
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eventDispatcher.RemoveListener<DragExited.DragExitedEvent>(OnDragExitedEvent);
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foreach (Draggable2D dragObj in draggableObjects)
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{
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dragObj.UnregisterHandler(this);
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}
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eventDispatcher = null;
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}
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}
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private void OnDragCompletedEvent(DragCompletedEvent evt)
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{
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OnDragCompleted(evt.DraggableObject);
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}
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private void OnDragEnteredEvent(DragEntered.DragEnteredEvent evt)
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{
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OnDragEntered(evt.DraggableObject, evt.TargetCollider);
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}
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private void OnDragExitedEvent(DragExited.DragExitedEvent evt)
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{
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OnDragExited(evt.DraggableObject, evt.TargetCollider);
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}
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#region Compatibility
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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//presentl using awake due to errors on non main thread access of targetCollider
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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private void Awake()
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{
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//add any dragableobject already present to list for backwards compatability
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if (draggableObject != null)
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{
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if (!draggableObjects.Contains(draggableObject))
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{
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draggableObjects.Add(draggableObject);
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}
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}
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if (targetObject != null)
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{
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if (!targetObjects.Contains(targetObject))
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{
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targetObjects.Add(targetObject);
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}
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}
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draggableObject = null;
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targetObject = null;
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}
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#endregion Compatibility
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#region Public members
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/// <summary>
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/// Gets the draggable object.
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/// </summary>
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public virtual List<Draggable2D> DraggableObjects { get { return draggableObjects; } }
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/// <summary>
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/// Returns true if the draggable object is over the drag target object.
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/// </summary>
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public virtual bool IsOverTarget()
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{
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return overTarget;
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}
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/// <summary>
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/// Called by the Draggable2D object when the it enters the drag target.
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/// </summary>
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public virtual void OnDragEntered(Draggable2D draggableObject, Collider2D targetObject)
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{
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if (this.targetObjects != null && this.draggableObjects != null &&
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this.draggableObjects.Contains(draggableObject) &&
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this.targetObjects.Contains(targetObject))
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{
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overTarget = true;
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targetCollider = targetObject;
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}
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}
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/// <summary>
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/// Called by the Draggable2D object when the it exits the drag target.
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/// </summary>
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public virtual void OnDragExited(Draggable2D draggableObject, Collider2D targetObject)
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{
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if (this.targetObjects != null && this.draggableObjects != null &&
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this.draggableObjects.Contains(draggableObject) &&
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this.targetObjects.Contains(targetObject))
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{
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overTarget = false;
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targetCollider = null;
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}
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}
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/// <summary>
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/// Called by the Draggable2D object when the the drag ends over the drag target.
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/// </summary>
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public virtual void OnDragCompleted(Draggable2D draggableObject)
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{
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if (this.draggableObjects.Contains(draggableObject) &&
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overTarget)
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{
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// Assume that the player will have to do perform another drag and drop operation
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// to complete the drag again. This is necessary because we don't get an OnDragExited if the
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// draggable object is set to be inactive.
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if (draggableRef != null)
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{
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draggableRef.Value = draggableObject.gameObject;
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}
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if (targetRef != null)
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{
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targetRef.Value = targetCollider.gameObject;
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}
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overTarget = false;
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targetCollider = null;
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ExecuteBlock();
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}
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}
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public override string GetSummary()
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{
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string summary = "Draggable: ";
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if (this.draggableObjects != null && this.draggableObjects.Count != 0)
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{
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for (int i = 0; i < this.draggableObjects.Count; i++)
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{
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if (draggableObjects[i] != null)
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{
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summary += draggableObjects[i].name + ",";
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}
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}
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}
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summary += "\nTarget: ";
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if (this.targetObjects != null && this.targetObjects.Count != 0)
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{
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for (int i = 0; i < this.targetObjects.Count; i++)
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{
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if (targetObjects[i] != null)
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{
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summary += targetObjects[i].name + ",";
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}
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}
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}
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if (summary.Length == 0)
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{
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return "None";
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}
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return summary;
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}
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#endregion Public members
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}
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}
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