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Corrected UNITY_EDITOR define usage in flowchart and block

master
desktop-maesty/steve 6 years ago
parent
commit
c21a39a886
  1. 2
      Assets/Fungus/Scripts/Components/Block.cs
  2. 8
      Assets/Fungus/Scripts/Components/Flowchart.cs

2
Assets/Fungus/Scripts/Components/Block.cs

@ -112,11 +112,11 @@ namespace Fungus
}
}
#endif
//editor only state for speeding up flowchart window drawing
public bool IsSelected { get; set; } //local cache of selectedness
public bool IsFiltered { get; set; } //local cache of filteredness
public bool IsControlSelected { get; set; } //local cache of being part of the control exclusion group
#endif
#region Public members

8
Assets/Fungus/Scripts/Components/Flowchart.cs

@ -339,7 +339,6 @@ namespace Fungus
/// </summary>
public virtual Rect ScrollViewRect { get { return scrollViewRect; } set { scrollViewRect = value; } }
#if UNITY_EDITOR
/// <summary>
/// Current actively selected block in the Flowchart editor.
/// </summary>
@ -361,7 +360,6 @@ namespace Fungus
public virtual List<Block> SelectedBlocks { get { return selectedBlocks; } set { selectedBlocks = value; } }
#endif
/// <summary>
/// Currently selected command in the Flowchart editor.
/// </summary>
@ -1125,8 +1123,7 @@ namespace Fungus
#endif
}
}
#if UNITY_EDITOR
/// <summary>
/// Clears the list of selected blocks.
/// </summary>
@ -1173,8 +1170,7 @@ namespace Fungus
var res = gameObject.GetComponents<Block>();
selectedBlocks = res.Where(x => x.IsSelected).ToList();
}
#endif
/// <summary>
/// Reset the commands and variables in the Flowchart.
/// </summary>

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