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Get rid of pointless ReadOnlyCollection properties
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@ -29,14 +29,12 @@ namespace UnityExplorer.ObjectExplorer
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/// <summary>
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/// The GameObjects in the currently inspected scene.
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/// </summary>
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public static ReadOnlyCollection<GameObject> CurrentRootObjects => new ReadOnlyCollection<GameObject>(rootObjects);
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private static GameObject[] rootObjects = new GameObject[0];
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public static GameObject[] CurrentRootObjects { get; private set; } = new GameObject[0];
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/// <summary>
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/// All currently loaded Scenes.
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/// </summary>
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public static ReadOnlyCollection<Scene> LoadedScenes => new ReadOnlyCollection<Scene>(allLoadedScenes);
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private static readonly List<Scene> allLoadedScenes = new List<Scene>();
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public static List<Scene> LoadedScenes { get; private set; } = new List<Scene>();
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private static HashSet<Scene> previousLoadedScenes;
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/// <summary>
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@ -59,7 +57,7 @@ namespace UnityExplorer.ObjectExplorer
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/// <summary>
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/// Invoked whenever the list of currently loaded Scenes changes. The argument contains all loaded scenes after the change.
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/// </summary>
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public static event Action<ReadOnlyCollection<Scene>> OnLoadedScenesChanged;
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public static event Action<List<Scene>> OnLoadedScenesChanged;
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/// <summary>
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/// Equivalent to <see cref="SceneManager.sceneCount"/> + 2, to include 'DontDestroyOnLoad' and the 'None' scene.
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@ -115,7 +113,7 @@ namespace UnityExplorer.ObjectExplorer
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int confirmedCount = 2;
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bool inspectedExists = SelectedScene == DontDestroyScene || (SelectedScene.HasValue && SelectedScene.Value == default);
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allLoadedScenes.Clear();
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LoadedScenes.Clear();
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for (int i = 0; i < SceneManager.sceneCount; i++)
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{
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@ -131,30 +129,26 @@ namespace UnityExplorer.ObjectExplorer
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if (!inspectedExists && scene == SelectedScene)
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inspectedExists = true;
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allLoadedScenes.Add(scene);
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LoadedScenes.Add(scene);
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}
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bool anyChange = confirmedCount != allLoadedScenes.Count;
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bool anyChange = confirmedCount != LoadedScenes.Count;
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allLoadedScenes.Add(DontDestroyScene);
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allLoadedScenes.Add(default);
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previousLoadedScenes = new HashSet<Scene>(allLoadedScenes);
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LoadedScenes.Add(DontDestroyScene);
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LoadedScenes.Add(default);
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previousLoadedScenes = new HashSet<Scene>(LoadedScenes);
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// Default to first scene if none selected or previous selection no longer exists.
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if (!inspectedExists)
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{
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SelectedScene = allLoadedScenes.First();
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}
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SelectedScene = LoadedScenes.First();
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// Notify on the list changing at all
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if (anyChange)
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{
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OnLoadedScenesChanged?.Invoke(LoadedScenes);
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}
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// Finally, update the root objects list.
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if (SelectedScene != null && ((Scene)SelectedScene).IsValid())
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rootObjects = RuntimeProvider.Instance.GetRootGameObjects((Scene)SelectedScene);
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CurrentRootObjects = RuntimeProvider.Instance.GetRootGameObjects((Scene)SelectedScene);
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else
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{
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var allObjects = RuntimeProvider.Instance.FindObjectsOfTypeAll(typeof(GameObject));
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@ -165,7 +159,7 @@ namespace UnityExplorer.ObjectExplorer
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if (go.transform.parent == null && !go.scene.IsValid())
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objects.Add(go);
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}
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rootObjects = objects.ToArray();
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CurrentRootObjects = objects.ToArray();
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}
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}
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}
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