Automatic code cleanup (no real changes)

- Use explicit type of var
- Use 'new()'
- Remove unnecessary usings
- Sort usings
- Apply formatting
This commit is contained in:
Sinai
2022-04-12 05:20:35 +10:00
parent 693f5818be
commit 7e0f98ef91
95 changed files with 732 additions and 1073 deletions

View File

@ -2,18 +2,15 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
using UniverseLib.Input;
using UnityExplorer.UI;
using UniverseLib.UI.Models;
using UnityExplorer.UI.Panels;
using UnityExplorer.UI.Widgets;
using UnityExplorer.UI.Widgets.AutoComplete;
using UniverseLib.UI.Widgets;
using UniverseLib.UI;
using UniverseLib;
using UniverseLib.UI;
using UniverseLib.UI.Models;
using UniverseLib.UI.Widgets;
using UniverseLib.UI.Widgets.ScrollView;
using UniverseLib.Utility;
@ -29,7 +26,7 @@ namespace UnityExplorer.Inspectors
public TransformTree TransformTree;
private ScrollPool<TransformCell> transformScroll;
private readonly List<GameObject> cachedChildren = new List<GameObject>();
private readonly List<GameObject> cachedChildren = new();
public ComponentList ComponentList;
private ScrollPool<ComponentCell> componentScroll;
@ -127,10 +124,10 @@ namespace UnityExplorer.Inspectors
return cachedChildren;
}
private readonly List<Component> componentEntries = new List<Component>();
private readonly HashSet<int> compInstanceIDs = new HashSet<int>();
private readonly List<Behaviour> behaviourEntries = new List<Behaviour>();
private readonly List<bool> behaviourEnabledStates = new List<bool>();
private readonly List<Component> componentEntries = new();
private readonly HashSet<int> compInstanceIDs = new();
private readonly List<Behaviour> behaviourEntries = new();
private readonly List<bool> behaviourEnabledStates = new();
// ComponentList.GetRootEntriesMethod
private List<Component> GetComponentEntries() => GOTarget ? componentEntries : Enumerable.Empty<Component>().ToList();
@ -149,13 +146,13 @@ namespace UnityExplorer.Inspectors
}
// Check if we actually need to refresh the component cells or not.
var comps = GOTarget.GetComponents<Component>();
var behaviours = GOTarget.GetComponents<Behaviour>();
IEnumerable<Component> comps = GOTarget.GetComponents<Component>();
IEnumerable<Behaviour> behaviours = GOTarget.GetComponents<Behaviour>();
bool needRefresh = false;
int count = 0;
foreach (var comp in comps)
foreach (Component comp in comps)
{
if (!comp)
continue;
@ -173,7 +170,7 @@ namespace UnityExplorer.Inspectors
else
{
count = 0;
foreach (var behaviour in behaviours)
foreach (Behaviour behaviour in behaviours)
{
if (!behaviour)
continue;
@ -194,7 +191,7 @@ namespace UnityExplorer.Inspectors
componentEntries.Clear();
compInstanceIDs.Clear();
foreach (var comp in comps)
foreach (Component comp in comps)
{
if (!comp) continue;
componentEntries.Add(comp);
@ -203,7 +200,7 @@ namespace UnityExplorer.Inspectors
behaviourEntries.Clear();
behaviourEnabledStates.Clear();
foreach (var behaviour in behaviours)
foreach (Behaviour behaviour in behaviours)
{
if (!behaviour) continue;
behaviourEntries.Add(behaviour);
@ -217,7 +214,7 @@ namespace UnityExplorer.Inspectors
private void OnAddChildClicked(string input)
{
var newObject = new GameObject(input);
GameObject newObject = new(input);
newObject.transform.parent = GOTarget.transform;
TransformTree.RefreshData(true, false, true, false);
@ -250,7 +247,7 @@ namespace UnityExplorer.Inspectors
UIRoot = UIFactory.CreateVerticalGroup(parent, "GameObjectInspector", true, false, true, true, 5,
new Vector4(4, 4, 4, 4), new Color(0.065f, 0.065f, 0.065f));
var scrollObj = UIFactory.CreateScrollView(UIRoot, "GameObjectInspector", out Content, out var scrollbar,
GameObject scrollObj = UIFactory.CreateScrollView(UIRoot, "GameObjectInspector", out Content, out AutoSliderScrollbar scrollbar,
new Color(0.065f, 0.065f, 0.065f));
UIFactory.SetLayoutElement(scrollObj, minHeight: 250, preferredHeight: 300, flexibleHeight: 0, flexibleWidth: 9999);
@ -268,27 +265,27 @@ namespace UnityExplorer.Inspectors
private void ConstructLists()
{
var listHolder = UIFactory.CreateUIObject("ListHolders", UIRoot);
GameObject listHolder = UIFactory.CreateUIObject("ListHolders", UIRoot);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(listHolder, false, true, true, true, 8, 2, 2, 2, 2);
UIFactory.SetLayoutElement(listHolder, minHeight: 150, flexibleWidth: 9999, flexibleHeight: 9999);
// Left group (Children)
var leftGroup = UIFactory.CreateUIObject("ChildrenGroup", listHolder);
GameObject leftGroup = UIFactory.CreateUIObject("ChildrenGroup", listHolder);
UIFactory.SetLayoutElement(leftGroup, flexibleWidth: 9999, flexibleHeight: 9999);
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(leftGroup, false, false, true, true, 2);
var childrenLabel = UIFactory.CreateLabel(leftGroup, "ChildListTitle", "Children", TextAnchor.MiddleCenter, default, false, 16);
Text childrenLabel = UIFactory.CreateLabel(leftGroup, "ChildListTitle", "Children", TextAnchor.MiddleCenter, default, false, 16);
UIFactory.SetLayoutElement(childrenLabel.gameObject, flexibleWidth: 9999);
// Add Child
var addChildRow = UIFactory.CreateUIObject("AddChildRow", leftGroup);
GameObject addChildRow = UIFactory.CreateUIObject("AddChildRow", leftGroup);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(addChildRow, false, false, true, true, 2);
addChildInput = UIFactory.CreateInputField(addChildRow, "AddChildInput", "Enter a name...");
UIFactory.SetLayoutElement(addChildInput.Component.gameObject, minHeight: 25, preferredWidth: 9999);
var addChildButton = UIFactory.CreateButton(addChildRow, "AddChildButton", "Add Child");
ButtonRef addChildButton = UIFactory.CreateButton(addChildRow, "AddChildButton", "Add Child");
UIFactory.SetLayoutElement(addChildButton.Component.gameObject, minHeight: 25, minWidth: 80);
addChildButton.OnClick += () => { OnAddChildClicked(addChildInput.Text); };
@ -305,21 +302,21 @@ namespace UnityExplorer.Inspectors
// Right group (Components)
var rightGroup = UIFactory.CreateUIObject("ComponentGroup", listHolder);
GameObject rightGroup = UIFactory.CreateUIObject("ComponentGroup", listHolder);
UIFactory.SetLayoutElement(rightGroup, flexibleWidth: 9999, flexibleHeight: 9999);
UIFactory.SetLayoutGroup<VerticalLayoutGroup>(rightGroup, false, false, true, true, 2);
var compLabel = UIFactory.CreateLabel(rightGroup, "CompListTitle", "Components", TextAnchor.MiddleCenter, default, false, 16);
Text compLabel = UIFactory.CreateLabel(rightGroup, "CompListTitle", "Components", TextAnchor.MiddleCenter, default, false, 16);
UIFactory.SetLayoutElement(compLabel.gameObject, flexibleWidth: 9999);
// Add Comp
var addCompRow = UIFactory.CreateUIObject("AddCompRow", rightGroup);
GameObject addCompRow = UIFactory.CreateUIObject("AddCompRow", rightGroup);
UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(addCompRow, false, false, true, true, 2);
addCompInput = UIFactory.CreateInputField(addCompRow, "AddCompInput", "Enter a Component type...");
UIFactory.SetLayoutElement(addCompInput.Component.gameObject, minHeight: 25, preferredWidth: 9999);
var addCompButton = UIFactory.CreateButton(addCompRow, "AddCompButton", "Add Comp");
ButtonRef addCompButton = UIFactory.CreateButton(addCompRow, "AddCompButton", "Add Comp");
UIFactory.SetLayoutElement(addCompButton.Component.gameObject, minHeight: 25, minWidth: 80);
addCompButton.OnClick += () => { OnAddComponentClicked(addCompInput.Text); };
@ -333,8 +330,10 @@ namespace UnityExplorer.Inspectors
UIFactory.SetLayoutElement(compObj, flexibleHeight: 9999);
UIFactory.SetLayoutElement(compContent, flexibleHeight: 9999);
ComponentList = new ComponentList(componentScroll, GetComponentEntries);
ComponentList.Parent = this;
ComponentList = new ComponentList(componentScroll, GetComponentEntries)
{
Parent = this
};
componentScroll.Initialize(ComponentList);
}