mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-16 08:17:50 +08:00
Finished scene explorer, lots of cleanups. Inspector and Search left now.
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@ -1,12 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine;
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namespace ExplorerBeta.Input
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{
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public interface IAbstractInput
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public interface IHandleInput
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{
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void Init();
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@ -1,7 +1,5 @@
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using System;
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using System.Reflection;
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using UnityEngine;
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using ExplorerBeta.Input;
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using ExplorerBeta.Helpers;
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using System.Diagnostics.CodeAnalysis;
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#if CPP
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@ -13,7 +11,7 @@ namespace ExplorerBeta.Input
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[SuppressMessage("Style", "IDE1006:Naming Styles", Justification = "Unity style")]
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public static class InputManager
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{
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private static IAbstractInput m_inputModule;
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private static IHandleInput m_inputModule;
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public static void Init()
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{
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@ -1,14 +1,11 @@
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using System;
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using System.Reflection;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using ExplorerBeta.Helpers;
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using UnityEngine;
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namespace ExplorerBeta.Input
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{
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public class InputSystem : IAbstractInput
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public class InputSystem : IHandleInput
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{
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public static Type TKeyboard => m_tKeyboard ?? (m_tKeyboard = ReflectionHelpers.GetTypeByName("UnityEngine.InputSystem.Keyboard"));
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private static Type m_tKeyboard;
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@ -1,14 +1,11 @@
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using System;
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using System.Reflection;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using ExplorerBeta.Helpers;
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using UnityEngine;
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namespace ExplorerBeta.Input
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{
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public class LegacyInput : IAbstractInput
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public class LegacyInput : IHandleInput
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{
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public static Type TInput => m_tInput ?? (m_tInput = ReflectionHelpers.GetTypeByName("UnityEngine.Input"));
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private static Type m_tInput;
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@ -1,14 +1,10 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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using UnityEngine;
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namespace ExplorerBeta.Input
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{
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// Just a stub for games where no Input module was able to load at all.
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public class NoInput : IAbstractInput
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public class NoInput : IHandleInput
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{
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public Vector2 MousePosition => Vector2.zero;
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