Installed Surge, fixed compile errors, moved a bunch of external stuff into folder
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113
Assets/External/Pixelplacement/Surge/DisplayObject/DisplayObject.cs
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113
Assets/External/Pixelplacement/Surge/DisplayObject/DisplayObject.cs
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/// <summary>
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/// SURGE FRAMEWORK
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/// Author: Bob Berkebile
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/// Email: bobb@pixelplacement.com
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///
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/// An elegant solution for allowing stronger code-controlled object visibility that doesn't depend on how an object was last left in the editor.
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///
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/// </summary>
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.UI;
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namespace Pixelplacement
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{
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[RequireComponent (typeof (Initialization))]
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public class DisplayObject : MonoBehaviour
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{
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//Private Variables:
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private bool _activated;
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//Public Properties:
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/// <summary>
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/// Wrapper for GameObject's ActiveSelf property for ease of use.
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/// </summary>
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public bool ActiveSelf
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{
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get
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{
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return gameObject.activeSelf;
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}
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set
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{
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SetActive(value);
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}
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}
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//Public Methods:
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/// <summary>
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/// Registers this DisplayObject - should only be called by Initialization.
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/// </summary>
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public void Register ()
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{
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if (!_activated)
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{
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_activated = true;
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gameObject.SetActive (false);
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}
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}
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/// <summary>
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/// Wrapper for GameObject's SetActive method for ease of use.
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/// </summary>
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public void SetActive (bool value)
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{
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_activated = true;
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gameObject.SetActive (value);
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}
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/// <summary>
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/// Solo this DisplayObject within other DisplayObjects at the same level in the hierarchy.
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/// </summary>
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public void Solo ()
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{
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Register();
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if (transform.parent != null)
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{
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foreach (Transform item in transform.parent)
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{
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if (item == transform) continue;
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DisplayObject displayObject = item.GetComponent<DisplayObject> ();
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if (displayObject != null) displayObject.SetActive (false);
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}
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gameObject.SetActive (true);
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}else{
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foreach (var item in Resources.FindObjectsOfTypeAll<DisplayObject> ())
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{
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if (item.transform.parent == null)
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{
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if (item == this)
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{
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item.SetActive (true);
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}else{
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item.SetActive (false);
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}
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}
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}
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}
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}
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/// <summary>
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/// Hides all DisplayObjects at the same level in the hierarchy as this DisplayObject.
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/// </summary>
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public void HideAll ()
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{
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if (transform.parent != null)
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{
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foreach (Transform item in transform.parent)
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{
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if (item.GetComponent<DisplayObject> () != null) item.gameObject.SetActive (false);
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}
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}else{
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foreach (var item in Resources.FindObjectsOfTypeAll<DisplayObject> ())
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{
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if (item.transform.parent == null) item.gameObject.SetActive (false);
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}
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}
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}
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}
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}
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