Added Dohya
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@@ -0,0 +1,72 @@
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#if UNITY_EDITOR
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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namespace VLB
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{
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public class TargetList<T> : IEnumerable<T> where T : MonoBehaviour
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{
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public int Count { get { return m_Targets != null ? m_Targets.Count : 0; } }
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public T this[int key] { get { return m_Targets != null ? m_Targets[key] : null; } }
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public List<T> m_Targets = null;
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public TargetList(UnityEngine.Object[] entities)
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{
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m_Targets = new List<T>();
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foreach (var entity in entities)
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{
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if (entity is T)
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{
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m_Targets.Add(entity as T); // directly get the component from the object
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}
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else
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{
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// otherwise get access from the current MonoBehaviour, in case the current MonoBehaviour is not the type wanted as target
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var behaviour = entity as MonoBehaviour;
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var comp = behaviour.GetComponent<T>();
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if (comp)
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m_Targets.Add(comp);
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}
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}
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Debug.Assert(m_Targets.Count > 0);
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}
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public bool HasAtLeastOneTargetWith(System.Func<T, bool> lambda)
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{
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foreach (var target in m_Targets)
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{
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if (lambda(target))
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{
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return true;
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}
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}
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return false;
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}
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public void RecordUndoAction(string name, System.Action<T> lambda)
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{
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Undo.RecordObjects(m_Targets.ToArray(), name);
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foreach (var target in m_Targets)
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{
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lambda(target);
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}
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}
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// make this object foreach compatible
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public IEnumerator<T> GetEnumerator()
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{
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foreach (var target in m_Targets)
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yield return target;
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}
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System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator()
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{
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return this.GetEnumerator();
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}
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}
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}
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#endif
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