fix: Hides revision of ongoing events by default
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@@ -43,7 +43,7 @@ namespace Cryville.EEW.Unity.UI {
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void SwitchTo(int index) {
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void SwitchTo(int index) {
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_index = index;
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_index = index;
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var e = _displayingReports[index];
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var e = _displayingReports[index];
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m_currentView.SetViewModel(e);
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m_currentView.SetViewModel(e, true);
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var keyProp = e.Properties.FirstOrDefault();
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var keyProp = e.Properties.FirstOrDefault();
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_tickDown = Math.Max(0, keyProp?.Severity ?? 0) * 4 + 4;
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_tickDown = Math.Max(0, keyProp?.Severity ?? 0) * 4 + 4;
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m_currentView.gameObject.SetActive(true);
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m_currentView.gameObject.SetActive(true);
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@@ -20,9 +20,9 @@ namespace Cryville.EEW.Unity.UI {
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void OnViewClicked() {
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void OnViewClicked() {
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Worker.Instance.SetSelected(_viewModel);
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Worker.Instance.SetSelected(_viewModel);
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}
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}
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public virtual void SetViewModel(ReportViewModel viewModel, bool hideRevision = false) {
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public virtual void SetViewModel(ReportViewModel viewModel, bool hideRevisionByDefault = false) {
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_viewModel = viewModel;
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_viewModel = viewModel;
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if (hideRevision) hideRevision = ShouldHideRevision(viewModel.RevisionKey);
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bool hideRevision = hideRevisionByDefault && ShouldHideRevision(viewModel.RevisionKey);
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if (m_titleView != null) {
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if (m_titleView != null) {
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var title = viewModel.Title ?? "";
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var title = viewModel.Title ?? "";
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