Code structure cleanup. (2)
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51
Assets/Cryville/Crtr/Config/UI/PropertyMasterPanel.cs
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51
Assets/Cryville/Crtr/Config/UI/PropertyMasterPanel.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cryville.Crtr.Config.UI {
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public class PropertyMasterPanel : MonoBehaviour {
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[SerializeField]
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GameObject m_categoryPrefab;
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[SerializeField]
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Transform m_container;
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bool _invalidated = true;
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public void Invalidate() {
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_invalidated = true;
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}
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private IPropertyMasterAdapter m_adapter;
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public IPropertyMasterAdapter Adapter {
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get { return m_adapter; }
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set {
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m_adapter = value;
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Invalidate();
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}
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}
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public void Update() {
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if (!_invalidated) return;
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LoadProperties();
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foreach (Transform c in m_container) Destroy(c.gameObject);
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foreach (var c in _categories) {
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var obj = Instantiate(m_categoryPrefab, m_container, false);
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obj.GetComponent<PropertyCategoryPanel>().Load(c.Key, c.Value);
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}
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}
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readonly Dictionary<string, List<IPropertyAdapter>> _categories = new Dictionary<string, List<IPropertyAdapter>>();
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public void LoadProperties() {
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_categories.Clear();
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_invalidated = false;
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if (Adapter == null) return;
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foreach (var p in Adapter.GetProperties()) {
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string category = p.Category;
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if (category == null) category = Adapter.DefaultCategory;
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if (!_categories.ContainsKey(category))
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_categories.Add(category, new List<IPropertyAdapter>());
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_categories[category].Add(p);
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}
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}
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}
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}
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