category scene setup
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Editor
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{
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public class GameSelectionCategory : MonoBehaviour
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{
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[SerializeField] private NewGameSelectionEvent _gameSelectionEventRef;
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace HeavenStudio.Editor
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{
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public class GameSelectionCategoryManager : MonoBehaviour
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{
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[SerializeField] private GameSelectionCategory _categoryRef;
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}
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}
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userData:
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@ -458,8 +458,7 @@ namespace HeavenStudio.Editor
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[Header("New Game Event Selection")]
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[SerializeField] private GameObject _newGameEventSelector;
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[SerializeField] private RectTransform _newEventsParent;
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[SerializeField] private GameObject _newEventRef;
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[SerializeField] private GameSelectionCategory _cateGoryRef;
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private bool _usingOld = false;
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@ -486,12 +485,11 @@ namespace HeavenStudio.Editor
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private void NewAddEvents(int index = 0)
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{
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if (!EventCaller.FXOnlyGames().Contains(SelectedMinigame))
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/*if (!EventCaller.FXOnlyGames().Contains(SelectedMinigame))
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{
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NewGameSelectionEvent sg = Instantiate(_newEventRef, _newEventsParent).GetComponent<NewGameSelectionEvent>();
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sg.SetText("Switch Game");
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sg.gameObject.SetActive(true);
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if (index == 0) sg.SetTextColor(EditorTheme.theme.properties.EventSelectedCol.Hex2RGB());
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}
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else
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{
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@ -504,18 +502,15 @@ namespace HeavenStudio.Editor
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var action = SelectedMinigame.actions[i];
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if (action.actionName == "switchGame" || action.hidden) continue;
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NewGameSelectionEvent g = Instantiate(_newEventRef, _newEventsParent).GetComponent<NewGameSelectionEvent>();
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//NewGameSelectionEvent g = Instantiate(_newEventRef, _newEventsParent).GetComponent<NewGameSelectionEvent>();
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g.SetText(action.displayName);
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if (action.parameters != null && action.parameters.Count > 0)
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g.SetActiveGearIcon(true);
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if (index - 1 == i)
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g.SetTextColor(EditorTheme.theme.properties.EventSelectedCol.Hex2RGB());
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g.gameObject.SetActive(true);
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}
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}*/
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}
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private void NewDestroyEvents()
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@ -525,10 +520,10 @@ namespace HeavenStudio.Editor
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transform.GetChild(i).GetChild(0).gameObject.SetActive(false);
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}
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for (int i = 0; i < _newEventsParent.childCount; i++)
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/*for (int i = 0; i < _newEventsParent.childCount; i++)
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{
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Destroy(_newEventsParent.GetChild(i).gameObject);
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}
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}*/
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}
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public void Disable()
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