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/
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Authored by
范川铭
2025-05-22 09:16:09 +0800
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Commit
1d1882cdd007a75306b629431f187190796b5424
1d1882cd
1 parent
99be1740
1.删除不需要得文件
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9 changed files
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29 additions
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588 deletions
Assembly-CSharp.csproj
Assets/Scripts/Common/BaseItem.cs
Assets/Scripts/ScrollView/CustomListComponent.cs
Assets/Scripts/ScrollView/CustomListComponent.cs.meta
Assets/Scripts/ScrollView/ItemUI.cs
Assets/Scripts/ScrollView/ItemUI.cs.meta
Assets/Scripts/ScrollViewTest.cs
Assets/Scripts/ScrollViewTest.cs.meta
UserSettings/Layouts/default-2022.dwlt
Assembly-CSharp.csproj
View file @
1d1882c
...
...
@@ -51,17 +51,14 @@
<Compile Include="Assets\Scripts\UI\Test3.cs" />
<Compile Include="Assets\Scripts\Common\Singleton.cs" />
<Compile Include="Assets\Scripts\Manager\UIManager.cs" />
<Compile Include="Assets\Scripts\ScrollView\ItemUI.cs" />
<Compile Include="Assets\Scripts\UI\Test2.cs" />
<Compile Include="Assets\Scripts\UI\ItemTest.cs" />
<Compile Include="Assets\Scripts\Common\UIBase.cs" />
<Compile Include="Assets\Scripts\Main.cs" />
<Compile Include="Assets\Scripts\UI\ItemTestPanel.cs" />
<Compile Include="Assets\Scripts\UI\Test1.cs" />
<Compile Include="Assets\Scripts\ScrollView\CustomListComponent.cs" />
<Compile Include="Assets\Scripts\Common\TimeControl.cs" />
<Compile Include="Assets\Scripts\Manager\ResourcesManager.cs" />
<Compile Include="Assets\Scripts\ScrollViewTest.cs" />
<Compile Include="Assets\Scripts\Manager\AudioManager.cs" />
<Compile Include="Assets\Scripts\UI\TimeTest.cs" />
<Compile Include="Assets\Scripts\Manager\UIAnimation.cs" />
...
...
Assets/Scripts/Common/BaseItem.cs
View file @
1d1882c
Assets/Scripts/ScrollView/CustomListComponent.cs
deleted
100644 → 0
View file @
99be174
using
UnityEngine
;
using
System.Collections.Generic
;
public
enum
ScrollDirection
{
Horizontal
,
Vertical
}
public
enum
LoopMode
{
Normal
,
InfiniteLoop
}
public
enum
SnapMode
{
Free
,
CenterAligned
}
public
enum
DragMode
{
FixedDistance
,
MouseDistance
}
public
enum
EasingType
{
Linear
,
EaseIn
,
EaseOut
,
EaseInOut
}
public
class
CustomListComponent
:
MonoBehaviour
{
[
Header
(
"基本设置"
)]
[
SerializeField
]
private
ScrollDirection
direction
=
ScrollDirection
.
Horizontal
;
[
SerializeField
]
private
LoopMode
loopMode
=
LoopMode
.
InfiniteLoop
;
[
SerializeField
]
private
SnapMode
snapMode
=
SnapMode
.
CenterAligned
;
[
SerializeField
]
private
DragMode
dragMode
=
DragMode
.
MouseDistance
;
[
SerializeField
]
private
EasingType
easingType
=
EasingType
.
EaseOut
;
[
Header
(
"Item设置"
)]
[
SerializeField
]
private
GameObject
itemPrefab
;
[
SerializeField
]
private
float
itemSize
=
100f
;
[
SerializeField
]
private
float
spacing
=
20f
;
[
Header
(
"动画设置"
)]
[
SerializeField
]
private
float
snapSpeed
=
5f
;
[
SerializeField
]
private
float
dragSensitivity
=
1f
;
[
SerializeField
]
private
float
fixedDragDistance
=
50f
;
[
Header
(
"数据"
)]
[
SerializeField
]
private
List
<
ItemData
>
itemDataList
=
new
List
<
ItemData
>();
private
RectTransform
rectTransform
;
private
List
<
ItemInstance
>
activeItems
=
new
List
<
ItemInstance
>();
private
float
viewportSize
;
private
int
maxVisibleItems
;
private
float
totalContentSize
;
private
float
currentPosition
;
private
float
targetPosition
;
private
Vector2
lastMousePosition
;
private
bool
isDragging
;
private
int
centerItemIndex
;
private
float
dragStartTime
;
private
float
dragStartPosition
;
[
System
.
Serializable
]
public
class
ItemData
{
public
string
id
;
public
string
name
;
public
Sprite
icon
;
public
object
data
;
}
private
class
ItemInstance
{
public
GameObject
gameObject
;
public
RectTransform
rectTransform
;
public
int
dataIndex
;
public
ItemUI
itemUI
;
}
public
delegate
void
CenterItemChangedHandler
(
int
index
,
ItemData
data
);
public
event
CenterItemChangedHandler
OnCenterItemChanged
;
private
void
Awake
()
{
rectTransform
=
GetComponent
<
RectTransform
>();
CalculateViewportSize
();
CalculateMaxVisibleItems
();
InitializeItems
();
}
private
void
CalculateViewportSize
()
{
if
(
direction
==
ScrollDirection
.
Horizontal
)
{
viewportSize
=
rectTransform
.
rect
.
width
;
}
else
{
viewportSize
=
rectTransform
.
rect
.
height
;
}
}
private
void
CalculateMaxVisibleItems
()
{
// 计算最多需要多少个Item才能铺满视口
maxVisibleItems
=
Mathf
.
CeilToInt
((
viewportSize
+
spacing
)
/
(
itemSize
+
spacing
))
+
2
;
Debug
.
Log
(
$
"最多可见Item数量: {maxVisibleItems}"
);
}
private
void
InitializeItems
()
{
// 清除现有Item
foreach
(
var
item
in
activeItems
)
{
Destroy
(
item
.
gameObject
);
}
activeItems
.
Clear
();
// 创建必要的Item实例
for
(
int
i
=
0
;
i
<
maxVisibleItems
;
i
++)
{
GameObject
itemGO
=
Instantiate
(
itemPrefab
,
transform
);
ItemInstance
item
=
new
ItemInstance
{
gameObject
=
itemGO
,
rectTransform
=
itemGO
.
GetComponent
<
RectTransform
>(),
dataIndex
=
i
%
itemDataList
.
Count
,
itemUI
=
itemGO
.
GetComponent
<
ItemUI
>()
};
UpdateItemPosition
(
item
,
i
);
UpdateItemData
(
item
);
activeItems
.
Add
(
item
);
}
// 计算总内容大小
totalContentSize
=
itemDataList
.
Count
*
(
itemSize
+
spacing
)
-
spacing
;
// 初始化位置
currentPosition
=
0
;
targetPosition
=
0
;
UpdateCenterItem
();
}
private
void
UpdateItemPosition
(
ItemInstance
item
,
int
index
)
{
float
position
=
index
*
(
itemSize
+
spacing
);
if
(
direction
==
ScrollDirection
.
Horizontal
)
{
item
.
rectTransform
.
anchoredPosition
=
new
Vector2
(
position
-
currentPosition
,
0
);
}
else
{
item
.
rectTransform
.
anchoredPosition
=
new
Vector2
(
0
,
-(
position
-
currentPosition
));
}
}
private
void
UpdateItemData
(
ItemInstance
item
)
{
if
(
item
.
itemUI
!=
null
&&
item
.
dataIndex
<
itemDataList
.
Count
)
{
item
.
itemUI
.
SetData
(
itemDataList
[
item
.
dataIndex
]);
}
}
private
void
Update
()
{
HandleInput
();
UpdateScrollPosition
();
UpdateItems
();
}
private
void
HandleInput
()
{
if
(
Input
.
GetMouseButtonDown
(
0
))
{
if
(
RectTransformUtility
.
RectangleContainsScreenPoint
(
rectTransform
,
Input
.
mousePosition
))
{
isDragging
=
true
;
lastMousePosition
=
Input
.
mousePosition
;
dragStartTime
=
Time
.
time
;
dragStartPosition
=
currentPosition
;
}
}
if
(
Input
.
GetMouseButtonUp
(
0
))
{
if
(
isDragging
)
{
isDragging
=
false
;
if
(
snapMode
==
SnapMode
.
CenterAligned
)
{
SnapToNearestItem
();
}
}
}
if
(
isDragging
)
{
Vector2
mouseDelta
=
Input
.
mousePosition
-
new
Vector3
(
lastMousePosition
.
x
,
lastMousePosition
.
y
,
0
);
lastMousePosition
=
Input
.
mousePosition
;
float
dragAmount
=
direction
==
ScrollDirection
.
Horizontal
?
mouseDelta
.
x
:
-
mouseDelta
.
y
;
if
(
dragMode
==
DragMode
.
FixedDistance
)
{
dragAmount
=
Mathf
.
Sign
(
dragAmount
)
*
fixedDragDistance
;
}
currentPosition
-=
dragAmount
*
dragSensitivity
;
// 处理边界
if
(
loopMode
==
LoopMode
.
Normal
)
{
currentPosition
=
Mathf
.
Clamp
(
currentPosition
,
0
,
Mathf
.
Max
(
0
,
totalContentSize
-
viewportSize
));
}
}
}
private
void
UpdateScrollPosition
()
{
if
(!
isDragging
&&
currentPosition
!=
targetPosition
)
{
float
deltaTime
=
Time
.
deltaTime
*
snapSpeed
;
// 应用缓动函数
switch
(
easingType
)
{
case
EasingType
.
Linear
:
currentPosition
=
Mathf
.
Lerp
(
currentPosition
,
targetPosition
,
deltaTime
);
break
;
case
EasingType
.
EaseIn
:
currentPosition
=
EaseIn
(
currentPosition
,
targetPosition
,
deltaTime
);
break
;
case
EasingType
.
EaseOut
:
currentPosition
=
EaseOut
(
currentPosition
,
targetPosition
,
deltaTime
);
break
;
case
EasingType
.
EaseInOut
:
currentPosition
=
EaseInOut
(
currentPosition
,
targetPosition
,
deltaTime
);
break
;
}
if
(
Mathf
.
Abs
(
currentPosition
-
targetPosition
)
<
0.1f
)
{
currentPosition
=
targetPosition
;
}
}
}
private
void
UpdateItems
()
{
if
(
loopMode
==
LoopMode
.
InfiniteLoop
)
{
// 处理无限循环
foreach
(
var
item
in
activeItems
)
{
bool
needsUpdate
=
false
;
if
(
direction
==
ScrollDirection
.
Horizontal
)
{
float
itemPos
=
item
.
rectTransform
.
anchoredPosition
.
x
+
currentPosition
;
// 如果Item超出左边界,移动到右侧
if
(
itemPos
<
-
itemSize
)
{
item
.
dataIndex
=
(
item
.
dataIndex
+
activeItems
.
Count
)
%
itemDataList
.
Count
;
needsUpdate
=
true
;
}
// 如果Item超出右边界,移动到左侧
else
if
(
itemPos
>
viewportSize
)
{
item
.
dataIndex
=
(
item
.
dataIndex
-
activeItems
.
Count
+
itemDataList
.
Count
)
%
itemDataList
.
Count
;
needsUpdate
=
true
;
}
}
else
{
float
itemPos
=
-(
item
.
rectTransform
.
anchoredPosition
.
y
-
currentPosition
);
// 如果Item超出上边界,移动到下侧
if
(
itemPos
<
-
itemSize
)
{
item
.
dataIndex
=
(
item
.
dataIndex
+
activeItems
.
Count
)
%
itemDataList
.
Count
;
needsUpdate
=
true
;
}
// 如果Item超出下边界,移动到上侧
else
if
(
itemPos
>
viewportSize
)
{
item
.
dataIndex
=
(
item
.
dataIndex
-
activeItems
.
Count
+
itemDataList
.
Count
)
%
itemDataList
.
Count
;
needsUpdate
=
true
;
}
}
if
(
needsUpdate
)
{
UpdateItemData
(
item
);
// 重新计算位置
int
virtualIndex
=
Mathf
.
FloorToInt
(
currentPosition
/
(
itemSize
+
spacing
));
virtualIndex
=
(
virtualIndex
+
item
.
dataIndex
)
%
itemDataList
.
Count
;
UpdateItemPosition
(
item
,
virtualIndex
);
}
else
{
// 仅更新位置
UpdateItemPosition
(
item
,
Mathf
.
FloorToInt
((
item
.
rectTransform
.
anchoredPosition
.
x
+
currentPosition
)
/
(
itemSize
+
spacing
)));
}
}
}
UpdateCenterItem
();
}
private
void
SnapToNearestItem
()
{
if
(
itemDataList
.
Count
==
0
)
return
;
// 计算最接近中心的Item
float
centerPos
=
viewportSize
/
2
;
float
closestDistance
=
float
.
MaxValue
;
int
closestIndex
=
0
;
foreach
(
var
item
in
activeItems
)
{
float
itemPos
=
direction
==
ScrollDirection
.
Horizontal
?
item
.
rectTransform
.
anchoredPosition
.
x
+
itemSize
/
2
:
-(
item
.
rectTransform
.
anchoredPosition
.
y
-
itemSize
/
2
);
float
distance
=
Mathf
.
Abs
(
itemPos
-
centerPos
);
if
(
distance
<
closestDistance
)
{
closestDistance
=
distance
;
closestIndex
=
item
.
dataIndex
;
}
}
// 设置目标位置
float
targetPos
=
closestIndex
*
(
itemSize
+
spacing
);
// 调整目标位置使选中的Item居中
if
(
direction
==
ScrollDirection
.
Horizontal
)
{
targetPos
-=
(
viewportSize
-
itemSize
)
/
2
;
}
else
{
targetPos
-=
(
viewportSize
-
itemSize
)
/
2
;
}
// 限制在边界内
if
(
loopMode
==
LoopMode
.
Normal
)
{
targetPos
=
Mathf
.
Clamp
(
targetPos
,
0
,
Mathf
.
Max
(
0
,
totalContentSize
-
viewportSize
));
}
targetPosition
=
targetPos
;
}
private
void
UpdateCenterItem
()
{
float
centerPos
=
viewportSize
/
2
;
float
closestDistance
=
float
.
MaxValue
;
int
newCenterIndex
=
-
1
;
foreach
(
var
item
in
activeItems
)
{
float
itemPos
=
direction
==
ScrollDirection
.
Horizontal
?
item
.
rectTransform
.
anchoredPosition
.
x
+
itemSize
/
2
:
-(
item
.
rectTransform
.
anchoredPosition
.
y
-
itemSize
/
2
);
float
distance
=
Mathf
.
Abs
(
itemPos
-
centerPos
);
if
(
distance
<
closestDistance
)
{
closestDistance
=
distance
;
newCenterIndex
=
item
.
dataIndex
;
}
}
if
(
newCenterIndex
!=
centerItemIndex
&&
newCenterIndex
>=
0
&&
newCenterIndex
<
itemDataList
.
Count
)
{
centerItemIndex
=
newCenterIndex
;
OnCenterItemChanged
?.
Invoke
(
centerItemIndex
,
itemDataList
[
centerItemIndex
]);
}
}
// 缓动函数
private
float
EaseIn
(
float
start
,
float
end
,
float
value
)
{
end
-=
start
;
return
end
*
Mathf
.
Pow
(
value
,
2
)
+
start
;
}
private
float
EaseOut
(
float
start
,
float
end
,
float
value
)
{
end
-=
start
;
return
-
end
*
value
*
(
value
-
2
)
+
start
;
}
private
float
EaseInOut
(
float
start
,
float
end
,
float
value
)
{
value
/=
0.5f
;
end
-=
start
;
if
(
value
<
1
)
{
return
end
*
0.5f
*
Mathf
.
Pow
(
value
,
2
)
+
start
;
}
value
--;
return
-
end
*
0.5f
*
(
value
*
(
value
-
2
)
-
1
)
+
start
;
}
// 公共方法
public
void
SetDirection
(
ScrollDirection
newDirection
)
{
direction
=
newDirection
;
CalculateViewportSize
();
InitializeItems
();
}
public
void
SetLoopMode
(
LoopMode
newMode
)
{
loopMode
=
newMode
;
}
public
void
SetSnapMode
(
SnapMode
newMode
)
{
snapMode
=
newMode
;
}
public
void
SetDragMode
(
DragMode
newMode
)
{
dragMode
=
newMode
;
}
public
void
SetEasingType
(
EasingType
newType
)
{
easingType
=
newType
;
}
public
void
SetItemSize
(
float
size
)
{
itemSize
=
size
;
CalculateMaxVisibleItems
();
InitializeItems
();
}
public
void
SetSpacing
(
float
newSpacing
)
{
spacing
=
newSpacing
;
CalculateMaxVisibleItems
();
InitializeItems
();
}
public
void
SetItemData
(
List
<
ItemData
>
dataList
)
{
itemDataList
=
dataList
;
CalculateMaxVisibleItems
();
InitializeItems
();
}
public
ItemData
GetCenterItemData
()
{
if
(
centerItemIndex
>=
0
&&
centerItemIndex
<
itemDataList
.
Count
)
{
return
itemDataList
[
centerItemIndex
];
}
return
null
;
}
}
\ No newline at end of file
Assets/Scripts/ScrollView/CustomListComponent.cs.meta
deleted
100644 → 0
View file @
99be174
fileFormatVersion: 2
guid: 50f895cd92be3cb43969984721391f5f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/ScrollView/ItemUI.cs
deleted
100644 → 0
View file @
99be174
using
UnityEngine
;
using
UnityEngine.UI
;
public
class
ItemUI
:
MonoBehaviour
{
[
SerializeField
]
private
Text
nameText
;
[
SerializeField
]
private
Image
iconImage
;
public
void
SetData
(
CustomListComponent
.
ItemData
data
)
{
if
(
nameText
!=
null
)
{
nameText
.
text
=
data
.
name
;
}
if
(
iconImage
!=
null
&&
data
.
icon
!=
null
)
{
iconImage
.
sprite
=
data
.
icon
;
}
}
}
\ No newline at end of file
Assets/Scripts/ScrollView/ItemUI.cs.meta
deleted
100644 → 0
View file @
99be174
fileFormatVersion: 2
guid: 1d73e51513498ae43b0936409f2de324
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
Assets/Scripts/ScrollViewTest.cs
deleted
100644 → 0
View file @
99be174
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
public
class
ScrollViewTest
:
MonoBehaviour
{
public
CustomListComponent
myScrollView
;
void
Start
()
{
}
// Update is called once per frame
void
Update
()
{
}
}
\ No newline at end of file
Assets/Scripts/ScrollViewTest.cs.meta
deleted
100644 → 0
View file @
99be174
fileFormatVersion: 2
guid: 2f21380e731302746b81972d69d9b121
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:
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View file @
1d1882c
...
...
@@ -8,7 +8,7 @@ MonoBehaviour:
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...
...
@@ -19,7 +19,7 @@ MonoBehaviour:
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m_ShowMode
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...
...
@@ -120,7 +120,7 @@ MonoBehaviour:
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---
!u!114
&6
MonoBehaviour
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...
...
@@ -146,7 +146,7 @@ MonoBehaviour:
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controlID
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---
!u!114
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MonoBehaviour
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...
...
@@ -158,7 +158,7 @@ MonoBehaviour:
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m_Name
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...
...
@@ -167,15 +167,15 @@ MonoBehaviour:
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---
!u!114
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MonoBehaviour
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...
...
@@ -226,7 +226,7 @@ MonoBehaviour:
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---
!u!114
&10
MonoBehaviour
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...
...
@@ -247,8 +247,8 @@ MonoBehaviour:
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...
...
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...
...
@@ -329,7 +329,7 @@ MonoBehaviour:
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...
...
@@ -405,7 +405,7 @@ MonoBehaviour:
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snapCorner
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id
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...
...
@@ -749,9 +749,9 @@ MonoBehaviour:
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drawMode
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...
...
@@ -799,11 +799,11 @@ MonoBehaviour:
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speed
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m_Value
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m_Ortho
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m_Target
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speed
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...
...
@@ -997,9 +997,9 @@ MonoBehaviour:
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m_TreeViewState
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scrollPos
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{
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...
...
@@ -1067,7 +1067,8 @@ MonoBehaviour:
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0
m_SearchArea
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m_Folders
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m_Folders
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[]
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...
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@@ -1083,7 +1084,7 @@ MonoBehaviour:
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...
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@@ -1111,7 +1112,7 @@ MonoBehaviour:
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...
...
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