testss
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using System;
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using UnityEngine;
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namespace UnityEditor.U2D.Path.GUIFramework
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{
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/// <summary>
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/// Represents an Action to process when the custom editor validates a command.
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/// </summary>
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public class CommandAction : GUIAction
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{
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private string m_CommandName;
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/// <summary>
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/// The Action to execute.
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/// </summary>
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public Action<IGUIState> onCommand;
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/// <summary>
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/// Initializes and returns an instance of CommandAction
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/// </summary>
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/// <param name="commandName">The name of the command. When the custom editor validates a command with this name, it triggers the action.</param>
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public CommandAction(string commandName)
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{
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m_CommandName = commandName;
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}
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/// <summary>
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/// Checks to see if the trigger condition has been met or not.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <returns>Returns `true` if the trigger condition has been met. Otherwise, returns `false`.</returns>
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protected override bool GetTriggerContidtion(IGUIState guiState)
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{
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if (guiState.eventType == EventType.ValidateCommand && guiState.commandName == m_CommandName)
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{
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guiState.UseEvent();
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks to see if the finish condition has been met or not.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <returns>Returns `true` if the trigger condition is finished. Otherwise, returns `false`.</returns>
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protected override bool GetFinishContidtion(IGUIState guiState)
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{
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if (guiState.eventType == EventType.ExecuteCommand && guiState.commandName == m_CommandName)
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{
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guiState.UseEvent();
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return true;
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}
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return false;
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}
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/// <summary>
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/// Calls the methods in its invocation list when the finish condition is met.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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protected override void OnFinish(IGUIState guiState)
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{
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if (onCommand != null)
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onCommand(guiState);
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}
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}
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}
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