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 a default generic UI control.
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/// </summary>
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public class GenericDefaultControl : DefaultControl
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{
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/// <summary>
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/// Func for GetPosition
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/// </summary>
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public Func<IGUIState, Vector3> position;
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/// <summary>
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/// Func for GetForward
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/// </summary>
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public Func<IGUIState, Vector3> forward;
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/// <summary>
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/// Func for GetUp
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/// </summary>
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public Func<IGUIState, Vector3> up;
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/// <summary>
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/// Func for GetRight
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/// </summary>
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public Func<IGUIState, Vector3> right;
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/// <summary>
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/// Func for GetUserData
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/// </summary>
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public Func<IGUIState, object> userData;
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/// <summary>
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/// Initializes and returns an instance of GenericDefaultControl
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/// </summary>
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/// <param name="name">The name of the generic default control.</param>
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public GenericDefaultControl(string name) : base(name)
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{
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}
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/// <summary>
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/// Gets the distance from the Scene view camera to the control.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <param name="index">The Index</param>
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/// <returns>The distance from the Scene view camera to the control.</returns>
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protected override Vector3 GetPosition(IGUIState guiState, int index)
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{
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if (position != null)
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return position(guiState);
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return base.GetPosition(guiState, index);
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}
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/// <summary>
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/// Gets the forward vector of the control.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <param name="index">The Index</param>
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/// <returns>Returns the generic control's forward vector.</returns>
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protected override Vector3 GetForward(IGUIState guiState, int index)
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{
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if (forward != null)
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return forward(guiState);
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return base.GetForward(guiState, index);
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}
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/// <summary>
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/// Gets the up vector of the control.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <param name="index">The Index</param>
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/// <returns>Returns the generic control's up vector.</returns>
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protected override Vector3 GetUp(IGUIState guiState, int index)
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{
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if (up != null)
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return up(guiState);
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return base.GetUp(guiState, index);
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}
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/// <summary>
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/// Gets the right vector of the control.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <param name="index">The Index</param>
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/// <returns>Returns the generic control's right vector.</returns>
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protected override Vector3 GetRight(IGUIState guiState, int index)
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{
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if (right != null)
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return right(guiState);
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return base.GetRight(guiState, index);
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}
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/// <summary>
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/// Gets the control's user data.
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/// </summary>
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/// <param name="guiState">The current state of the custom editor.</param>
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/// <param name="index">The Index</param>
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/// <returns>Returns the user data</returns>
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protected override object GetUserData(IGUIState guiState, int index)
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{
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if (userData != null)
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return userData(guiState);
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return base.GetUserData(guiState, index);
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}
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}
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}
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