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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace UnityEditor.U2D.Path
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{
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[Serializable]
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internal abstract class SerializableSelection<T> : ISelection<T>, ISerializationCallbackReceiver
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{
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internal readonly static int kInvalidID = -1;
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[SerializeField]
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private T[] m_Keys = new T[0];
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private HashSet<T> m_Selection = new HashSet<T>();
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private HashSet<T> m_TemporalSelection = new HashSet<T>();
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private bool m_SelectionInProgress = false;
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public int Count
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{
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get { return m_Selection.Count + m_TemporalSelection.Count; }
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}
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public T activeElement
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{
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get { return First(); }
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set
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{
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Clear();
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Select(value, true);
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}
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}
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public T[] elements
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{
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get
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{
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var set = m_Selection;
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if (m_SelectionInProgress)
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{
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var union = new HashSet<T>(m_Selection);
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union.UnionWith(m_TemporalSelection);
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set = union;
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}
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return new List<T>(set).ToArray();
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}
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set
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{
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Clear();
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foreach(var element in value)
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Select(element, true);
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}
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}
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protected abstract T GetInvalidElement();
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public void Clear()
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{
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GetSelection().Clear();
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}
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public void BeginSelection()
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{
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m_SelectionInProgress = true;
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Clear();
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}
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public void EndSelection(bool select)
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{
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m_SelectionInProgress = false;
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if (select)
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m_Selection.UnionWith(m_TemporalSelection);
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else
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m_Selection.ExceptWith(m_TemporalSelection);
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m_TemporalSelection.Clear();
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}
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public bool Select(T element, bool select)
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{
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var changed = false;
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if(EqualityComparer<T>.Default.Equals(element, GetInvalidElement()))
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return changed;
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if (select)
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changed = GetSelection().Add(element);
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else if (Contains(element))
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changed = GetSelection().Remove(element);
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return changed;
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}
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public bool Contains(T element)
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{
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return m_Selection.Contains(element) || m_TemporalSelection.Contains(element);
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}
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private HashSet<T> GetSelection()
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{
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if (m_SelectionInProgress)
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return m_TemporalSelection;
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return m_Selection;
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}
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private T First()
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{
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T element = First(m_Selection);
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if(EqualityComparer<T>.Default.Equals(element, GetInvalidElement()))
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element = First(m_TemporalSelection);
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return element;
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}
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private T First(HashSet<T> set)
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{
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if(set.Count == 0)
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return GetInvalidElement();
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using (var enumerator = set.GetEnumerator())
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{
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Debug.Assert(enumerator.MoveNext());
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return enumerator.Current;
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}
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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m_Keys = new List<T>(m_Selection).ToArray();
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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elements = m_Keys;
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}
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}
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}
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