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Version 1.3.3
Added support for OnApplicationPause on EventService.
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Editor.meta

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{
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"name": "GameWorkstore.Patterns.Editor",
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"rootNamespace": "",
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"references": [
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"GUID:c32d36751e998d74999be5c29b033d6e"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}

Editor/GameWorkstore.Patterns.Editor.asmdef.meta

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using UnityEngine;
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using UnityEditor;
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namespace GameWorkstore.Patterns.Editor
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{
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[CustomPropertyDrawer(typeof(SceneAssetPath))]
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public class SceneAssetPathPropertyDrawer : PropertyDrawer
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{
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public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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{
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var propertyScene = property.FindPropertyRelative("Scene");
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var oldScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(propertyScene.stringValue);
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return oldScene ? 20 : 60;
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}
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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var propertyScene = property.FindPropertyRelative("Scene");
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var propertyGuid = property.FindPropertyRelative("Guid");
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var oldScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(propertyScene.stringValue);
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if (!oldScene)
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{
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var path = AssetDatabase.GUIDToAssetPath(propertyGuid.stringValue);
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if (!string.IsNullOrEmpty(path))
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{
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oldScene = AssetDatabase.LoadAssetAtPath<SceneAsset>(path);
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}
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}
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EditorGUI.BeginChangeCheck();
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var rt1 = position;
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rt1.size = new Vector2(position.size.x, 20);
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var newScene = EditorGUI.ObjectField(rt1, "Scene", oldScene, typeof(SceneAsset), false) as SceneAsset;
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if (!newScene)
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{
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position.position += new Vector2(0, rt1.size.y);
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var rt2 = position;
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rt2.size = new Vector2(position.size.x, 40);
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EditorGUI.HelpBox(rt2, "SceneAssets are weak references. To ensure consistency when moving scenes, declare OnValidate() function on MonoBehaviour parent and call the OnValidate() of this variable to ensure consistenty by GUID.", MessageType.Info);
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}
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if (!EditorGUI.EndChangeCheck()) return;
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var newPath = AssetDatabase.GetAssetPath(newScene);
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propertyScene.stringValue = newPath;
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propertyGuid.stringValue = AssetDatabase.AssetPathToGUID(newPath);
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}
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}
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}

Editor/SceneAssetPathPropertyDrawer.cs.meta

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LICENSE.md

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MIT License
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Copyright (c) 2015, Unity Technologies
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Copyright (c) 2020 Game Workstore
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.

LICENSE.md.meta

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README.md

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# Patterns
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GameWorkstore basic pattern structures and project helpers
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Use it your own risk!
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# How to install
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At package.json, add these lines of code:
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```json
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"com.gameworkstore.patterns": "https://github.com/GameWorkstore/patterns.git#1.1.2"
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```
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And wait for unity to download and compile the package.
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you can upgrade your version by including the release version at end of the link:
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```json
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"com.gameworkstore.patterns": "https://github.com/GameWorkstore/patterns.git#1.2.0"
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```
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# Contributions
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If you are using this library and want to submit a change, go ahead! Overall, this project accepts contributions if:
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- Is a bug fix;
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- Or, is a generalization of a well-known issue;
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- Or is performance improvement;
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- Or is an improvement to already supported feature.
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Also, you can donate to allow us to drink coffee while we improve it for you!

README.md.meta

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