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create 1.0.0 package
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Assets/Scenes/SampleScene.unity

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Assets/Scenes/a.unity

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Assets/TableForge/Demo/Data/Enemies/Cave Troll.asset

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@@ -14,7 +14,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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characterName: Cave Troll
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level: 2
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health: 148.42857
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health: 232
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skinColor: {r: 0.4, g: 0.35, b: 0.2, a: 1}
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staminaOverTime:
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serializedVersion: 2
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@@ -1,32 +1,35 @@
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using UnityEditor;
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using UnityEngine;
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public static class InspectorChangeNorifier
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namespace TableForge.Editor
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{
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public static event System.Action<ScriptableObject> OnScriptableObjectModified;
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[InitializeOnLoadMethod]
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private static void Initialize()
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public static class InspectorChangeNorifier
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{
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Undo.postprocessModifications += OnPostprocessModifications;
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AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
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}
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public static event System.Action<ScriptableObject> OnScriptableObjectModified;
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private static void OnBeforeAssemblyReload()
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{
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Undo.postprocessModifications -= OnPostprocessModifications;
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}
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[InitializeOnLoadMethod]
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private static void Initialize()
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{
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Undo.postprocessModifications += OnPostprocessModifications;
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AssemblyReloadEvents.beforeAssemblyReload += OnBeforeAssemblyReload;
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}
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private static UndoPropertyModification[] OnPostprocessModifications(UndoPropertyModification[] modifications)
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{
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foreach (var mod in modifications)
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private static void OnBeforeAssemblyReload()
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{
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Undo.postprocessModifications -= OnPostprocessModifications;
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}
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private static UndoPropertyModification[] OnPostprocessModifications(UndoPropertyModification[] modifications)
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{
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if (mod.currentValue?.target is ScriptableObject scriptableObject)
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foreach (var mod in modifications)
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{
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OnScriptableObjectModified?.Invoke(scriptableObject);
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if (mod.currentValue?.target is ScriptableObject scriptableObject)
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{
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OnScriptableObjectModified?.Invoke(scriptableObject);
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}
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}
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}
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return modifications;
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return modifications;
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}
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}
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}

Assets/TableForge/Editor/UI/Windows/TableVisualizerWindow/Controls/Cells/SubtableCells/DictionaryCellCellControl.cs

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@@ -4,7 +4,7 @@ namespace TableForge.Editor.UI
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[SubTableCellControlUsage(TableType.Dynamic, TableReorderMode.None, TableHeaderVisibility.Hidden, TableHeaderVisibility.ShowHeaderName)]
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internal class DictionaryCellCellControl : DynamicSubTableCellControl
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{
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public DictionaryCellCellControl(DictionaryCell cell, TableControl tableControl) : base(cell, tableControl, new DefaultRowAdditionStrategy(), new DefaultRowDeletionStrategy())
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public DictionaryCellCellControl(DictionaryCell cell, TableControl tableControl) : base(cell, tableControl, new DefaultRowAdditionStrategy(), new RowDeletionStrategy())
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{
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}
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Assets/TableForge/Editor/UI/Windows/TableVisualizerWindow/Controls/Cells/SubtableCells/ListCellCellControl.cs

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Original file line numberDiff line numberDiff line change
@@ -4,7 +4,7 @@ namespace TableForge.Editor.UI
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[SubTableCellControlUsage(TableType.Dynamic, TableReorderMode.ImplicitReorder, TableHeaderVisibility.ShowHeaderNumberBase0, TableHeaderVisibility.ShowHeaderName)]
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internal class ListCellCellControl : DynamicSubTableCellControl
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{
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public ListCellCellControl(ListCell cell, TableControl tableControl) : base(cell, tableControl, new ListRowAdditionStrategy(), new DefaultRowDeletionStrategy())
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public ListCellCellControl(ListCell cell, TableControl tableControl) : base(cell, tableControl, new ListRowAdditionStrategy(), new RowDeletionStrategy())
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{
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}

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