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Remove Base* prefix from editor scripts (and some scripts that I missed), update changelog and tests
1 parent 3297df4 commit f2bfb8d

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CHANGELOG.md

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@@ -7,13 +7,15 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## [v3.0.0](https://github.com/chark/scriptable-events/compare/v2.2.0...v3.0.0) - 2023-10-XX
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This release tidies up this package, so it is consistent with other packages published by CHARK.
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This release tidies up this package, so it is consistent with other packages published by CHARK. Additionally, this release includes a set of **breaking changes** which will affect you if you're upgrading from previous versions.
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### Changes
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- Updated all built-in `BaseScriptableEvent` and `ScriptableEvent` implementations to use `sealed` keyword to prevent inheriting built-in event and listener implementations.
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- Renamed `BaseScriptableEvent` to `ScriptableEvent`.
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- Renamed `BaseScriptableEventListener` to `ScriptableEventListener`.
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- Renamed `BaseScriptableEventEditor` to `ScriptableEventEditor`.
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- Renamed `BaseScriptableEventListenerEditor` to `ScriptableEventListenerEditor`.
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- Updated namespaces to use `CHARK.` prefix.
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- Updated menu items to use `CHARK/` prefix.
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- Updated script generation logic to accomodate namespace and naming changes.

Editor/Events/BoolScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(BoolScriptableEvent))]
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public class BoolScriptableEventEditor : BaseScriptableEventEditor<bool>
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public class BoolScriptableEventEditor : ScriptableEventEditor<bool>
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{
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protected override bool DrawArgField(bool value)
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{

Editor/Events/Collider2DScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(Collider2DScriptableEvent))]
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public class Collider2DScriptableEventEditor : BaseScriptableEventEditor<Collider2D>
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public class Collider2DScriptableEventEditor : ScriptableEventEditor<Collider2D>
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{
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protected override Collider2D DrawArgField(Collider2D value)
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{

Editor/Events/ColliderScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(ColliderScriptableEvent))]
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public class ColliderScriptableEventEditor : BaseScriptableEventEditor<Collider>
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public class ColliderScriptableEventEditor : ScriptableEventEditor<Collider>
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{
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protected override Collider DrawArgField(Collider value)
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{

Editor/Events/ColorScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(ColorScriptableEvent))]
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public class ColorScriptableEventEditor : BaseScriptableEventEditor<Color>
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public class ColorScriptableEventEditor : ScriptableEventEditor<Color>
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{
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protected override Color DrawArgField(Color value)
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{

Editor/Events/DefaultScriptableEventEditor.cs

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@@ -5,8 +5,8 @@ namespace CHARK.ScriptableEvents.Editor.Events
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/// <summary>
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/// Default editor for Scriptable Events which don't have an explicit editor.
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/// </summary>
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[CustomEditor(typeof(BaseScriptableEvent), true, isFallback = true)]
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internal class DefaultScriptableEventEditor : BaseScriptableEventEditor
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[CustomEditor(typeof(ScriptableEvent), true, isFallback = true)]
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internal class DefaultScriptableEventEditor : ScriptableEventEditor
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{
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}
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}

Editor/Events/DoubleScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(DoubleScriptableEvent))]
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public class DoubleScriptableEventEditor : BaseScriptableEventEditor<double>
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public class DoubleScriptableEventEditor : ScriptableEventEditor<double>
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{
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protected override double DrawArgField(double value)
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{

Editor/Events/FloatScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(FloatScriptableEvent))]
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public class FloatScriptableEventEditor : BaseScriptableEventEditor<float>
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public class FloatScriptableEventEditor : ScriptableEventEditor<float>
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{
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protected override float DrawArgField(float value)
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{

Editor/Events/GameObjectScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(GameObjectScriptableEvent))]
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public class GameObjectScriptableEventEditor : BaseScriptableEventEditor<GameObject>
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public class GameObjectScriptableEventEditor : ScriptableEventEditor<GameObject>
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{
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protected override GameObject DrawArgField(GameObject value)
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{

Editor/Events/IntScriptableEventEditor.cs

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namespace CHARK.ScriptableEvents.Editor.Events
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{
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[CustomEditor(typeof(IntScriptableEvent))]
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public class IntScriptableEventEditor : BaseScriptableEventEditor<int>
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public class IntScriptableEventEditor : ScriptableEventEditor<int>
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{
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protected override int DrawArgField(int value)
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{

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