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Add entries for the AssemblyQualifiedName to the event, theme, and state serialized data entries.
Note that another pass will be needed in order to update the assets that already reference these things.
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4 files changed

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-3
lines changed

4 files changed

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-3
lines changed

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/Events/InteractableEvent.cs

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@@ -22,6 +22,7 @@ public class InteractableEvent
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public string Name;
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public UnityEvent Event;
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public string ClassName;
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public string AssemblyQualfiedName;
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public ReceiverBase Receiver;
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public List<InspectorPropertySetting> Settings;
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public bool HideUnityEvents;

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/States/States.cs

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@@ -18,6 +18,7 @@ public class States : ScriptableObject
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public string[] StateOptions;
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public Type[] StateTypes;
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public string StateLogicName = "InteractableStates";
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public string AssemblyQualifiedName = typeof(InteractableStates).AssemblyQualifiedName;
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//!!! finish making states work, they should initiate the type and run the logic during play mode.
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private void OnEnable()

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/Themes/InteractableThemeBase.cs

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@@ -22,6 +22,7 @@ public abstract class InteractableThemeBase
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public Easing Ease;
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public bool NoEasing;
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public bool Loaded;
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public string AssemblyQualifiedName;
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private bool hasFirstState = false;
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Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/TypeResolution/InteractableTypeFinder.cs

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@@ -8,9 +8,6 @@ namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable.TypeResolution
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/// A helper that uses reflection to find objects that implement base types of the
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/// Interactable types that populate the various state, theme, and event inspectors.
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/// </summary>
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/// <remarks>
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///
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/// </remarks>
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public class InteractableTypeFinder
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{
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/// <summary>

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