Added player character and step in/out of dialogue in scene 101
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@@ -0,0 +1,61 @@
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#if ENABLE_DRIVEN_PROPERTIES
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using System.Reflection;
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using System;
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using System.Diagnostics;
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namespace UnityEngine.ProBuilder
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{
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static class SerializationUtility
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{
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static MethodInfo m_RegisterProperty;
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static MethodInfo m_UnregisterProperty;
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// used by tests
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internal static MethodInfo registerProperty
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{
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get
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{
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if (m_RegisterProperty == null)
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{
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Type drivenPropertyManager = typeof(Transform).Assembly.GetType("UnityEngine.DrivenPropertyManager");
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m_RegisterProperty = drivenPropertyManager.GetMethod("RegisterProperty", BindingFlags.Public | BindingFlags.Static);
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}
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return m_RegisterProperty;
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}
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}
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internal static MethodInfo unregisterProperty
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{
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get
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{
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if (m_UnregisterProperty == null)
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{
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Type drivenPropertyManager = typeof(Transform).Assembly.GetType("UnityEngine.DrivenPropertyManager");
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m_UnregisterProperty = drivenPropertyManager.GetMethod("UnregisterProperty", BindingFlags.Public | BindingFlags.Static);
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}
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return m_UnregisterProperty;
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}
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}
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[Conditional("UNITY_EDITOR")]
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public static void RegisterDrivenProperty(Object driver, Object target, string property)
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{
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#if UNITY_2020_1_OR_NEWER && RUNTIME_VISIBLE_TO_PROBUILDER_LANDED
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DrivenPropertyManager.RegisterProperty(driver, target, property);
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#else
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registerProperty.Invoke(null, new object[] { driver, target, property });
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#endif
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}
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[Conditional("UNITY_EDITOR")]
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public static void UnregisterDrivenProperty(Object driver, Object target, string property)
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{
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#if UNITY_2020_1_OR_NEWER && RUNTIME_VISIBLE_TO_PROBUILDER_LANDED
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DrivenPropertyManager.UnregisterProperty(driver, target, property);
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#else
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unregisterProperty.Invoke(null, new object[] { driver, target, property });
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#endif
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}
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}
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}
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#endif
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