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using System.Globalization;
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using UnityEditor;
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using UnityEngine;
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namespace AYellowpaper.SerializedCollections.Editor.Search
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{
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public class NumericMatcher : Matcher
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{
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public override string ProcessSearchString(string searchString)
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{
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return searchString.Replace(',', '.');
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}
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public override bool IsMatch(SerializedProperty property)
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{
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if (property.propertyType == SerializedPropertyType.Float)
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{
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return IsFloatMatch(property.floatValue);
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}
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else if (property.propertyType == SerializedPropertyType.Integer)
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{
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return IsIntMatch(property.intValue);
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}
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else if (property.propertyType == SerializedPropertyType.Quaternion)
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{
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var quat = property.quaternionValue;
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return IsFloatMatch(quat.x) || IsFloatMatch(quat.y) || IsFloatMatch(quat.z) || IsFloatMatch(quat.w);
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}
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else if (property.propertyType == SerializedPropertyType.Bounds)
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{
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var bounds = property.boundsValue;
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return IsVector3Match(bounds.center) || IsVector3Match(bounds.size);
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}
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else if (property.propertyType == SerializedPropertyType.BoundsInt)
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{
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var bounds = property.boundsIntValue;
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return IsVector3Match(bounds.center) || IsVector3IntMatch(bounds.size);
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}
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else if (property.propertyType == SerializedPropertyType.Rect)
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{
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var rect = property.rectValue;
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return IsVector2Match(rect.size) || IsVector2Match(rect.position);
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}
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else if (property.propertyType == SerializedPropertyType.RectInt)
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{
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var rect = property.rectIntValue;
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return IsVector2IntMatch(rect.size) || IsVector2IntMatch(rect.position);
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}
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else if (property.propertyType == SerializedPropertyType.Vector2)
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{
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return IsVector2Match(property.vector2Value);
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}
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else if (property.propertyType == SerializedPropertyType.Vector2Int)
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{
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return IsVector2IntMatch(property.vector2IntValue);
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}
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else if (property.propertyType == SerializedPropertyType.Vector3)
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{
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return IsVector3Match(property.vector3Value);
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}
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else if (property.propertyType == SerializedPropertyType.Vector3Int)
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{
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return IsVector3IntMatch(property.vector3IntValue);
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}
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else if (property.propertyType == SerializedPropertyType.Vector4)
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{
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return IsVector4Match(property.vector4Value);
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}
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return false;
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}
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private bool IsFloatMatch(float val)
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{
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var str = val.ToString(CultureInfo.InvariantCulture);
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return str.Contains(SearchString, System.StringComparison.OrdinalIgnoreCase);
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}
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private bool IsIntMatch(int val)
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{
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var str = val.ToString(CultureInfo.InvariantCulture);
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return str.Contains(SearchString, System.StringComparison.OrdinalIgnoreCase);
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}
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private bool IsVector2Match(Vector2 vector)
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{
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return IsFloatMatch(vector.x) || IsFloatMatch(vector.y);
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}
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private bool IsVector2IntMatch(Vector2Int vector)
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{
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return IsIntMatch(vector.x) || IsIntMatch(vector.y);
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}
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private bool IsVector3Match(Vector3 vector)
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{
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return IsFloatMatch(vector.x) || IsFloatMatch(vector.y) || IsFloatMatch(vector.z);
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}
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private bool IsVector3IntMatch(Vector3Int vector)
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{
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return IsIntMatch(vector.x) || IsIntMatch(vector.y) || IsIntMatch(vector.z);
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}
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private bool IsVector4Match(Vector4 vector)
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{
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return IsFloatMatch(vector.x) || IsFloatMatch(vector.y) || IsFloatMatch(vector.z) || IsFloatMatch(vector.w);
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}
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}
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}
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