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222 行
8.9 KiB
222 行
8.9 KiB
using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.UIElements;
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using UnityEditor.Graphing;
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using UnityEditorInternal;
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namespace UnityEditor.ShaderGraph.Drawing
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{
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internal class ReorderableSlotListView : VisualElement
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{
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private AbstractMaterialNode m_Node;
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private SlotType m_SlotType;
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private ReorderableList m_ReorderableList;
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private IMGUIContainer m_Container;
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private GUIStyle m_LabelStyle;
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private int m_SelectedIndex = -1;
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private string label => string.Format("{0}s", m_SlotType.ToString());
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internal ReorderableSlotListView(AbstractMaterialNode node, SlotType slotType)
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{
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styleSheets.Add(Resources.Load<StyleSheet>("Styles/ReorderableSlotListView"));
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m_Node = node;
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m_SlotType = slotType;
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m_Container = new IMGUIContainer(() => OnGUIHandler ()) { name = "ListContainer" };
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Add(m_Container);
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}
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internal void RecreateList()
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{
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// Get slots based on type
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List<MaterialSlot> slots = new List<MaterialSlot>();
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if(m_SlotType == SlotType.Input)
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m_Node.GetInputSlots(slots);
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else
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m_Node.GetOutputSlots(slots);
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// Create reorderable list from IDs
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List<int> slotIDs = slots.Select(s => s.id).ToList();
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m_ReorderableList = new ReorderableList(slotIDs, typeof(int), true, true, true, true);
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}
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private void OnGUIHandler()
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{
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if(m_ReorderableList == null)
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{
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RecreateList();
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AddCallbacks();
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}
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using (var changeCheckScope = new EditorGUI.ChangeCheckScope())
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{
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m_ReorderableList.index = m_SelectedIndex;
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m_ReorderableList.DoLayoutList();
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if (changeCheckScope.changed)
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m_Node.Dirty(ModificationScope.Node);
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}
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}
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private void AddCallbacks()
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{
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m_ReorderableList.drawHeaderCallback = (Rect rect) =>
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{
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var labelRect = new Rect(rect.x, rect.y, rect.width-10, rect.height);
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EditorGUI.LabelField(labelRect, label);
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};
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// Draw Element
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m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) =>
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{
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// Slot is guaranteed to exist in this UI state
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MaterialSlot oldSlot = m_Node.FindSlot<MaterialSlot>((int)m_ReorderableList.list[index]);
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EditorGUI.BeginChangeCheck();
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var displayName = EditorGUI.DelayedTextField( new Rect(rect.x, rect.y, rect.width / 2, EditorGUIUtility.singleLineHeight), oldSlot.RawDisplayName(), EditorStyles.label);
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var shaderOutputName = NodeUtils.GetHLSLSafeName(displayName);
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var concreteValueType = (ConcreteSlotValueType)EditorGUI.EnumPopup( new Rect(rect.x + rect.width / 2, rect.y, rect.width - rect.width / 2, EditorGUIUtility.singleLineHeight), oldSlot.concreteValueType);
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if(displayName != oldSlot.RawDisplayName())
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displayName = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, oldSlot.id, displayName);
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if(EditorGUI.EndChangeCheck())
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{
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// Cant modify existing slots so need to create new and copy values
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var newSlot = MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), oldSlot.id, displayName, shaderOutputName, m_SlotType, Vector4.zero);
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newSlot.CopyValuesFrom(oldSlot);
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m_Node.AddSlot(newSlot);
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// Need to get all current slots as everything after the edited slot in the list must be added again
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List<MaterialSlot> slots = new List<MaterialSlot>();
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if(m_SlotType == SlotType.Input)
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m_Node.GetInputSlots<MaterialSlot>(slots);
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else
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m_Node.GetOutputSlots<MaterialSlot>(slots);
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// Iterate all the slots
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foreach (MaterialSlot slot in slots)
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{
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// Because the list doesnt match the slot IDs (reordering)
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// Need to get the index in the list of every slot
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int listIndex = 0;
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for(int i = 0; i < m_ReorderableList.list.Count; i++)
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{
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if((int)m_ReorderableList.list[i] == slot.id)
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listIndex = i;
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}
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// Then for everything after the edited slot
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if(listIndex <= index)
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continue;
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// Remove and re-add
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m_Node.AddSlot(slot);
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}
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RecreateList();
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m_Node.ValidateNode();
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}
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};
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// Element height
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m_ReorderableList.elementHeightCallback = (int indexer) =>
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{
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return m_ReorderableList.elementHeight;
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};
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// Add callback delegates
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m_ReorderableList.onSelectCallback += SelectEntry;
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m_ReorderableList.onAddCallback += AddEntry;
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m_ReorderableList.onRemoveCallback += RemoveEntry;
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m_ReorderableList.onReorderCallback += ReorderEntries;
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}
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private void SelectEntry(ReorderableList list)
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{
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m_SelectedIndex = list.index;
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}
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private void AddEntry(ReorderableList list)
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{
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m_Node.owner.owner.RegisterCompleteObjectUndo("Add Port");
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// Need to get all current slots to get the next valid ID
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List<MaterialSlot> slots = new List<MaterialSlot>();
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m_Node.GetSlots(slots);
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int[] slotIDs = slots.Select(s => s.id).OrderByDescending(s => s).ToArray();
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int newSlotID = slotIDs.Length > 0 ? slotIDs[0] + 1 : 0;
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string name = NodeUtils.GetDuplicateSafeNameForSlot(m_Node, newSlotID, "New");
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// Create a new slot and add it
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var newSlot = MaterialSlot.CreateMaterialSlot(SlotValueType.Vector1, newSlotID, name, NodeUtils.GetHLSLSafeName(name), m_SlotType, Vector4.zero);
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m_Node.AddSlot(newSlot);
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// Select the new slot, then validate the node
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m_SelectedIndex = list.list.Count - 1;
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m_Node.ValidateNode();
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}
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private void RemoveEntry(ReorderableList list)
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{
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m_Node.owner.owner.RegisterCompleteObjectUndo("Remove Port");
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// Remove the slot from the node
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m_SelectedIndex = list.index;
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m_Node.RemoveSlot((int)m_ReorderableList.list[m_SelectedIndex]);
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// Then remove it from the list
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// Need to do this order to preserve the list indicies for previous step
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ReorderableList.defaultBehaviours.DoRemoveButton(list);
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// Validate
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m_Node.ValidateNode();
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}
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private void ReorderEntries(ReorderableList list)
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{
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m_Node.owner.owner.RegisterCompleteObjectUndo("Reorder Ports");
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// Get all the current slots
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List<MaterialSlot> slots = new List<MaterialSlot>();
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if(m_SlotType == SlotType.Input)
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m_Node.GetInputSlots<MaterialSlot>(slots);
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else
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m_Node.GetOutputSlots<MaterialSlot>(slots);
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// Store the edges
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Dictionary<MaterialSlot, List<IEdge>> edgeDict = new Dictionary<MaterialSlot, List<IEdge>>();
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foreach (MaterialSlot slot in slots)
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edgeDict.Add(slot, (List<IEdge>)slot.owner.owner.GetEdges(slot.slotReference));
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// Get reorder slots so need to remove them all then re-add
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foreach (MaterialSlot slot in slots)
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m_Node.RemoveSlot(slot.id);
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// Order them by their slot ID
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slots = slots.OrderBy(s => s.id).ToList();
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// Now add the slots back based on the list order
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// For each list entry get the slot with that ID
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for (int i = 0; i < list.list.Count; i++)
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{
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var currentSlot = slots.Where(s => s.id == (int)list.list[i]).FirstOrDefault();
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m_Node.AddSlot(currentSlot);
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}
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// Reconnect the edges
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foreach (KeyValuePair<MaterialSlot, List<IEdge>> entry in edgeDict)
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{
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foreach (IEdge edge in entry.Value)
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{
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m_Node.owner.Connect(edge.outputSlot, edge.inputSlot);
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}
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}
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RecreateList();
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m_Node.ValidateNode();
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}
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}
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}
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