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[unity] Handle arrays in FindBaseOrSiblingProperty
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@ -86,13 +86,34 @@ namespace Spine.Unity.Editor {
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#region SerializedProperty Helpers
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public static SerializedProperty FindBaseOrSiblingProperty (this SerializedProperty property, string propertyName) {
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if (string.IsNullOrEmpty(propertyName)) return null;
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SerializedProperty relativeProperty = property.serializedObject.FindProperty(propertyName); // baseProperty
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if (relativeProperty == null) { // If no baseProperty, find sibling property.
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int nameLength = property.name.Length;
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// If base property is not found, look for the sibling property.
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if (relativeProperty == null) {
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string propertyPath = property.propertyPath;
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propertyPath = propertyPath.Remove(propertyPath.Length - nameLength, nameLength) + propertyName;
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int localPathLength = 0;
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if (property.isArray) {
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const int internalArrayPathLength = 14; // int arrayPathLength = ".Array.data[x]".Length;
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int propertyPathLength = propertyPath.Length;
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int n = propertyPathLength - internalArrayPathLength;
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// Find the dot before the array property name and
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// store the total length from the name of the array until the end of the propertyPath.
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for (int i = internalArrayPathLength + 1; i < n; i++) {
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if (propertyPath[propertyPathLength - i] == '.') {
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localPathLength = i - 1;
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break;
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}
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}
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} else {
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localPathLength = property.name.Length;
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}
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propertyPath = propertyPath.Remove(propertyPath.Length - localPathLength, localPathLength) + propertyName;
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relativeProperty = property.serializedObject.FindProperty(propertyPath);
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}
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return relativeProperty;
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}
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#endregion
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