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+71
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#if !NOT_UNITY3D
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using System;
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using System.Collections.Generic;
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using ModestTree;
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using UnityEngine;
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namespace Zenject
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{
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[NoReflectionBaking]
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public class GetFromGameObjectComponentProvider : IProvider
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{
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readonly GameObject _gameObject;
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readonly Type _componentType;
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readonly bool _matchSingle;
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// if concreteType is null we use the contract type from inject context
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public GetFromGameObjectComponentProvider(
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Type componentType, GameObject gameObject, bool matchSingle)
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{
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_componentType = componentType;
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_matchSingle = matchSingle;
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_gameObject = gameObject;
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}
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public bool IsCached
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{
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get { return false; }
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}
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public bool TypeVariesBasedOnMemberType
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{
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get { return false; }
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}
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public Type GetInstanceType(InjectContext context)
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{
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return _componentType;
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}
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public void GetAllInstancesWithInjectSplit(
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InjectContext context, List<TypeValuePair> args, out Action injectAction, List<object> buffer)
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{
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Assert.IsNotNull(context);
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injectAction = null;
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if (_matchSingle)
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{
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var match = _gameObject.GetComponent(_componentType);
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Assert.IsNotNull(match, "Could not find component with type '{0}' on prefab '{1}'",
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_componentType, _gameObject.name);
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buffer.Add(match);
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return;
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}
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var allComponents = _gameObject.GetComponents(_componentType);
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Assert.That(allComponents.Length >= 1,
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"Expected to find at least one component with type '{0}' on prefab '{1}'",
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_componentType, _gameObject.name);
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buffer.AllocFreeAddRange(allComponents);
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}
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}
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}
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#endif
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