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Commit 161170c

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Add missing widgets.
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+44
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// Visual Pinball Engine
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// Copyright (C) 2022 freezy and VPE Team
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// ReSharper disable UnusedType.Global
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using Unity.VisualScripting;
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namespace VisualPinball.Unity.VisualScripting.Editor
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{
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[Widget(typeof(GleStartedEventUnit))]
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public sealed class GleStartedEventUnitWidget : GleUnitWidget<GleStartedEventUnit>
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{
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public GleStartedEventUnitWidget(FlowCanvas canvas, GleStartedEventUnit unit) : base(canvas, unit)
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{
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}
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}
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}

Editor/Widgets/GleStartedEventUnitWidget.cs.meta

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Editor/Widgets/SetLightSequenceUnitWidget.cs

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namespace VisualPinball.Unity.VisualScripting.Editor
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{
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[Widget(typeof(SetLightSequenceUnit))]
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public sealed class SetLightSequenceUnitWidget : UnitWidget<SetLightSequenceUnit>
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public sealed class SetLightSequenceUnitWidget : GleUnitWidget<SetLightSequenceUnit>
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{
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private ObjectPickerInspector<LightGroupComponent> _objectInspector;
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private readonly Func<Metadata, ObjectPickerInspector<LightGroupComponent>> _setObjectInspectorConstructor;

Editor/Widgets/SetLightUnitWidget.cs

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namespace VisualPinball.Unity.VisualScripting.Editor
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{
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[Widget(typeof(SetLightUnit))]
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public sealed class SetLightUnitWidget : UnitWidget<SetLightUnit>
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public sealed class SetLightUnitWidget : GleUnitWidget<SetLightUnit>
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{
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private ObjectPickerInspector<ILampDeviceComponent> _objectInspector;
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private readonly Func<Metadata, ObjectPickerInspector<ILampDeviceComponent>> _setObjectInspectorConstructor;

Runtime/Nodes/GleStartedEventUnit.cs

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{
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[UnitTitle("On Gamelogic Engine Started Event")]
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[UnitCategory("Events\\Visual Pinball")]
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public sealed class GleStartedEventUnit : EventUnit<EventArgs>
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public sealed class GleStartedEventUnit : GleEventUnit<EventArgs>
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{
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protected override bool register => true;
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