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Make AllTypes protected, force using GetTypeByName
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@ -42,7 +42,7 @@ namespace UnityExplorer
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public static Action<Type> OnTypeLoaded;
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/// <summary>Key: Type.FullName</summary>
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public static readonly SortedDictionary<string, Type> AllTypes = new SortedDictionary<string, Type>(StringComparer.OrdinalIgnoreCase);
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protected static readonly SortedDictionary<string, Type> AllTypes = new SortedDictionary<string, Type>(StringComparer.OrdinalIgnoreCase);
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public static readonly List<string> AllNamespaces = new List<string>();
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private static readonly HashSet<string> uniqueNamespaces = new HashSet<string>();
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@ -76,7 +76,7 @@ namespace UnityExplorer.UI.ObjectExplorer
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lastCheckedTypeInput = desiredTypeInput;
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//var type = ReflectionUtility.GetTypeByName(desiredTypeInput);
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if (ReflectionUtility.AllTypes.TryGetValue(desiredTypeInput, out var cachedType))
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if (ReflectionUtility.GetTypeByName(desiredTypeInput) is Type cachedType)
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{
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var type = cachedType;
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lastTypeCanHaveGO = typeof(Component).IsAssignableFrom(type) || type == typeof(GameObject);
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@ -87,7 +87,7 @@ namespace UnityExplorer.UI.Widgets.AutoComplete
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}
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// Check for exact match first
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if (ReflectionUtility.AllTypes.TryGetValue(value, out Type t) && allowedTypes.Contains(t))
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if (ReflectionUtility.GetTypeByName(value) is Type t && allowedTypes.Contains(t))
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AddSuggestion(t);
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foreach (var entry in allowedTypes)
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