Created unity project
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using PlasticGui.Gluon.WorkspaceWindow;
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using Unity.PlasticSCM.Editor.UI.StatusBar;
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namespace Unity.PlasticSCM.Editor.Gluon
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{
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internal class IncomingChangesNotifier :
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IIncomingChangesNotifier,
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CheckIncomingChanges.IUpdateIncomingChanges
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{
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bool IIncomingChangesNotifier.HasNotification
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{
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get { return mHasNotification; }
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}
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IncomingChangesNotification IIncomingChangesNotifier.Notification
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{
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get { return mNotification; }
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}
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internal IncomingChangesNotifier(
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PlasticWindow plasticWindow)
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{
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mPlasticWindow = plasticWindow;
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}
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void CheckIncomingChanges.IUpdateIncomingChanges.Hide()
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{
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PlasticPlugin.SetNotificationStatus(
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mPlasticWindow,
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PlasticNotification.Status.None);
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mNotification.Clear();
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mHasNotification = false;
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mPlasticWindow.Repaint();
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}
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void CheckIncomingChanges.IUpdateIncomingChanges.Show(
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string infoText,
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string actionText,
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string tooltipText,
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CheckIncomingChanges.Severity severity)
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{
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PlasticNotification.Status status = PlasticNotification.Status.None;
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if (severity == CheckIncomingChanges.Severity.Info)
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status = PlasticNotification.Status.IncomingChanges;
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else if (severity == CheckIncomingChanges.Severity.Warning)
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status = PlasticNotification.Status.Conflicts;
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PlasticPlugin.SetNotificationStatus(
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mPlasticWindow,
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status);
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UpdateData(
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mNotification,
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infoText,
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actionText,
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tooltipText,
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status);
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mHasNotification = true;
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mPlasticWindow.Repaint();
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}
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static void UpdateData(
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IncomingChangesNotification data,
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string infoText,
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string actionText,
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string tooltipText,
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PlasticNotification.Status status)
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{
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data.InfoText = infoText;
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data.ActionText = actionText;
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data.TooltipText = tooltipText;
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data.HasUpdateAction = false;
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data.Status = status;
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}
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bool mHasNotification;
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IncomingChangesNotification mNotification = new IncomingChangesNotification();
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PlasticWindow mPlasticWindow;
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}
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}
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