Change actor scroll cache to use guid and float instead of strings, remove onactor removed code to keep values after undo.
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@@ -21,7 +21,7 @@ namespace FlaxEditor.Windows
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{
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private IEnumerable<object> undoRecordObjects;
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private readonly Dictionary<string, string> _actorScrollValues = new Dictionary<string, string>();
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private readonly Dictionary<Guid, float> _actorScrollValues = new Dictionary<Guid, float>();
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/// <inheritdoc />
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public override bool UseLayoutData => true;
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@@ -63,7 +63,6 @@ namespace FlaxEditor.Windows
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VScrollBar.ValueChanged += OnScrollValueChanged;
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Editor.SceneEditing.SelectionChanged += OnSelectionChanged;
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Editor.Scene.ActorRemoved += OnActorRemoved;
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}
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/// <inheritdoc />
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@@ -77,11 +76,6 @@ namespace FlaxEditor.Windows
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_actorScrollValues.Clear();
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}
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private void OnActorRemoved(ActorNode node)
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{
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_actorScrollValues.Remove(node.ID.ToString());
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}
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private void OnScrollValueChanged()
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{
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if (Editor.SceneEditing.SelectionCount > 1)
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@@ -100,7 +94,7 @@ namespace FlaxEditor.Windows
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}
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}
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_actorScrollValues[Editor.SceneEditing.Selection[0].ID.ToString()] = VScrollBar.TargetValue.ToString("0");
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_actorScrollValues[Editor.SceneEditing.Selection[0].ID] = VScrollBar.TargetValue;
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}
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private IEnumerable<object> GetUndoObjects(CustomEditorPresenter customEditorPresenter)
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@@ -121,12 +115,7 @@ namespace FlaxEditor.Windows
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// Set scroll value of window if it exists
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if (Editor.SceneEditing.SelectionCount == 1)
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{
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if (_actorScrollValues.TryGetValue(Editor.SceneEditing.Selection[0].ID.ToString(), out var outValue))
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VScrollBar.TargetValue = Convert.ToSingle(outValue);
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else
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VScrollBar.TargetValue = 0;
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}
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VScrollBar.TargetValue = _actorScrollValues.GetValueOrDefault(Editor.SceneEditing.Selection[0].ID, 0);
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}
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/// <inheritdoc />
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