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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class used to broadcast a level to MMRadioReceiver(s), either directly or via events
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/// It can read from pretty much any value on any class
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/// </summary>
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[MMRequiresConstantRepaint]
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public class MMRadioBroadcaster : MMMonoBehaviour
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{
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[Header("Source")]
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/// the emitter to read the level on
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public MMPropertyEmitter Emitter;
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[Header("Destinations")]
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/// a list of receivers hardwired to this broadcaster, that will receive the level at runtime
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public MMRadioReceiver[] Receivers;
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[Header("Channel Broadcasting")]
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/// whether or not this broadcaster should use events to broadcast its level on the specified channel
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public bool BroadcastOnChannel = true;
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/// the channel to broadcast on, has to match the Channel on the target receivers
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[MMCondition("BroadcastOnChannel", true)]
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public int Channel = 0;
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/// whether to broadcast all the time, or only when the value changes (lighter on performance, but won't "lock" the value)
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[MMCondition("BroadcastOnChannel", true)]
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public bool OnlyBroadcastOnValueChange = true;
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/// a delegate to handle value changes
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public delegate void OnValueChangeDelegate();
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/// what to do on value change
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public OnValueChangeDelegate OnValueChange;
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protected float _levelLastFrame = 0f;
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/// <summary>
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/// On Awake we initialize our emitter
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/// </summary>
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protected virtual void Awake()
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{
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Emitter.Initialization(this.gameObject);
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}
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/// <summary>
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/// On Update we process our broadcast
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/// </summary>
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protected virtual void Update()
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{
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ProcessBroadcast();
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}
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/// <summary>
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/// Broadcasts the value if needed
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/// </summary>
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protected virtual void ProcessBroadcast()
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{
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if (Emitter == null)
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{
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return;
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}
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float level = Emitter.GetLevel();
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if (level != _levelLastFrame)
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{
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// we trigger a value change event
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OnValueChange?.Invoke();
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// for each of our receivers, we set the level manually
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foreach (MMRadioReceiver receiver in Receivers)
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{
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receiver?.SetLevel(level);
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}
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// we broadcast an event
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if (BroadcastOnChannel)
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{
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MMRadioLevelEvent.Trigger(Channel, level);
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}
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}
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_levelLastFrame = level;
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}
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}
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/// <summary>
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/// A struct event used to broadcast the level to channels
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/// </summary>
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public struct MMRadioLevelEvent
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{
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static private event Delegate OnEvent;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
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static public void Register(Delegate callback) { OnEvent += callback; }
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static public void Unregister(Delegate callback) { OnEvent -= callback; }
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public delegate void Delegate(int channel, float level);
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static public void Trigger(int channel, float level)
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{
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OnEvent?.Invoke(channel, level);
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}
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}
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}
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