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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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using UnityEditor;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Custom editor for the FloatController, conditional hiding and dropdown fill
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/// </summary>
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[CustomEditor(typeof(FloatController), true)]
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[CanEditMultipleObjects]
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public class FloatControllerEditor : Editor
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{
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protected SerializedProperty _TargetObject;
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protected SerializedProperty _Curve;
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protected SerializedProperty _MinValue;
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protected SerializedProperty _MaxValue;
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protected SerializedProperty _Duration;
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protected SerializedProperty _PingPongPauseDuration;
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protected SerializedProperty _Amplitude;
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protected SerializedProperty _Frequency;
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protected SerializedProperty _Shift;
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protected SerializedProperty _RemapNoiseValues;
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protected SerializedProperty _RemapNoiseZero;
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protected SerializedProperty _RemapNoiseOne;
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protected SerializedProperty _OneTimeDuration;
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protected SerializedProperty _OneTimeAmplitude;
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protected SerializedProperty _OneTimeRemapMin;
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protected SerializedProperty _OneTimeRemapMax;
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protected SerializedProperty _OneTimeCurve;
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protected SerializedProperty _DisableAfterOneTime;
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protected SerializedProperty _DisableGameObjectAfterOneTime;
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protected SerializedProperty _OneTimeButton;
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protected SerializedProperty _DrivenLevel;
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protected SerializedProperty _ToDestinationValue;
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protected SerializedProperty _ToDestinationDuration;
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protected SerializedProperty _ToDestinationCurve;
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protected SerializedProperty _DisableAfterToDestination;
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protected SerializedProperty _ToDestinationButton;
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protected SerializedProperty _InitialValue;
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protected SerializedProperty _CurrentValue;
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protected SerializedProperty _CurrentValueNormalized;
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protected SerializedProperty _ChoiceIndex;
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protected SerializedProperty _PropertyName;
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protected SerializedProperty _AudioAnalyzer;
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protected SerializedProperty _BeatID;
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protected SerializedProperty _AudioAnalyzerMode;
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protected SerializedProperty _NormalizedLevelID;
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protected SerializedProperty _AudioAnalyzerMultiplier;
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public override bool RequiresConstantRepaint()
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{
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return true;
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}
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/// <summary>
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/// On enable, grabs our serialized properties
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/// </summary>
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protected virtual void OnEnable()
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{
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FloatController myTarget = (FloatController)target;
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_TargetObject = serializedObject.FindProperty("TargetObject");
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_Curve = serializedObject.FindProperty("Curve");
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_MinValue = serializedObject.FindProperty("MinValue");
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_MaxValue = serializedObject.FindProperty("MaxValue");
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_Duration = serializedObject.FindProperty("Duration");
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_PingPongPauseDuration = serializedObject.FindProperty("PingPongPauseDuration");
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_Amplitude = serializedObject.FindProperty("Amplitude");
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_Frequency = serializedObject.FindProperty("Frequency");
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_Shift = serializedObject.FindProperty("Shift");
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_RemapNoiseValues = serializedObject.FindProperty("RemapNoiseValues");
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_RemapNoiseZero = serializedObject.FindProperty("RemapNoiseZero");
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_RemapNoiseOne = serializedObject.FindProperty("RemapNoiseOne");
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_OneTimeDuration = serializedObject.FindProperty("OneTimeDuration");
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_OneTimeAmplitude = serializedObject.FindProperty("OneTimeAmplitude");
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_OneTimeRemapMin = serializedObject.FindProperty("OneTimeRemapMin");
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_OneTimeRemapMax = serializedObject.FindProperty("OneTimeRemapMax");
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_OneTimeCurve = serializedObject.FindProperty("OneTimeCurve");
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_DisableAfterOneTime = serializedObject.FindProperty("DisableAfterOneTime");
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_DisableGameObjectAfterOneTime = serializedObject.FindProperty("DisableGameObjectAfterOneTime");
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_OneTimeButton = serializedObject.FindProperty("OneTimeButton");
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_DrivenLevel = serializedObject.FindProperty("DrivenLevel");
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_ToDestinationValue = serializedObject.FindProperty("ToDestinationValue");
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_ToDestinationDuration = serializedObject.FindProperty("ToDestinationDuration");
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_ToDestinationCurve = serializedObject.FindProperty("ToDestinationCurve");
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_DisableAfterToDestination = serializedObject.FindProperty("DisableAfterToDestination");
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_ToDestinationButton = serializedObject.FindProperty("ToDestinationButton");
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_InitialValue = serializedObject.FindProperty("InitialValue");
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_CurrentValue = serializedObject.FindProperty("CurrentValue");
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_CurrentValueNormalized = serializedObject.FindProperty("CurrentValueNormalized");
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_ChoiceIndex = serializedObject.FindProperty("ChoiceIndex");
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_PropertyName = serializedObject.FindProperty("PropertyName");
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_AudioAnalyzer = serializedObject.FindProperty("AudioAnalyzer");
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_AudioAnalyzerMode = serializedObject.FindProperty("AudioAnalyzerMode");
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_NormalizedLevelID = serializedObject.FindProperty("NormalizedLevelID");
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_BeatID = serializedObject.FindProperty("BeatID");
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_AudioAnalyzerMultiplier = serializedObject.FindProperty("AudioAnalyzerMultiplier");
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VerifyChosenIndex();
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AssemblyReloadEvents.afterAssemblyReload += OnAfterAssemblyReload;
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}
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protected virtual void OnDisable()
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{
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//BindPropertyName();
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AssemblyReloadEvents.afterAssemblyReload -= OnAfterAssemblyReload;
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}
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protected virtual void BindPropertyName()
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{
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FloatController myTarget = (FloatController)target;
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if (myTarget.ChoiceIndex > myTarget.AttributeNames.Length - 1)
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{
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_ChoiceIndex.intValue = 0;
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_PropertyName.stringValue = FloatController._undefinedString;
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}
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else
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{
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_PropertyName.stringValue = myTarget.AttributeNames[myTarget.ChoiceIndex];
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serializedObject.ApplyModifiedProperties();
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}
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}
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protected virtual void VerifyChosenIndex()
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{
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FloatController myTarget = (FloatController)target;
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// determine choice index
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int index = 0;
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bool found = false;
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foreach (string attName in myTarget.AttributeNames)
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{
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if (attName == myTarget.PropertyName)
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{
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_ChoiceIndex.intValue = index;
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found = true;
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}
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index++;
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}
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if (!found)
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{
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_ChoiceIndex.intValue = 0;
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_PropertyName.stringValue = FloatController._undefinedString;
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}
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serializedObject.ApplyModifiedProperties();
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}
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protected virtual void OnAfterAssemblyReload()
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{
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FloatController myTarget = (FloatController)target;
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myTarget.FillDropDownList();
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VerifyChosenIndex();
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serializedObject.ApplyModifiedProperties();
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}
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/// <summary>
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/// Draws a custom conditional inspector
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/// </summary>
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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Undo.RecordObject(target, "Modified FloatController");
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FloatController myTarget = (FloatController)target;
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EditorGUILayout.PropertyField(_TargetObject);
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if (myTarget.AttributeNames != null)
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{
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if (myTarget.AttributeNames.Length > 0)
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{
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// draws a dropdown with all our properties
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PrefixLabel("Property");
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_ChoiceIndex.intValue = EditorGUILayout.Popup(myTarget.ChoiceIndex, myTarget.AttributeNames);
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BindPropertyName();
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EditorGUILayout.EndHorizontal();
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Editor.DrawPropertiesExcluding(serializedObject, new string[] { "m_Script", "TargetObject", "Curve", "MinValue", "MaxValue", "Duration", "Amplitude",
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"RemapNoiseValues","RemapNoiseZero","RemapNoiseOne",
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"Frequency", "Shift", "InitialValue", "CurrentValue", "CurrentValueNormalized", "PingPongPauseDuration",
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"OneTimeDuration", "OneTimeAmplitude", "OneTimeRemapMin", "OneTimeRemapMax",
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"OneTimeCurve", "OneTimeButton", "DisableAfterOneTime", "DisableGameObjectAfterOneTime",
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"AudioAnalyzer","AudioAnalyzerMode", "BeatID", "NormalizedLevelID", "AudioAnalyzerMultiplier",
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"DisableAfterToDestination", "DrivenLevel",
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"ToDestinationDuration", "ToDestinationValue", "ToDestinationCurve", "ToDestinationButton"});
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if (myTarget.ControlMode == FloatController.ControlModes.PingPong)
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{
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EditorGUILayout.PropertyField(_Curve);
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EditorGUILayout.PropertyField(_MinValue);
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EditorGUILayout.PropertyField(_MaxValue);
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EditorGUILayout.PropertyField(_Duration);
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EditorGUILayout.PropertyField(_PingPongPauseDuration);
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}
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else if (myTarget.ControlMode == FloatController.ControlModes.Random)
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{
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EditorGUILayout.PropertyField(_Amplitude);
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EditorGUILayout.PropertyField(_Frequency);
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EditorGUILayout.PropertyField(_Shift);
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EditorGUILayout.PropertyField(_RemapNoiseValues);
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EditorGUILayout.PropertyField(_RemapNoiseZero);
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EditorGUILayout.PropertyField(_RemapNoiseOne);
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}
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else if (myTarget.ControlMode == FloatController.ControlModes.Driven)
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{
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EditorGUILayout.PropertyField(_DrivenLevel);
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}
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else if (myTarget.ControlMode == FloatController.ControlModes.OneTime)
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{
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EditorGUILayout.PropertyField(_OneTimeDuration);
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EditorGUILayout.PropertyField(_OneTimeAmplitude);
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EditorGUILayout.PropertyField(_OneTimeRemapMin);
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EditorGUILayout.PropertyField(_OneTimeRemapMax);
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EditorGUILayout.PropertyField(_OneTimeCurve);
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EditorGUILayout.PropertyField(_DisableAfterOneTime);
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EditorGUILayout.PropertyField(_DisableGameObjectAfterOneTime);
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EditorGUILayout.PropertyField(_OneTimeButton);
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}
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else if (myTarget.ControlMode == FloatController.ControlModes.AudioAnalyzer)
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{
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EditorGUILayout.PropertyField(_AudioAnalyzer);
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EditorGUILayout.PropertyField(_AudioAnalyzerMode);
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if (myTarget.AudioAnalyzerMode == FloatController.AudioAnalyzerModes.Beat)
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{
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EditorGUILayout.PropertyField(_BeatID);
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}
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else
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{
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EditorGUILayout.PropertyField(_NormalizedLevelID);
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}
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EditorGUILayout.PropertyField(_AudioAnalyzerMultiplier);
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}
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else if (myTarget.ControlMode == FloatController.ControlModes.ToDestination)
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{
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EditorGUILayout.PropertyField(_ToDestinationDuration);
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EditorGUILayout.PropertyField(_ToDestinationValue);
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EditorGUILayout.PropertyField(_ToDestinationCurve);
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EditorGUILayout.PropertyField(_DisableAfterToDestination);
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EditorGUILayout.PropertyField(_ToDestinationButton);
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}
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EditorGUILayout.PropertyField(_InitialValue);
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EditorGUILayout.PropertyField(_CurrentValue);
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EditorGUILayout.PropertyField(_CurrentValueNormalized);
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}
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}
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serializedObject.ApplyModifiedProperties();
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if (Application.isPlaying)
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{
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_barRect = EditorGUILayout.GetControlRect();
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DrawLevelProgressBar(_barRect, myTarget.CurrentValueNormalized, _mmYellow, _mmRed);
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}
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}
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protected Rect _barRect;
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protected Color _mmYellow = new Color(1f, 0.7686275f, 0f);
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protected Color _mmRed = MMColors.Orangered;
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protected const int _lineHeight = 20;
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protected const int _lineMargin = 2;
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protected const int _numberOfLines = 1;
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protected Color _progressBarBackground = new Color(0, 0, 0, 0.5f);
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protected virtual void DrawLevelProgressBar(Rect position, float level, Color frontColor, Color negativeColor)
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{
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Rect levelLabelRect = new Rect(position.x, position.y + (_lineHeight + _lineMargin) * (_numberOfLines - 1), position.width, _lineHeight);
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Rect levelValueRect = new Rect(position.x - 15 + EditorGUIUtility.labelWidth + 4, position.y + (_lineHeight + _lineMargin) * (_numberOfLines - 1), position.width, _lineHeight);
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float progressX = position.x - 5 + EditorGUIUtility.labelWidth + 60;
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float progressY = position.y + (_lineHeight + _lineMargin) * (_numberOfLines - 1) + 6;
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float progressHeight = 10f;
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float fullProgressWidth = position.width - EditorGUIUtility.labelWidth - 60 + 5;
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bool negative = false;
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float displayLevel = level;
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if (level < 0f)
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{
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negative = true;
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level = -level;
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}
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float progressLevel = Mathf.Clamp01(level);
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Rect levelProgressBg = new Rect(progressX, progressY, fullProgressWidth, progressHeight);
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float progressWidth = MMMaths.Remap(progressLevel, 0f, 1f, 0f, fullProgressWidth);
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Rect levelProgressFront = new Rect(progressX, progressY, progressWidth, progressHeight);
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EditorGUI.LabelField(levelLabelRect, new GUIContent("Level"));
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EditorGUI.LabelField(levelValueRect, new GUIContent(displayLevel.ToString("F4")));
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EditorGUI.DrawRect(levelProgressBg, _progressBarBackground);
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if (negative)
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{
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EditorGUI.DrawRect(levelProgressFront, negativeColor);
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}
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else
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{
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EditorGUI.DrawRect(levelProgressFront, frontColor);
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}
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|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|