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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 receive level values from a MMRadioBroadcaster, and apply it to (almost) any value on any object
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/// </summary>
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[MMRequiresConstantRepaint]
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public class MMRadioReceiver : MMMonoBehaviour
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{
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[Header("Target")]
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/// the receiver to write the level to
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public MMPropertyReceiver Receiver;
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[Header("Channel")]
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/// whether or not this receiver should listen to the channel
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public bool CanListen = true;
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/// the Channel to listen to (has to match the one on the MMRadioBroadcaster you're listening to)
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[MMCondition("CanListen", true)]
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public int Channel = 0;
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[Header("Modifiers")]
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/// whether or not to randomize the received level, this will generate at awake a random level multiplier, to apply to the level
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public bool RandomizeLevel = false;
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/// if random, the min bound of the random multiplier
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[MMCondition("RandomizeLevel", true)]
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public float MinRandomLevelMultiplier = 0f;
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/// if random, the max bound of the random multiplier
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[MMCondition("RandomizeLevel", true)]
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public float MaxRandomLevelMultiplier = 1f;
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protected bool _listeningToEvents = false;
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protected float _randomLevelMultiplier = 1f;
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protected float _lastLevel;
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/// <summary>
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/// On Awake, starts listening and generates a random level multiplier if needed
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/// </summary>
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protected virtual void Awake()
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{
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Receiver.Initialization(this.gameObject);
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if (!_listeningToEvents && CanListen)
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{
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StartListening();
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}
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GenerateRandomLevelMultiplier();
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}
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public virtual void GenerateRandomLevelMultiplier()
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{
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if (RandomizeLevel)
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{
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_randomLevelMultiplier = Random.Range(MinRandomLevelMultiplier, MaxRandomLevelMultiplier);
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}
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}
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/// <summary>
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/// Sets the level on the receiver
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/// </summary>
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/// <param name="newLevel"></param>
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public virtual void SetLevel(float newLevel)
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{
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Receiver.SetLevel(newLevel);
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}
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/// <summary>
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/// When getting a radio level event, we make sure it's the right channel, and apply it if needed
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/// </summary>
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/// <param name="channel"></param>
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/// <param name="level"></param>
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protected virtual void OnRadioLevelEvent(int channel, float level)
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{
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if (channel != Channel)
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{
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return;
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}
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if (RandomizeLevel)
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{
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level *= _randomLevelMultiplier;
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}
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SetLevel(level);
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}
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/// <summary>
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/// Stops listening to events on destroy
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/// </summary>
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protected virtual void OnDestroy()
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{
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_listeningToEvents = false;
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StopListening();
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}
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/// <summary>
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/// Starts listening for events
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/// </summary>
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public virtual void StartListening()
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{
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_listeningToEvents = true;
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MMRadioLevelEvent.Register(OnRadioLevelEvent);
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}
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/// <summary>
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/// Stops listening for events
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/// </summary>
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public virtual void StopListening()
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{
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_listeningToEvents = false;
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MMRadioLevelEvent.Unregister(OnRadioLevelEvent);
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}
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}
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}
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