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using UnityEngine;
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using UnityEngine.EventSystems;
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using System.Collections;
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using System.Collections.Generic;
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namespace EpicToonFX
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{
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public class ETFXEffectCycler : MonoBehaviour
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{
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public List<GameObject> listOfEffects;
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int effectIndex = 0;
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[Header("Spawn Settings")]
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[SerializeField]
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[Space(10)]
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public float loopLength = 1.0f;
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public float startDelay = 1.0f;
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public bool disableLights = true;
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public bool disableSound = true;
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void Start ()
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{
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Invoke("PlayEffect", startDelay);
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}
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public void PlayEffect()
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{
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StartCoroutine("EffectLoop");
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if (effectIndex < listOfEffects.Count - 1)
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{
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effectIndex++;
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}
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else
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{
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effectIndex = 0;
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}
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}
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private IEnumerator EffectLoop()
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{
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GameObject instantiatedEffect = (GameObject) Instantiate(listOfEffects[effectIndex], transform.position, transform.rotation * Quaternion.Euler (0, 0, 0));
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if (disableLights && instantiatedEffect.GetComponent<Light>())
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{
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instantiatedEffect.GetComponent<Light>().enabled = false;
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}
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if (disableSound && instantiatedEffect.GetComponent<AudioSource>())
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{
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instantiatedEffect.GetComponent<AudioSource>().enabled = false;
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}
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yield return new WaitForSeconds(loopLength);
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Destroy(instantiatedEffect);
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PlayEffect();
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}
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}
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}
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