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using MoreMountains.Tools;
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using UnityEngine;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback lets you broadcast a float value to the MMRadio system
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback lets you broadcast a float value to the MMRadio system.")]
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[FeedbackPath("GameObject/Broadcast")]
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public class MMFeedbackBroadcast : MMFeedbackBase
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{
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/// sets the inspector color for this feedback
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#if UNITY_EDITOR
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public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.UIColor; } }
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#endif
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[Header("Target Channel")]
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/// the channel to write the level to
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[Tooltip("the channel to write the level to")]
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public int Channel;
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[Header("Level")]
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/// the curve to tween the intensity on
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[Tooltip("the curve to tween the intensity on")]
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[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
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public MMTweenType Curve = new MMTweenType(new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.3f, 1f), new Keyframe(1, 0)));
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/// the value to remap the intensity curve's 0 to
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[Tooltip("the value to remap the intensity curve's 0 to")]
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[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
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public float RemapZero = 0f;
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/// the value to remap the intensity curve's 1 to
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[Tooltip("the value to remap the intensity curve's 1 to")]
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[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.OverTime)]
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public float RemapOne = 1f;
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/// the value to move the intensity to in instant mode
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[Tooltip("the value to move the intensity to in instant mode")]
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[MMFEnumCondition("Mode", (int)MMFeedbackBase.Modes.Instant)]
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public float InstantChange;
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/// a debug view of the current level being broadcasted
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[Tooltip("a debug view of the current level being broadcasted")]
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[MMReadOnly]
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public float DebugLevel;
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/// whether or not a broadcast is in progress (will be false while the value is not changing, and thus not broadcasting)
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[Tooltip("whether or not a broadcast is in progress (will be false while the value is not changing, and thus not broadcasting)")]
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[MMReadOnly]
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public bool BroadcastInProgress = false;
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public float ThisLevel { get; set; }
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protected float _levelLastFrame;
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/// <summary>
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/// We setup our target with this object
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/// </summary>
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protected override void FillTargets()
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{
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MMFeedbackBaseTarget target = new MMFeedbackBaseTarget();
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MMPropertyReceiver receiver = new MMPropertyReceiver();
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receiver.TargetObject = this.gameObject;
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receiver.TargetComponent = this;
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receiver.TargetPropertyName = "ThisLevel";
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receiver.RelativeValue = RelativeValues;
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target.Target = receiver;
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target.LevelCurve = Curve;
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target.RemapLevelZero = RemapZero;
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target.RemapLevelOne = RemapOne;
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target.InstantLevel = InstantChange;
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_targets.Add(target);
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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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BroadcastInProgress = false;
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if (ThisLevel != _levelLastFrame)
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{
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MMRadioLevelEvent.Trigger(Channel, ThisLevel);
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BroadcastInProgress = true;
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}
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DebugLevel = ThisLevel;
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_levelLastFrame = ThisLevel;
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}
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}
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}
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