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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 MoreMountains.Tools;
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namespace MoreMountains.Feedbacks
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{
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/// <summary>
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/// This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionally it can also output that comment to the console on Play.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionally it can also output that comment to the console on Play.")]
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[FeedbackPath("Debug/Comment")]
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public class MMFeedbackDebugComment : MMFeedback
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{
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/// a static bool used to disable all feedbacks of this type at once
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public static bool FeedbackTypeAuthorized = true;
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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.DebugColor; } }
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#endif
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/// the comment / note associated to this feedback
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[Tooltip("the comment / note associated to this feedback")]
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[TextArea(10,30)]
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public string Comment;
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/// if this is true, the comment will be output to the console on Play
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[Tooltip("if this is true, the comment will be output to the console on Play")]
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public bool LogComment = false;
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/// the color of the message when in DebugLogTime mode
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[Tooltip("the color of the message when in DebugLogTime mode")]
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[MMCondition("LogComment", true)]
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public Color DebugColor = Color.gray;
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/// <summary>
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/// On Play we output our message to the console if needed
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/// </summary>
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/// <param name="position"></param>
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/// <param name="feedbacksIntensity"></param>
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protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
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{
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if (!Active || !FeedbackTypeAuthorized || !LogComment)
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{
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return;
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}
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Debug.Log(Comment);
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}
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}
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}
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