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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 will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will let you trigger a play on a target MMRadioSignal (usually used by a MMRadioBroadcaster to emit a value that can then be listened to by MMRadioReceivers. From this feedback you can also specify a duration, timescale and multiplier.")]
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[FeedbackPath("GameObject/MMRadioSignal")]
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public class MMFeedbackRadioSignal : 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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/// the duration of this feedback is 0
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public override float FeedbackDuration { get { return 0f; } }
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/// The target MMRadioSignal to trigger
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[Tooltip("The target MMRadioSignal to trigger")]
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public MMRadioSignal TargetSignal;
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/// the timescale to operate on
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[Tooltip("the timescale to operate on")]
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public MMRadioSignal.TimeScales TimeScale = MMRadioSignal.TimeScales.Unscaled;
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/// the duration of the shake, in seconds
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[Tooltip("the duration of the shake, in seconds")]
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public float Duration = 1f;
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/// a global multiplier to apply to the end result of the combination
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[Tooltip("a global multiplier to apply to the end result of the combination")]
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public float GlobalMultiplier = 1f;
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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.GameObjectColor; } }
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#endif
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/// <summary>
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/// On Play we set the values on our target signal and make it start shaking its level
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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)
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{
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if (TargetSignal != null)
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{
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float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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TargetSignal.Duration = Duration;
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TargetSignal.GlobalMultiplier = GlobalMultiplier * intensityMultiplier;
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TargetSignal.TimeScale = TimeScale;
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TargetSignal.StartShaking();
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}
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}
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}
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protected override void CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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{
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base.CustomStopFeedback(position, feedbacksIntensity);
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if (Active)
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{
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if (TargetSignal != null)
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{
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TargetSignal.Stop();
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}
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}
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}
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}
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}
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