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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 trigger a one time play on a target FloatController
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback lets you trigger a fade event.")]
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[FeedbackPath("Camera/Fade")]
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public class MMF_Fade : MMF_Feedback
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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.CameraColor; } }
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public override string RequiredTargetText { get { return "ID "+ID; } }
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#endif
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/// the different possible types of fades
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public enum FadeTypes { FadeIn, FadeOut, Custom }
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/// the different ways to send the position to the fader :
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/// - FeedbackPosition : fade at the position of the feedback, plus an optional offset
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/// - Transform : fade at the specified Transform's position, plus an optional offset
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/// - WorldPosition : fade at the specified world position vector, plus an optional offset
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/// - Script : the position passed in parameters when calling the feedback
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public enum PositionModes { FeedbackPosition, Transform, WorldPosition, Script }
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[MMFInspectorGroup("Fade", true, 43)]
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/// the type of fade we want to use when this feedback gets played
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[Tooltip("the type of fade we want to use when this feedback gets played")]
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public FadeTypes FadeType;
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/// the ID of the fader(s) to pilot
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[Tooltip("the ID of the fader(s) to pilot")]
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public int ID = 0;
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/// the duration (in seconds) of the fade
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[Tooltip("the duration (in seconds) of the fade")]
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public float Duration = 1f;
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/// the curve to use for this fade
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[Tooltip("the curve to use for this fade")]
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public MMTweenType Curve = new MMTweenType(MMTween.MMTweenCurve.EaseInCubic);
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/// whether or not this fade should ignore timescale
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[Tooltip("whether or not this fade should ignore timescale")]
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public bool IgnoreTimeScale = true;
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[Header("Custom")]
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/// the target alpha we're aiming for with this fade
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[Tooltip("the target alpha we're aiming for with this fade")]
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public float TargetAlpha;
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[Header("Position")]
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/// the chosen way to position the fade
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[Tooltip("the chosen way to position the fade")]
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public PositionModes PositionMode = PositionModes.FeedbackPosition;
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/// the transform on which to center the fade
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[Tooltip("the transform on which to center the fade")]
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[MMFEnumCondition("PositionMode", (int)PositionModes.Transform)]
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public Transform TargetTransform;
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/// the coordinates on which to center the fadet
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[Tooltip("the coordinates on which to center the fade")]
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[MMFEnumCondition("PositionMode", (int)PositionModes.WorldPosition)]
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public Vector3 TargetPosition;
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/// the position offset to apply when centering the fade
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[Tooltip("the position offset to apply when centering the fade")]
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public Vector3 PositionOffset;
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/// the duration of this feedback is the duration of the fade
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public override float FeedbackDuration { get { return ApplyTimeMultiplier(Duration); } set { Duration = value; } }
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protected Vector3 _position;
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protected FadeTypes _fadeType;
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/// <summary>
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/// On play we trigger the selected fade event
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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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return;
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}
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_position = GetPosition(position);
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_fadeType = FadeType;
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if (!NormalPlayDirection)
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{
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if (FadeType == FadeTypes.FadeIn)
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{
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_fadeType = FadeTypes.FadeOut;
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}
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else if (FadeType == FadeTypes.FadeOut)
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{
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_fadeType = FadeTypes.FadeIn;
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}
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}
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switch (_fadeType)
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{
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case FadeTypes.Custom:
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MMFadeEvent.Trigger(FeedbackDuration, TargetAlpha, Curve, ID, IgnoreTimeScale, _position);
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break;
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case FadeTypes.FadeIn:
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MMFadeInEvent.Trigger(FeedbackDuration, Curve, ID, IgnoreTimeScale, _position);
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break;
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case FadeTypes.FadeOut:
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MMFadeOutEvent.Trigger(FeedbackDuration, Curve, ID, IgnoreTimeScale, _position);
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break;
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}
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}
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/// <summary>
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/// Stops the animation 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 CustomStopFeedback(Vector3 position, float feedbacksIntensity = 1)
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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base.CustomStopFeedback(position, feedbacksIntensity);
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MMFadeStopEvent.Trigger(ID);
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}
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/// <summary>
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/// Computes the proper position for this fade
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/// </summary>
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/// <param name="position"></param>
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/// <returns></returns>
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protected virtual Vector3 GetPosition(Vector3 position)
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{
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switch (PositionMode)
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{
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case PositionModes.FeedbackPosition:
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return Owner.transform.position + PositionOffset;
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case PositionModes.Transform:
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return TargetTransform.position + PositionOffset;
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case PositionModes.WorldPosition:
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return TargetPosition + PositionOffset;
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case PositionModes.Script:
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return position + PositionOffset;
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default:
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return position + PositionOffset;
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}
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}
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/// <summary>
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/// On restore, we restore our initial state
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/// </summary>
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protected override void CustomRestoreInitialValues()
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{
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if (!Active || !FeedbackTypeAuthorized)
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{
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return;
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}
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MMFadeStopEvent.Trigger(ID, true);
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}
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}
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}
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