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using MoreMountains.Tools;
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using System;
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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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namespace MoreMountains.Feedbacks
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{
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public class MMFeedbackBaseTarget
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{
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/// the receiver to write the level to
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public MMPropertyReceiver Target;
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/// the curve to tween the intensity on
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public MMTweenType LevelCurve = 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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public float RemapLevelZero = 0f;
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/// the value to remap the intensity curve's 1 to
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public float RemapLevelOne = 1f;
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/// the value to move the intensity to in instant mode
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public float InstantLevel;
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/// the initial value for this level
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public float InitialLevel;
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}
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public abstract class MMFeedbackBase : 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 possible modes for this feedback
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public enum Modes { OverTime, Instant }
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[Header("Mode")]
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/// whether the feedback should affect the target property instantly or over a period of time
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[Tooltip("whether the feedback should affect the target property instantly or over a period of time")]
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public Modes Mode = Modes.OverTime;
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/// how long the target property should change over time
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[Tooltip("how long the target property should change over time")]
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[MMFEnumCondition("Mode", (int)Modes.OverTime)]
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public float Duration = 0.2f;
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/// whether or not that target property should be turned off on start
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[Tooltip("whether or not that target property should be turned off on start")]
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public bool StartsOff = false;
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/// whether or not the values should be relative or not
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[Tooltip("whether or not the values should be relative or not")]
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public bool RelativeValues = true;
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/// if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over
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[Tooltip("if this is true, calling that feedback will trigger it, even if it's in progress. If it's false, it'll prevent any new Play until the current one is over")]
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public bool AllowAdditivePlays = false;
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/// if this is true, the target object will be disabled on stop
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[Tooltip("if this is true, the target object will be disabled on stop")]
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public bool DisableOnStop = false;
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/// the duration of this feedback is the duration of the target property, or 0 if instant
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public override float FeedbackDuration { get { return (Mode == Modes.Instant) ? 0f : ApplyTimeMultiplier(Duration); } set { if (Mode != Modes.Instant) { Duration = value; } } }
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protected List<MMFeedbackBaseTarget> _targets;
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protected Coroutine _coroutine = null;
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/// <summary>
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/// On init we turn the target property off if needed
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/// </summary>
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/// <param name="owner"></param>
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protected override void CustomInitialization(GameObject owner)
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{
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base.CustomInitialization(owner);
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PrepareTargets();
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if (Active)
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{
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if (StartsOff)
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{
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Turn(false);
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}
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}
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}
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/// <summary>
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/// Creates a new list, fills the targets, and initializes them
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/// </summary>
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protected virtual void PrepareTargets()
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{
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_targets = new List<MMFeedbackBaseTarget>();
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FillTargets();
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InitializeTargets();
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}
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/// <summary>
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/// On validate (if a value has changed in the inspector), we reinitialize what needs to be
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/// </summary>
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protected virtual void OnValidate()
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{
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PrepareTargets();
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}
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/// <summary>
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/// Fills our list of targets, meant to be extended
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/// </summary>
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protected abstract void FillTargets();
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/// <summary>
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/// Initializes each target in the list
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/// </summary>
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protected virtual void InitializeTargets()
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{
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if (_targets.Count == 0)
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{
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return;
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}
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foreach(MMFeedbackBaseTarget target in _targets)
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{
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target.Target.Initialization(this.gameObject);
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target.InitialLevel = target.Target.Level;
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}
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}
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/// <summary>
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/// On Play we turn our target property on and start an over time coroutine 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)
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{
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Turn(true);
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switch (Mode)
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{
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case Modes.Instant:
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Instant();
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break;
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case Modes.OverTime:
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if (!AllowAdditivePlays && (_coroutine != null))
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{
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return;
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}
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_coroutine = StartCoroutine(UpdateValueSequence(feedbacksIntensity));
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break;
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}
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}
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}
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/// <summary>
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/// Plays an instant feedback
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/// </summary>
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protected virtual void Instant()
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{
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if (_targets.Count == 0)
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{
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return;
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}
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foreach (MMFeedbackBaseTarget target in _targets)
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{
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target.Target.SetLevel(target.InstantLevel);
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}
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}
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/// <summary>
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/// This coroutine will modify the values on the target property
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/// </summary>
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/// <returns></returns>
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protected virtual IEnumerator UpdateValueSequence(float feedbacksIntensity)
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{
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float journey = NormalPlayDirection ? 0f : FeedbackDuration;
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IsPlaying = true;
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while ((journey >= 0) && (journey <= FeedbackDuration) && (FeedbackDuration > 0))
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{
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float remappedTime = MMFeedbacksHelpers.Remap(journey, 0f, FeedbackDuration, 0f, 1f);
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SetValues(remappedTime, feedbacksIntensity);
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journey += NormalPlayDirection ? FeedbackDeltaTime : -FeedbackDeltaTime;
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yield return null;
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}
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SetValues(FinalNormalizedTime, feedbacksIntensity);
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if (StartsOff)
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{
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Turn(false);
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}
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IsPlaying = false;
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_coroutine = null;
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yield return null;
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}
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/// <summary>
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/// Sets the various values on the target property on a specified time (between 0 and 1)
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/// </summary>
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/// <param name="time"></param>
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protected virtual void SetValues(float time, float feedbacksIntensity)
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{
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if (_targets.Count == 0)
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{
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return;
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}
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float intensityMultiplier = Timing.ConstantIntensity ? 1f : feedbacksIntensity;
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foreach (MMFeedbackBaseTarget target in _targets)
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{
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float intensity = MMTween.Tween(time, 0f, 1f, target.RemapLevelZero, target.RemapLevelOne, target.LevelCurve);
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if (RelativeValues)
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{
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intensity += target.InitialLevel;
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}
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target.Target.SetLevel(intensity * intensityMultiplier);
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}
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}
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/// <summary>
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/// Turns the target property object off on stop 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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base.CustomStopFeedback(position, feedbacksIntensity);
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if (Active)
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{
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if (_coroutine != null)
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{
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StopCoroutine(_coroutine);
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_coroutine = null;
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}
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IsPlaying = false;
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if (DisableOnStop)
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{
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Turn(false);
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}
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}
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}
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/// <summary>
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/// Turns the target object on or off
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/// </summary>
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/// <param name="status"></param>
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protected virtual void Turn(bool status)
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{
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if (_targets.Count == 0)
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{
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return;
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}
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foreach (MMFeedbackBaseTarget target in _targets)
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{
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if (target.Target.TargetComponent.gameObject != null)
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{
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target.Target.TargetComponent.gameObject.SetActive(status);
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}
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}
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}
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}
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}
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