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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.Feedbacks;
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namespace MoreMountains.FeedbacksForThirdParty
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{
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/// <summary>
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/// This feedback will let you pilot a Global PostProcessing Volume AutoBlend component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.
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/// </summary>
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[AddComponentMenu("")]
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[FeedbackHelp("This feedback will let you pilot a Global PostProcessing Volume AutoBlend component. " +
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"A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.")]
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[FeedbackPath("PostProcess/Global PP Volume Auto Blend")]
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public class MMFeedbackGlobalPPVolumeAutoBlend : 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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/// - default : will let you trigger Blend() and BlendBack() on the blender
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/// - override : lets you specify new initial, final, duration and curve values on the blender, and triggers a Blend()
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public enum Modes { Default, Override }
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/// the possible actions when in Default mode
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public enum Actions { Blend, BlendBack }
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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.PostProcessColor; } }
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#endif
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/// defines the duration of the feedback
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public override float FeedbackDuration
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{
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get
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{
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if (Mode == Modes.Override)
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{
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return BlendDuration;
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}
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else
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{
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if (TargetAutoBlend == null)
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{
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return 0.1f;
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}
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else
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{
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return TargetAutoBlend.BlendDuration;
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}
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}
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}
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}
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[Header("PostProcess Volume Blend")]
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/// the target auto blend to pilot with this feedback
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[Tooltip("the target auto blend to pilot with this feedback")]
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public MMGlobalPostProcessingVolumeAutoBlend TargetAutoBlend;
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/// the chosen mode
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[Tooltip("the chosen mode")]
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public Modes Mode = Modes.Default;
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/// the chosen action when in default mode
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[Tooltip("the chosen action when in default mode")]
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[MMFEnumCondition("Mode", (int)Modes.Default)]
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public Actions BlendAction = Actions.Blend;
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/// the duration of the blend, in seconds when in override mode
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[Tooltip("the duration of the blend, in seconds when in override mode")]
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[MMFEnumCondition("Mode", (int)Modes.Override)]
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public float BlendDuration = 1f;
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/// the curve to apply to the blend
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[Tooltip("the curve to apply to the blend")]
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[MMFEnumCondition("Mode", (int)Modes.Override)]
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public AnimationCurve BlendCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 1f));
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/// the weight to blend from
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[Tooltip("the weight to blend from")]
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[MMFEnumCondition("Mode", (int)Modes.Override)]
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public float InitialWeight = 0f;
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/// the weight to blend to
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[Tooltip("the weight to blend to")]
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[MMFEnumCondition("Mode", (int)Modes.Override)]
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public float FinalWeight = 1f;
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/// whether or not to reset to the initial value at the end of the shake
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[Tooltip("whether or not to reset to the initial value at the end of the shake")]
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[MMFEnumCondition("Mode", (int)Modes.Override)]
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public bool ResetToInitialValueOnEnd = true;
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/// <summary>
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/// On custom play, triggers a blend on the target blender, overriding its settings 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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return;
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}
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#if MM_POSTPROCESSING
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if (TargetAutoBlend == null)
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{
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Debug.LogWarning(this.name + " : this MMFeedbackGlobalPPVolumeAutoBlend needs a TargetAutoBlend, please set one in its inspector.");
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return;
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}
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if (Mode == Modes.Default)
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{
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if (!NormalPlayDirection)
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{
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if (BlendAction == Actions.Blend)
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{
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TargetAutoBlend.BlendBack();
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return;
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}
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if (BlendAction == Actions.BlendBack)
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{
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TargetAutoBlend.Blend();
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return;
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}
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}
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else
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{
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if (BlendAction == Actions.Blend)
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{
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TargetAutoBlend.Blend();
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return;
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}
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if (BlendAction == Actions.BlendBack)
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{
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TargetAutoBlend.BlendBack();
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return;
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}
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}
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}
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else
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{
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TargetAutoBlend.BlendDuration = BlendDuration;
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TargetAutoBlend.Curve = BlendCurve;
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if (!NormalPlayDirection)
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{
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TargetAutoBlend.InitialWeight = FinalWeight;
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TargetAutoBlend.FinalWeight = InitialWeight;
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}
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else
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{
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TargetAutoBlend.InitialWeight = InitialWeight;
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TargetAutoBlend.FinalWeight = FinalWeight;
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}
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TargetAutoBlend.ResetToInitialValueOnEnd = ResetToInitialValueOnEnd;
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TargetAutoBlend.Blend();
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}
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#endif
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}
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/// <summary>
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/// On stop we stop our transition
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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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#if MM_POSTPROCESSING
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base.CustomStopFeedback(position, feedbacksIntensity);
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if (TargetAutoBlend != null)
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{
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TargetAutoBlend.StopBlending();
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}
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#endif
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}
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}
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}
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