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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 UnityEngine.Rendering;
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#if MM_URP
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using UnityEngine.Rendering.Universal;
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#endif
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using MoreMountains.Feedbacks;
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using MoreMountains.Tools;
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namespace MoreMountains.FeedbacksForThirdParty
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{
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/// <summary>
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/// Add this class to a Camera with a white balance post processing and it'll be able to "shake" its values by getting events
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/// </summary>
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#if MM_URP
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[RequireComponent(typeof(Volume))]
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#endif
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[AddComponentMenu("More Mountains/Feedbacks/Shakers/PostProcessing/MMWhiteBalanceShaker_URP")]
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public class MMWhiteBalanceShaker_URP : MMShaker
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{
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/// whether or not to add to the initial value
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[Tooltip("whether or not to add to the initial value")]
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public bool RelativeValues = true;
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[MMInspectorGroup("Temperature", true, 55)]
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/// the curve used to animate the temperature value on
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[Tooltip("the curve used to animate the temperature value on")]
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public AnimationCurve ShakeTemperature = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to remap the curve's 0 to
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[Tooltip("the value to remap the curve's 0 to")]
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[Range(-100f, 100f)]
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public float RemapTemperatureZero = 0f;
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/// the value to remap the curve's 1 to
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[Tooltip("the value to remap the curve's 1 to")]
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[Range(-100f, 100f)]
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public float RemapTemperatureOne = 100f;
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[MMInspectorGroup("Tint", true, 56)]
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/// the curve used to animate the tint value on
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[Tooltip("the curve used to animate the tint value on")]
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public AnimationCurve ShakeTint = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.5f, 1), new Keyframe(1, 0));
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/// the value to remap the curve's 0 to
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[Tooltip("the value to remap the curve's 0 to")]
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[Range(-100f, 100f)]
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public float RemapTintZero = 0f;
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/// the value to remap the curve's 1 to
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[Tooltip("the value to remap the curve's 1 to")]
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[Range(-100f, 100f)]
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public float RemapTintOne = 100f;
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#if MM_URP
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protected Volume _volume;
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protected WhiteBalance _whiteBalance;
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protected float _initialTemperature;
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protected float _initialTint;
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protected float _originalShakeDuration;
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protected bool _originalRelativeValues;
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protected AnimationCurve _originalShakeTemperature;
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protected float _originalRemapTemperatureZero;
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protected float _originalRemapTemperatureOne;
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protected AnimationCurve _originalShakeTint;
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protected float _originalRemapTintZero;
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protected float _originalRemapTintOne;
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/// <summary>
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/// On init we initialize our values
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/// </summary>
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protected override void Initialization()
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{
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base.Initialization();
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_volume = this.gameObject.GetComponent<Volume>();
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_volume.profile.TryGet(out _whiteBalance);
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}
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/// <summary>
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/// Shakes values over time
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/// </summary>
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protected override void Shake()
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{
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float newTemperature = ShakeFloat(ShakeTemperature, RemapTemperatureZero, RemapTemperatureOne, RelativeValues, _initialTemperature);
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_whiteBalance.temperature.Override(newTemperature);
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float newTint = ShakeFloat(ShakeTint, RemapTintZero, RemapTintOne, RelativeValues, _initialTint);
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_whiteBalance.tint.Override(newTint);
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}
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/// <summary>
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/// Collects initial values on the target
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/// </summary>
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protected override void GrabInitialValues()
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{
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_initialTemperature = _whiteBalance.temperature.value;
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_initialTint = _whiteBalance.tint.value;
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}
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/// <summary>
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/// When we get the appropriate event, we trigger a shake
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/// </summary>
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/// <param name="temperature"></param>
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/// <param name="duration"></param>
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/// <param name="amplitude"></param>
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/// <param name="relativeValues"></param>
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/// <param name="attenuation"></param>
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/// <param name="channel"></param>
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public virtual void OnWhiteBalanceShakeEvent(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
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AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
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float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
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bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
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{
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if (!CheckEventAllowed(channelData) || (!Interruptible && Shaking))
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{
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return;
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}
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if (stop)
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{
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Stop();
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return;
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}
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if (restore)
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{
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ResetTargetValues();
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return;
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}
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_resetShakerValuesAfterShake = resetShakerValuesAfterShake;
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_resetTargetValuesAfterShake = resetTargetValuesAfterShake;
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if (resetShakerValuesAfterShake)
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{
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_originalShakeDuration = ShakeDuration;
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_originalShakeTemperature = ShakeTemperature;
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_originalRemapTemperatureZero = RemapTemperatureZero;
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_originalRemapTemperatureOne = RemapTemperatureOne;
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_originalRelativeValues = RelativeValues;
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_originalShakeTint = ShakeTint;
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_originalRemapTintZero = RemapTintZero;
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_originalRemapTintOne = RemapTintOne;
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}
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if (!OnlyUseShakerValues)
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{
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TimescaleMode = timescaleMode;
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ShakeDuration = duration;
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ShakeTemperature = temperature;
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RemapTemperatureZero = remapTemperatureMin * attenuation;
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RemapTemperatureOne = remapTemperatureMax * attenuation;
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RelativeValues = relativeValues;
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ShakeTint = tint;
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RemapTintZero = remapTintMin;
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RemapTintOne = remapTintMax;
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ForwardDirection = forwardDirection;
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}
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Play();
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}
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/// <summary>
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/// Resets the target's values
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/// </summary>
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protected override void ResetTargetValues()
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{
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base.ResetTargetValues();
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_whiteBalance.temperature.Override(_initialTemperature);
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_whiteBalance.tint.Override(_initialTint);
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}
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/// <summary>
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/// Resets the shaker's values
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/// </summary>
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protected override void ResetShakerValues()
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{
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base.ResetShakerValues();
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ShakeDuration = _originalShakeDuration;
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ShakeTemperature = _originalShakeTemperature;
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RemapTemperatureZero = _originalRemapTemperatureZero;
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RemapTemperatureOne = _originalRemapTemperatureOne;
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RelativeValues = _originalRelativeValues;
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ShakeTint = _originalShakeTint;
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RemapTintZero = _originalRemapTintZero;
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RemapTintOne = _originalRemapTintOne;
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}
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/// <summary>
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/// Starts listening for events
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/// </summary>
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public override void StartListening()
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{
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base.StartListening();
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MMWhiteBalanceShakeEvent_URP.Register(OnWhiteBalanceShakeEvent);
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}
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/// <summary>
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/// Stops listening for events
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/// </summary>
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public override void StopListening()
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{
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base.StopListening();
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MMWhiteBalanceShakeEvent_URP.Unregister(OnWhiteBalanceShakeEvent);
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}
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#endif
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}
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/// <summary>
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/// An event used to trigger vignette shakes
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/// </summary>
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public struct MMWhiteBalanceShakeEvent_URP
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{
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static private event Delegate OnEvent;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; }
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static public void Register(Delegate callback) { OnEvent += callback; }
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static public void Unregister(Delegate callback) { OnEvent -= callback; }
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public delegate void Delegate(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
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AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
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float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
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bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false);
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static public void Trigger(AnimationCurve temperature, float duration, float remapTemperatureMin, float remapTemperatureMax,
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AnimationCurve tint, float remapTintMin, float remapTintMax, bool relativeValues = false,
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float attenuation = 1.0f, MMChannelData channelData = null, bool resetShakerValuesAfterShake = true, bool resetTargetValuesAfterShake = true,
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bool forwardDirection = true, TimescaleModes timescaleMode = TimescaleModes.Scaled, bool stop = false, bool restore = false)
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{
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OnEvent?.Invoke(temperature, duration, remapTemperatureMin, remapTemperatureMax,
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tint, remapTintMin, remapTintMax, relativeValues,
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attenuation, channelData, resetShakerValuesAfterShake, resetTargetValuesAfterShake, forwardDirection, timescaleMode, stop, restore);
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}
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}
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}
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