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using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using System.Collections;
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#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER
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using Screen = UnityEngine.Device.Screen; // To support Device Simulator on Unity 2021.1+
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#endif
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// Manager class for the debug popup
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namespace IngameDebugConsole
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{
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public class DebugLogPopup : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
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{
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private RectTransform popupTransform;
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// Dimensions of the popup divided by 2
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private Vector2 halfSize;
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// Background image that will change color to indicate an alert
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private Image backgroundImage;
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// Canvas group to modify visibility of the popup
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private CanvasGroup canvasGroup;
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#pragma warning disable 0649
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[SerializeField]
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private DebugLogManager debugManager;
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[SerializeField]
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private Text newInfoCountText;
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[SerializeField]
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private Text newWarningCountText;
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[SerializeField]
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private Text newErrorCountText;
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[SerializeField]
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private Color alertColorInfo;
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[SerializeField]
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private Color alertColorWarning;
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[SerializeField]
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private Color alertColorError;
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#pragma warning restore 0649
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// Number of new debug entries since the log window has been closed
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private int newInfoCount = 0, newWarningCount = 0, newErrorCount = 0;
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private Color normalColor;
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private bool isPopupBeingDragged = false;
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private Vector2 normalizedPosition;
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// Coroutines for simple code-based animations
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private IEnumerator moveToPosCoroutine = null;
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private void Awake()
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{
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popupTransform = (RectTransform) transform;
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backgroundImage = GetComponent<Image>();
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canvasGroup = GetComponent<CanvasGroup>();
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normalColor = backgroundImage.color;
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halfSize = popupTransform.sizeDelta * 0.5f;
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Vector2 pos = popupTransform.anchoredPosition;
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if( pos.x != 0f || pos.y != 0f )
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normalizedPosition = pos.normalized; // Respect the initial popup position set in the prefab
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else
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normalizedPosition = new Vector2( 0.5f, 0f ); // Right edge by default
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}
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public void NewLogsArrived( int newInfo, int newWarning, int newError )
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{
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if( newInfo > 0 )
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{
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newInfoCount += newInfo;
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newInfoCountText.text = newInfoCount.ToString();
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}
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if( newWarning > 0 )
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{
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newWarningCount += newWarning;
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newWarningCountText.text = newWarningCount.ToString();
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}
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if( newError > 0 )
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{
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newErrorCount += newError;
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newErrorCountText.text = newErrorCount.ToString();
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}
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if( newErrorCount > 0 )
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backgroundImage.color = alertColorError;
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else if( newWarningCount > 0 )
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backgroundImage.color = alertColorWarning;
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else
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backgroundImage.color = alertColorInfo;
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}
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private void Reset()
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{
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newInfoCount = 0;
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newWarningCount = 0;
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newErrorCount = 0;
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newInfoCountText.text = "0";
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newWarningCountText.text = "0";
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newErrorCountText.text = "0";
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backgroundImage.color = normalColor;
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}
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// A simple smooth movement animation
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private IEnumerator MoveToPosAnimation( Vector2 targetPos )
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{
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float modifier = 0f;
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Vector2 initialPos = popupTransform.anchoredPosition;
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while( modifier < 1f )
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{
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modifier += 4f * Time.unscaledDeltaTime;
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popupTransform.anchoredPosition = Vector2.Lerp( initialPos, targetPos, modifier );
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yield return null;
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}
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}
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// Popup is clicked
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public void OnPointerClick( PointerEventData data )
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{
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// Hide the popup and show the log window
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if( !isPopupBeingDragged )
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debugManager.ShowLogWindow();
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}
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// Hides the log window and shows the popup
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public void Show()
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{
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canvasGroup.blocksRaycasts = true;
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canvasGroup.alpha = 1f;
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// Reset the counters
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Reset();
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// Update position in case resolution was changed while the popup was hidden
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UpdatePosition( true );
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}
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// Hide the popup
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public void Hide()
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{
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canvasGroup.blocksRaycasts = false;
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canvasGroup.alpha = 0f;
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isPopupBeingDragged = false;
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}
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public void OnBeginDrag( PointerEventData data )
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{
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isPopupBeingDragged = true;
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// If a smooth movement animation is in progress, cancel it
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if( moveToPosCoroutine != null )
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{
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StopCoroutine( moveToPosCoroutine );
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moveToPosCoroutine = null;
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}
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}
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// Reposition the popup
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public void OnDrag( PointerEventData data )
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{
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Vector2 localPoint;
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if( RectTransformUtility.ScreenPointToLocalPointInRectangle( debugManager.canvasTR, data.position, data.pressEventCamera, out localPoint ) )
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popupTransform.anchoredPosition = localPoint;
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}
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// Smoothly translate the popup to the nearest edge
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public void OnEndDrag( PointerEventData data )
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{
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isPopupBeingDragged = false;
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UpdatePosition( false );
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}
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// There are 2 different spaces used in these calculations:
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// RectTransform space: raw anchoredPosition of the popup that's in range [-canvasSize/2, canvasSize/2]
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// Safe area space: Screen.safeArea space that's in range [safeAreaBottomLeft, safeAreaTopRight] where these corner positions
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// are all positive (calculated from bottom left corner of the screen instead of the center of the screen)
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public void UpdatePosition( bool immediately )
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{
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Vector2 canvasRawSize = debugManager.canvasTR.rect.size;
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// Calculate safe area bounds
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float canvasWidth = canvasRawSize.x;
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float canvasHeight = canvasRawSize.y;
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float canvasBottomLeftX = 0f;
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float canvasBottomLeftY = 0f;
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if( debugManager.popupAvoidsScreenCutout )
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{
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#if UNITY_2017_2_OR_NEWER && ( UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS )
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Rect safeArea = Screen.safeArea;
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int screenWidth = Screen.width;
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int screenHeight = Screen.height;
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canvasWidth *= safeArea.width / screenWidth;
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canvasHeight *= safeArea.height / screenHeight;
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canvasBottomLeftX = canvasRawSize.x * ( safeArea.x / screenWidth );
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canvasBottomLeftY = canvasRawSize.y * ( safeArea.y / screenHeight );
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#endif
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}
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// Calculate safe area position of the popup
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// normalizedPosition allows us to glue the popup to a specific edge of the screen. It becomes useful when
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// the popup is at the right edge and we switch from portrait screen orientation to landscape screen orientation.
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// Without normalizedPosition, popup could jump to bottom or top edges instead of staying at the right edge
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Vector2 pos = canvasRawSize * 0.5f + ( immediately ? new Vector2( normalizedPosition.x * canvasWidth, normalizedPosition.y * canvasHeight ) : ( popupTransform.anchoredPosition - new Vector2( canvasBottomLeftX, canvasBottomLeftY ) ) );
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// Find distances to all four edges of the safe area
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float distToLeft = pos.x;
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float distToRight = canvasWidth - distToLeft;
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float distToBottom = pos.y;
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float distToTop = canvasHeight - distToBottom;
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float horDistance = Mathf.Min( distToLeft, distToRight );
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float vertDistance = Mathf.Min( distToBottom, distToTop );
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// Find the nearest edge's safe area coordinates
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if( horDistance < vertDistance )
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{
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if( distToLeft < distToRight )
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pos = new Vector2( halfSize.x, pos.y );
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else
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pos = new Vector2( canvasWidth - halfSize.x, pos.y );
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pos.y = Mathf.Clamp( pos.y, halfSize.y, canvasHeight - halfSize.y );
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}
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else
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{
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if( distToBottom < distToTop )
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pos = new Vector2( pos.x, halfSize.y );
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else
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pos = new Vector2( pos.x, canvasHeight - halfSize.y );
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pos.x = Mathf.Clamp( pos.x, halfSize.x, canvasWidth - halfSize.x );
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}
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pos -= canvasRawSize * 0.5f;
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normalizedPosition.Set( pos.x / canvasWidth, pos.y / canvasHeight );
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// Safe area's bottom left coordinates are added to pos only after normalizedPosition's value
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// is set because normalizedPosition is in range [-canvasWidth / 2, canvasWidth / 2]
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pos += new Vector2( canvasBottomLeftX, canvasBottomLeftY );
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// If another smooth movement animation is in progress, cancel it
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if( moveToPosCoroutine != null )
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{
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StopCoroutine( moveToPosCoroutine );
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moveToPosCoroutine = null;
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}
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if( immediately )
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popupTransform.anchoredPosition = pos;
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else
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{
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// Smoothly translate the popup to the specified position
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moveToPosCoroutine = MoveToPosAnimation( pos );
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StartCoroutine( moveToPosCoroutine );
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}
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}
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}
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}
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