349 lines
8.2 KiB
C#
349 lines
8.2 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Golems.Attributes;
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using RogueUtils.Data;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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using UnityEngine.Serialization;
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using Golems;
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[DisallowMultipleComponent]
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//This was used over outline entity due to it already being on the objects
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public partial class Outline2 : MonoBehaviour
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{
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[Header("HighEndOutlineSettingsBelow ==================")]
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/// <summary>
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/// Renderer's attached to this GameObject
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/// </summary>
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///
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[OnValueChanged("UpdateRendererBundle")]
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[SerializeField]
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private Renderer[] m_Renderers;
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public Renderer[] Renderers
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{
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get => m_Renderers;
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set => m_Renderers = value;
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}
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/// <summary>
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/// Outline Colour
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/// </summary>
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[FormerlySerializedAs("outlineColor")]
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[SerializeField]
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private Color m_OutlineColor = Color.white;
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[Header("The color variable will override local color if it exists")]
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public ColorVariable OutlineColorVariable;
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[SerializeField]
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[Range(0, 10)]
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private float m_BlurRadius = 2.5f;
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public float BlurRadius
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{
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get => m_BlurRadius;
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set => m_BlurRadius = value;
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}
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[SerializeField]
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[Range(0, 1)]
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private float m_Alpha = 1;
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public float Alpha
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{
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get => m_Alpha;
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set => m_Alpha = value;
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}
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[SerializeField] private float m_FadeSpeed = 7.0f;
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/// <summary>
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/// Returns True if Outline is currently active (m_Alpha >=1).
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/// Otherwise, returns False.
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/// </summary>
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public bool IsOutlining => m_Alpha >= 1.0f;
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/// <summary>
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/// The current active Fade Coroutine
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/// </summary>
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private Coroutine m_FadeCoroutine = default;
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/// <summary>
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/// WaitForSeconds used before Fade in/out begins
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/// </summary>
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private WaitForSeconds m_FadeDelay = new WaitForSeconds(.1f);
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[Header("OutlineTypeToggle ==================")]
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[SerializeField]
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private bool m_UseLowEndOutline = false;
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private void Awake()
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{
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#if UNITY_SWITCH
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m_UseLowEndOutline = true;
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#endif
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//if (GolemsGameManager.IsPlayerXR())
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if (false)
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{
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m_UseLowEndOutline = true;
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}
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if (m_UseLowEndOutline)
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{
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}
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else
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{
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HighEndAwake();
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}
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}
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private void HighEndAwake()
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{
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if (m_Renderers.Length == 0)
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{
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Debug.LogWarning("No renderers setup for outline in editor on " + gameObject.name +
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". Grabbing them through code");
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var renderers = new List<Renderer>();
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//
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// Check OutlineEntity for Renderer
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//
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if (TryGetComponent<Renderer>(out var r))
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{
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renderers.Add(r);
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}
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SetRenderers(renderers);
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}
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OutlineCollection.AddRenderer(this);
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Alpha = 0;
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}
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void OnEnable()
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{
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if (m_UseLowEndOutline)
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{
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}
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else
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{
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HighEndOnEnable();
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}
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}
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private void HighEndOnEnable()
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{
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}
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private void OnValidate()
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{
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if (m_UseLowEndOutline)
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{
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}
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else
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{
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}
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}
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private void Update()
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{
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if (m_UseLowEndOutline)
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{
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}
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else
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{
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}
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}
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private void OnDisable()
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{
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Debug.Log("Disabling Outline");
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Alpha = 0;
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}
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private void OnDestroy()
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{
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if (m_UseLowEndOutline)
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{
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}
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else
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{
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HighEndOnDestroy();
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}
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}
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private void HighEndOnDestroy()
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{
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OutlineCollection.RemoveRenderer(this);
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Alpha = 0;
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}
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public void ToggleOutlining()
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{
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if (m_Alpha > 0)
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{
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StopOutlining();
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}
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else
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{
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StartOutlining();
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}
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}
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/// <summary>
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/// Activates/Deactivates the Outline,
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/// depending on the given true or false value.
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/// </summary>
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/// <param name="active"> Activate or deactivate the Outline,
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/// where true activates the Outline and false deactivates the Outline.</param>
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public void SetOutlineActive(bool active)
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{
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if (active)
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{
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StartOutlining();
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}
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else
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{
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StopOutlining();
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}
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}
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[Button]
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public void StartOutlining()
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{
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if (m_UseLowEndOutline)
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{
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Debug.Log("Start Outlining");
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}
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else
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{
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StartHighEndOutlining();
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}
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}
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public void StartHighEndOutlining()
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{
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//Debug.Log("StartOutlining");
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if (m_FadeCoroutine != null)
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{
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StopCoroutine(m_FadeCoroutine);
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m_FadeCoroutine = null;
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}
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//
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// protect against running on disabled game objects
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//
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if (gameObject.activeInHierarchy)
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{
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m_FadeCoroutine = StartCoroutine(Fade(1));
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}
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}
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[Button]
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public void StopOutlining()
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{
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if (m_UseLowEndOutline)
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{
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Debug.Log("Stop Outlining");
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}
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else
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{
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StopHighEndOutlining();
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}
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}
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public void StopHighEndOutlining()
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{
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if (m_FadeCoroutine != null)
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{
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StopCoroutine(m_FadeCoroutine);
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m_FadeCoroutine = null;
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}
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//
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// protect against running on disabled game objects
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//
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if (gameObject.activeInHierarchy)
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{
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m_FadeCoroutine = StartCoroutine(Fade(-1));
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}
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}
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private IEnumerator Fade(int dir)
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{
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yield return new WaitForSeconds(0.1f);
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bool faded = false;
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while (!faded)
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{
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var alpha = Alpha;
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alpha += (dir * m_FadeSpeed) * Time.deltaTime;
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alpha = Mathf.Clamp01(alpha);
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Alpha = alpha;
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faded = dir < 0 ? alpha <= 0.0f : alpha >= 1.0f;
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yield return null;
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}
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m_FadeCoroutine = null;
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}
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[ContextMenu("Force Stop Outlining")]
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/// <summary>
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/// Forces alpha to 0 to avoid showing if moved immediately
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/// </summary>
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public void ForceStopOutlining()
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{
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if (m_UseLowEndOutline)
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{
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}
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else
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{
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Alpha = 0;
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}
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}
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public void SetRenderers(List<Renderer> renderers)
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{
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m_Renderers = renderers.ToArray();
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}
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/// <summary>
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/// Get the current Color for this Outline instance.
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/// If the Outline has a OutlineColorVariable the value
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/// of the passed Color variable will be set to the scriptable
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/// variable value. Otherwise, it will be set to this Outlines m_OutlineColor.
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/// </summary>
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/// <param name="colour">Color variable to store this instances current outline colour</param>
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public void GetColour(out Color colour)
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{
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colour = OutlineColorVariable == null ? m_OutlineColor : OutlineColorVariable.Value;
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}
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}
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