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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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using UnityEngine.Events;
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using UnityEngine.Serialization;
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public class ShaderControlValue : MonoBehaviour
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{
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[Space(10)]
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public List<string> nameOn;
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public List<ShaderValue> values_Init;
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public List<ShaderValue> values_Play;
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[Space(10)]
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public bool isPlay = false;
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public bool LOOP = false;
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[Space(10)]
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[Range(0, 5)]
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public float duration = 3f;
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Material material;
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float durationSum = 0;
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float timeCurve;
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[Space(10)]
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public Material mat;
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Material matCopy;
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public Material InitPlay()
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{
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if (matCopy == null && mat != null)
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matCopy = new Material(mat);
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if (matCopy)
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{
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InitPlay(matCopy);
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return matCopy;
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}
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return null;
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}
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public void InitPlay(Material mat)
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{
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material = mat;
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Play();
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}
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public void Init(Material mat, bool PLAY = false, bool LOOP = false)
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{
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material = mat;
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if (PLAY)
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{
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this.LOOP = LOOP;
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Play();
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}
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}
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void Update()
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{
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if (isPlay && material != null)
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{
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durationSum += Time.deltaTime;
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timeCurve = durationSum / duration;
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for (int i = 0; i < values_Play.Count; i++)
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material.SetFloat($"{values_Play[i].name}", values_Play[i].value * values_Play[i].curve.Evaluate(timeCurve));
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if (isPlay && duration < durationSum)
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{
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durationSum = 0;
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if (!LOOP)
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{
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if (OnEnd != null)
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OnEnd();
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if (KEEP)
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{
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isPlay = false;
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enabled = isPlay;
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}
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else
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{
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Play(false, false, null);
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OnEndPlay();
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}
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}
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}
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}
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}
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System.Action OnEnd;
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bool KEEP = false;
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public void Play(bool isPlay, bool LOOP, System.Action OnEnd, bool KEEP = false)
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{
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this.isPlay = isPlay;
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this.LOOP = LOOP;
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this.OnEnd = OnEnd;
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this.KEEP = KEEP;
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enabled = isPlay;
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}
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public void Play()
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{
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isPlay = true;
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enabled = isPlay;
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}
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public void Stop()
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{
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if (isPlay)
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{
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if (OnEnd != null)
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OnEnd();
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isPlay = false;
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enabled = isPlay;
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}
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}
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[Serializable]
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public class EndEvent : UnityEvent { }
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[FormerlySerializedAs("onEnd")]
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[SerializeField]
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private EndEvent m_OnEnd = new EndEvent();
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public EndEvent OnPlayEnd
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{
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get { return m_OnEnd; }
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set { m_OnEnd = value; }
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}
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public void OnEndPlay()
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{
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OnPlayEnd.Invoke();
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}
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}
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