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using UnityEngine;
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using UnityEngine.Serialization;
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using System;
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using System.Collections;
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namespace Fungus
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{
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[CommandInfo("Animation",
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"Set Anim Float",
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"Sets a float parameter on an Animator component to control a Unity animation")]
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[AddComponentMenu("")]
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public class SetAnimFloat : Command, ISerializationCallbackReceiver
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{
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[Tooltip("Reference to an Animator component in a game object")]
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public AnimatorData _animator;
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[Tooltip("Name of the float Animator parameter that will have its value changed")]
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public StringData _parameterName;
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[Tooltip("The float value to set the parameter to")]
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public FloatData value;
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public override void OnEnter()
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{
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if (_animator.Value != null)
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{
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_animator.Value.SetFloat(_parameterName.Value, value.Value);
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}
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Continue();
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}
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public override string GetSummary()
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{
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if (_animator.Value == null)
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{
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return "Error: No animator selected";
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}
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return _animator.Value.name + " (" + _parameterName.Value + ")";
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}
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public override Color GetButtonColor()
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{
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return new Color32(170, 204, 169, 255);
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}
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#region Backwards compatibility
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[HideInInspector] [FormerlySerializedAs("animator")] public Animator animatorOLD;
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[HideInInspector] [FormerlySerializedAs("parameterName")] public string parameterNameOLD;
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public void OnBeforeSerialize()
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{}
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public void OnAfterDeserialize()
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{
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if (animatorOLD != null)
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{
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_animator.Value = animatorOLD;
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animatorOLD = null;
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}
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if (parameterNameOLD != null)
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{
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_parameterName.Value = parameterNameOLD;
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parameterNameOLD = null;
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}
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}
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#endregion
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}
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}
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