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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("Sprite",
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"Fade Sprite",
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"Fades a sprite to a target color over a period of time.")]
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[AddComponentMenu("")]
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public class FadeSprite : Command, ISerializationCallbackReceiver
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{
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#region Obsolete Properties
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[HideInInspector] [FormerlySerializedAs("duration")] public float durationOLD;
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[HideInInspector] [FormerlySerializedAs("targetColor")] public Color targetColorOLD;
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#endregion
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[Tooltip("Sprite object to be faded")]
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public SpriteRenderer spriteRenderer;
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[Tooltip("Length of time to perform the fade")]
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public FloatData _duration = new FloatData(1f);
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[Tooltip("Target color to fade to. To only fade transparency level, set the color to white and set the alpha to required transparency.")]
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public ColorData _targetColor = new ColorData(Color.white);
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[Tooltip("Wait until the fade has finished before executing the next command")]
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public bool waitUntilFinished = true;
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public override void OnEnter()
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{
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if (spriteRenderer == null)
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{
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Continue();
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return;
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}
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CameraController cameraController = CameraController.GetInstance();
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if (waitUntilFinished)
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{
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cameraController.waiting = true;
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}
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SpriteFader.FadeSprite(spriteRenderer, _targetColor.Value, _duration.Value, Vector2.zero, delegate {
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if (waitUntilFinished)
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{
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cameraController.waiting = false;
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Continue();
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}
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});
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if (!waitUntilFinished)
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{
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Continue();
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}
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}
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public override string GetSummary()
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{
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if (spriteRenderer == null)
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{
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return "Error: No sprite renderer selected";
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}
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return spriteRenderer.name + " to " + _targetColor.Value.ToString();
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}
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public override Color GetButtonColor()
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{
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return new Color32(221, 184, 169, 255);
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}
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//
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// ISerializationCallbackReceiver implementation
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//
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public virtual void OnBeforeSerialize()
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{}
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public virtual void OnAfterDeserialize()
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{
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if (durationOLD != default(float))
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{
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_duration.Value = durationOLD;
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durationOLD = default(float);
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}
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if (targetColorOLD != default(Color))
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{
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_targetColor.Value = targetColorOLD;
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targetColorOLD = default(Color);
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}
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}
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}
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}
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