net.dreditor.fading 0.1.3 → 0.1.6

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+ {
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+ "name": "DREditor.Fading",
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+ "rootNamespace": "",
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+ "references": [
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+ "DG.Tweening",
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+ "DREditor"
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+ ],
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+ "includePlatforms": [],
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+ "excludePlatforms": [],
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+ "allowUnsafeCode": false,
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+ "overrideReferences": false,
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+ "precompiledReferences": [],
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+ "autoReferenced": true,
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+ "defineConstraints": [],
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+ "versionDefines": [],
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+ "noEngineReferences": false
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+ }
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package/GlobalFade.cs ADDED
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ using DREditor.EventObjects;
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+ using DREditor.Services;
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+ using System.Collections;
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+ using UnityEngine;
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+
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+ namespace DREditor.Fading
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public abstract class GlobalFade : ServiceHolder<GlobalFade>
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent screenIsDark = null;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Divider]
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+ [Tooltip("")]
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+ [SerializeField] protected bool isDark = false;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ public bool isTransitioning = false;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ public bool IsDark
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+ {
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+ get
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+ {
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+ if (screenIsDark != null && screenIsDark.Value != isDark)
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+ isDark = IsUIDark();
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+
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+ return isDark;
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+ }
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+
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+ set
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+ {
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+ isDark = value;
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+
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+ if (screenIsDark != null)
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+ screenIsDark.SetValue(isDark);
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+ }
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <returns></returns>
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+ protected abstract bool IsUIDark();
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="time"></param>
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+ /// <param name="white"></param>
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+ /// <param name="overrule"></param>
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+ public abstract void FadeTo(float time, bool white = false, bool overrule = false);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ /// <param name="time"></param>
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+ /// <param name="white"></param>
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+ /// <param name="overrule"></param>
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+ public abstract IEnumerator FadeToRoutine(float time, bool white = false, bool overrule = false);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="time"></param>
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+ /// <param name="white"></param>
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+ /// <param name="overrule"></param>
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+ public abstract void FadeOut(float time, bool white = false, bool overrule = false);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ /// <param name="time"></param>
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+ /// <param name="white"></param>
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+ /// <param name="overrule"></param>
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+ public abstract IEnumerator FadeOutRoutine(float time, bool white = false, bool overrule = false);
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+ }
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+ /* Is Transitioning was to fix a bug where going from investigation to trial with
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+ * the last line being a CG or Video would fade an additional time, otherwise Fade works perfectly fine
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+ * so if the game has any fade issues after 10/20/22 then just remove it and find a new way to fix
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+ * going from investigation to trial prep screen during CGs on the final line.
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+ *
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+ */
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+ }
@@ -0,0 +1,11 @@
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@@ -0,0 +1,259 @@
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+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
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+ #if DOTWEEN
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+ using DG.Tweening;
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+ #endif
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+ using DREditor.EventObjects;
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+ using DREditor.Services;
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+ using DREditor.Utility;
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+ using System.Collections;
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+ using UnityEngine;
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+ using UnityEngine.UI;
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+
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+ namespace DREditor.Fading
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [ClassHeader(nameof(ServiceHolder<GlobalFade>) + " for type: " + nameof(GlobalFade) +
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+ "\n\n")]
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+ public class GlobalFadeHandler : GlobalFade, IToTitleScreen
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+ {
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Divider]
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+ [Tooltip("")]
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+ [SerializeField] protected bool debugLogs = false;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Header("")]
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+ [Divider]
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+ [Tooltip("")]
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+ [SerializeField] protected BoolWithEvent inFastForwardMode = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected SceneEvent onFadeOutComplete = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected Image Fade = null;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [Tooltip("")]
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+ [SerializeField] protected float toTitleWaitTime = 0.3f;
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected string lastFadeCaller;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected Coroutine fadeToRoutine;
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected Coroutine fadeOutRoutine;
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+
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+
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+ /// <inheritdoc/>
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+ protected override bool IsUIDark() => Fade.color.a != 0;
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+
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+ /// <inheritdoc/>
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+ public override void FadeTo(float time, bool white = false, bool overrule = false) =>
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+ fadeToRoutine = StartCoroutine(FadeToRoutine(time, white, overrule));
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+
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+
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+ /// <inheritdoc/>
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+ public override IEnumerator FadeToRoutine(float time, bool white = false, bool overrule = false)
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+ {
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+ lastFadeCaller = StackTraceUtility.ExtractStackTrace();
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+
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+ return FadeToRoutineInternal(time, white, overrule);
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ /// <param name="time"></param>
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+ /// <param name="white"></param>
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+ /// <param name="overrule"></param>
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+ protected virtual IEnumerator FadeToRoutineInternal(float time, bool white = false, bool overrule = false)
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+ {
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+ if (FailedFade(overrule, "TO"))
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+ yield break;
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+
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+ if (isTransitioning && overrule && fadeOutRoutine != null)
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+ {
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+ KillFade();
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+
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+ StopCoroutine(fadeOutRoutine);
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+ }
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+
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+ LogWarning($"Called Fade {gameObject.name} {isTransitioning} {overrule}");
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+
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+ isTransitioning = true;
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+
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+ SetColor(white);
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+
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+ if (inFastForwardMode.Value)
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+ time /= 2;
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+
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+ IsDark = true;
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+ #if DOTWEEN
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+ Fade.DOFade(1, time)
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+ .SetUpdate(!inFastForwardMode.Value);
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+ #endif
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+ yield return new WaitForSecondsRealtime(time);
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+
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+ isTransitioning = false;
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+ }
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+
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+
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+ /// <inheritdoc/>
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+ public override void FadeOut(float time, bool white = false, bool overrule = false) =>
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+ fadeOutRoutine = StartCoroutine(FadeOutRoutine(time, white, overrule));
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+
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+ /// <inheritdoc/>
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+ public override IEnumerator FadeOutRoutine(float time, bool white, bool overrule)
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+ {
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+ lastFadeCaller = StackTraceUtility.ExtractStackTrace();
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+
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+ return FadeOutRoutineInternal(time, white, overrule);
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <remarks></remarks>
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+ /// <param name="time"></param>
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+ /// <param name="white"></param>
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+ /// <param name="overrule"></param>
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+ protected virtual IEnumerator FadeOutRoutineInternal(float time, bool white = false, bool overrule = false)
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+ {
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+ if (FailedFade(overrule, "OUT"))
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+ yield break;
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+
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+ if (overrule)
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+ {
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+ KillFade();
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+
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+ if (isTransitioning && fadeToRoutine != null)
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+ StopCoroutine(fadeToRoutine);
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+ }
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+
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+ isTransitioning = true;
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+
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+ SetColor(white);
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+
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+ LogWarning("FADE OUT WAS CALLED, OVERRULING WAS: " + overrule);
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+
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+ if (inFastForwardMode.Value)
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+ time /= 2;
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+
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+ IsDark = false;
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+ #if DOTWEEN
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+ Fade.DOFade(0, time)
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+ .SetUpdate(!inFastForwardMode.Value);
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+ #endif
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+ yield return new WaitForSecondsRealtime(time);
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+
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+ isTransitioning = false;
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+
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+ if (onFadeOutComplete != null)
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+ onFadeOutComplete.Raise();
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="overrule"></param>
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+ /// <param name="fadeType"></param>
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+ /// <returns></returns>
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+ protected virtual bool FailedFade(bool overrule, string fadeType)
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+ {
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+ bool result = isTransitioning && !overrule;
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+
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+ if (result)
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+ LogWarning($"Failed Attempt to Fade " + fadeType);
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+
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+ return result;
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ protected virtual void KillFade()
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+ {
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+ #if DOTWEEN
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+ Fade.DOKill();
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+ #endif
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+ LogWarning("FADE Killed");
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="white"></param>
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+ protected virtual void SetColor(bool white)
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+ {
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+ if (white)
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+ Fade.color = new Color(1f, 1f, 1f, Fade.color.a);
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+ else
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+ Fade.color = new Color(0f, 0f, 0f, Fade.color.a);
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+ }
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="message"></param>
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+ protected virtual void LogWarning(string message)
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+ {
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+ if (debugLogs)
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+ UnityEngine.Debug.LogWarning($"ALERT: {gameObject.name}: {message} \n{lastFadeCaller}");
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+ }
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+
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+
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+ /// <inheritdoc/>
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+ public virtual void ToTitleScreen()
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+ {
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+ if (!IsDark)
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+ FadeTo(toTitleWaitTime);
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+ }
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+
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ [BehaviourButton]
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+ protected virtual void ToggleFadeState() => ForceVisibility(!IsDark);
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+
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+ /// <summary>
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+ ///
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+ /// </summary>
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+ /// <param name="visible"></param>
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+ protected virtual void ForceVisibility(bool visible)
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+ {
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+ float alpha = visible ? 1f : 0f;
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+
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+ Fade.color = Fade.color.WithAlpha(alpha);
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+
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+ IsDark = visible;
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+ }
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+ }
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+ }
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