net.dreditor.fading 0.1.6 → 0.1.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.attestation.p7m +0 -0
- package/DREditor.Fading.asmdef +16 -16
- package/DREditor.Fading.asmdef.meta +7 -7
- package/GlobalFade.cs +103 -103
- package/GlobalFade.cs.meta +11 -11
- package/GlobalFadeHandler.cs +258 -258
- package/GlobalFadeHandler.cs.meta +11 -11
- package/{Samples → Samples~}/Global_Fade_Canvas.prefab +185 -185
- package/{Samples → Samples~}/Global_Fade_Canvas.prefab.meta +7 -7
- package/{Samples → Samples~}/ScreenIsDark.asset +21 -21
- package/{Samples → Samples~}/ScreenIsDark.asset.meta +8 -8
- package/package.json +41 -36
- package/{Samples.meta → package.json.meta} +7 -8
package/.attestation.p7m
ADDED
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Binary file
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package/DREditor.Fading.asmdef
CHANGED
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@@ -1,17 +1,17 @@
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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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"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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@@ -1,7 +1,7 @@
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fileFormatVersion: 2
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guid: 8d7df930c1b3c4141a10b3f889512fee
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 8d7df930c1b3c4141a10b3f889512fee
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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package/GlobalFade.cs
CHANGED
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@@ -1,104 +1,104 @@
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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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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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/// <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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/// <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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/// <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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return isDark;
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}
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set
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{
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isDark = value;
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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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/// <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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/// <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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/// <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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/// <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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/// <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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//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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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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/// <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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/// <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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/// <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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return isDark;
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}
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set
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{
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isDark = value;
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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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/// <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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/// <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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/// <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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/// <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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/// <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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100
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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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}
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package/GlobalFade.cs.meta
CHANGED
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@@ -1,11 +1,11 @@
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fileFormatVersion: 2
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guid: 2dfd9598f6091ba4dace43f53f93ec3b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 2dfd9598f6091ba4dace43f53f93ec3b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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