net.dreditor.fading 0.1.6 → 0.1.8

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Binary file
@@ -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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  }
@@ -1,7 +1,7 @@
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package/GlobalFade.cs CHANGED
@@ -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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-
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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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+ //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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  }
@@ -1,11 +1,11 @@
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