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								using System;
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								using UnityEngine;
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								namespace AllIn1VfxToolkit
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								{
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								    public class AllIn1VfxScrollShaderProperty : MonoBehaviour
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								    {
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								        [SerializeField] private string numericPropertyName = "_HsvShift";
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								        [SerializeField] private float scrollSpeed;
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								        [Header("There are 3 modifiers, just pick 1")]
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								        [Space, SerializeField] private bool backAndForth;
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								        [SerializeField] private float maxValue = 1f;
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								        private float iniValue;
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								        private bool goingUp;
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								        [Space, SerializeField] private bool applyModulo;
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								        [SerializeField] private float modulo = 360f;
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								        [Space, SerializeField] private bool stopAtValue;
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								        [SerializeField] private float stopValue;
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								        [Space, SerializeField, Header("If missing uses an instance of the currently used Material")]
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								        private Material mat;
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								        private Material originalMat;
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								        private bool restoreMaterialOnDisable = false;
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								        private int propertyShaderID;
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								        private float currValue;
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								        private void Start()
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								        {
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								            //Get material if missing
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								            if(mat == null) mat = GetComponent<Renderer>().material;
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								            else
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								            {
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								                originalMat = new Material(mat);
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								                restoreMaterialOnDisable = true;
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								            }
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								            //Show error message if material or numericPropertyName property error
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								            //Otherwise cache shader property ID
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								            if (mat == null) DestroyComponentAndLogError(gameObject.name + " has no valid Material, deleting AllIn1VfxScrollShaderProperty component");
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								            else
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								            {
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								                if (mat.HasProperty(numericPropertyName)) propertyShaderID = Shader.PropertyToID(numericPropertyName);
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								                else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + numericPropertyName + " property");
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								                currValue = mat.GetFloat(propertyShaderID);
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								                if(backAndForth || stopAtValue)
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								                {
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								                    iniValue = currValue;
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								                    goingUp = iniValue < maxValue;
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								                    if(!goingUp && scrollSpeed > 0) scrollSpeed *= -1f;
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								                    if(goingUp && scrollSpeed < 0) scrollSpeed *= -1f;
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								                }
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								            }
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								        }
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								        private bool isValid = true;
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								        private void Update()
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								        {
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								            if(mat == null)
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								            {
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								                if(isValid)
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								                {
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								                    Debug.LogError("The object " + gameObject.name + " has no Material and you are trying to access it. Please take a look");
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								                    isValid = false;   
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								                }
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								                return;
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								            }
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								            currValue += scrollSpeed * Time.deltaTime;
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								            if(backAndForth)
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								            {
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								                if(goingUp && currValue >= maxValue) FlipGoingUp();
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								                else if(!goingUp && currValue <= iniValue) FlipGoingUp();
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								            }
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								            if (applyModulo) currValue %= modulo;
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								            if(stopAtValue)
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								            {
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								                if(goingUp && currValue >= stopValue) scrollSpeed = 0f;
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								                else if(!goingUp && currValue <= stopValue) scrollSpeed = 0f;
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								            }
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								            mat.SetFloat(propertyShaderID, currValue);
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								        }
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								        private void FlipGoingUp()
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								        {
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								            goingUp = !goingUp;
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								            scrollSpeed *= -1f;
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								        }
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								        private void DestroyComponentAndLogError(string logError)
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								        {
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								            Debug.LogError(logError);
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								            Destroy(this);
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								        }
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								        private void OnDisable()
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								        {
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								            if(restoreMaterialOnDisable) mat.CopyPropertiesFromMaterial(originalMat);
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								        }
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								    }
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								}
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