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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 AllIn1VfxScrollShaderTexture : MonoBehaviour
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								    {
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								        [SerializeField] private string texturePropertyName = "_MainTex";
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								        [SerializeField] private Vector2 scrollSpeed = Vector2.zero;
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								        [Space, Header("True changes tex offset, false to change tex scale")] [SerializeField]
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								        private bool textureOffset = true;
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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 Vector2 maxValue = Vector2.one;
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								        private Vector2 iniValue = Vector2.zero;
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								        private bool goingUpX, goingUpY;
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								        [Space, SerializeField] private bool applyModulo;
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								        [SerializeField] private Vector2 modulo = Vector2.one;
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								        [Space, SerializeField] private bool stopAtValue;
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								        [SerializeField] private Vector2 stopValue = Vector2.zero;
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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 Vector2 currValue = Vector2.zero;
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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 AllIn1VfxScrollShaderTexture component");
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								            else
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								            {
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								                if (mat.HasProperty(texturePropertyName)) propertyShaderID = Shader.PropertyToID(texturePropertyName);
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								                else DestroyComponentAndLogError(gameObject.name + "'s Material doesn't have a " + texturePropertyName + " texture property");
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								                if(textureOffset) currValue = mat.GetTextureOffset(texturePropertyName);
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								                else currValue = mat.GetTextureScale(texturePropertyName);
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								                if(backAndForth || stopAtValue)
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								                {
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								                    iniValue = currValue;
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								                    goingUpX = iniValue.x < maxValue.x;
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								                    if(!goingUpX && scrollSpeed.x > 0) scrollSpeed *= -1f;
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								                    if(goingUpX && scrollSpeed.x < 0) scrollSpeed *= -1f;
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								                    goingUpY = iniValue.y < maxValue.y;
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								                    if(!goingUpY && scrollSpeed.y > 0) scrollSpeed *= -1f;
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								                    if(goingUpY && scrollSpeed.y < 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(goingUpX && currValue.x >= maxValue.x) FlipGoingUp(true);
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								                else if(!goingUpX && currValue.x <= iniValue.x) FlipGoingUp(true);
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								                if(goingUpY && currValue.y >= maxValue.y) FlipGoingUp(false);
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								                else if(!goingUpY && currValue.y <= iniValue.y) FlipGoingUp(false);
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								            }
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								            if(applyModulo)
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								            {
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								                currValue.x %= modulo.x;
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								                currValue.y %= modulo.y;
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								            }
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								            if(stopAtValue)
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								            {
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								                if(goingUpX && currValue.x >= stopValue.x) scrollSpeed.x = 0f;
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								                else if(!goingUpX && currValue.x <= stopValue.x) scrollSpeed.x = 0f;
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								                if(goingUpY && currValue.y >= stopValue.y) scrollSpeed.y = 0f;
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								                else if(!goingUpY && currValue.y <= stopValue.y) scrollSpeed.y = 0f;
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								            }
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								            if(textureOffset) mat.SetTextureOffset(propertyShaderID, currValue);
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								            else mat.SetTextureScale(propertyShaderID, currValue);
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								        }
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								        private void FlipGoingUp(bool isXComponent)
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								        {
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								            if(isXComponent)
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								            {
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								                goingUpX = !goingUpX;
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								                scrollSpeed.x *= -1f;
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								            }
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								            else
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								            {
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								                goingUpY = !goingUpY;
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								                scrollSpeed.y *= -1f;
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								            }
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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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