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using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using UnityEngine;
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using Object = System.Object;
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namespace nadena.dev.modular_avatar.core
{
[RequireComponent(typeof(ModularAvatarMenuItem))]
public class ActionToggleObject : AvatarTagComponent, SwitchedMenuAction
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{
[Serializable]
public class ObjectEntry
{
public GameObject target;
public bool Active;
}
public List<ObjectEntry> Objects;
public ImmutableDictionary<MenuCurveBinding, AnimationCurve> GetCurves()
{
return Objects.Select(obj =>
new KeyValuePair<MenuCurveBinding, AnimationCurve>(
new MenuCurveBinding(obj.target, typeof(GameObject), "m_IsActive"),
AnimationCurve.Constant(0, 1, obj.Active ? 1 : 0))
).ToImmutableDictionary();
}
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public ImmutableDictionary<MenuCurveBinding, AnimationCurve> GetInactiveCurves(bool isDefault)
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{
return Objects.Select(obj =>
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{
bool active;
if (isDefault)
{
active = !obj.Active; // inactive state is the opposite of the default state
}
else
{
active = obj.target.activeSelf; // inactive state is the current state
}
return new KeyValuePair<MenuCurveBinding, AnimationCurve>(
new MenuCurveBinding(obj.target, typeof(GameObject), "m_IsActive"),
AnimationCurve.Constant(0, 1, active ? 1 : 0));
}
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).ToImmutableDictionary();
}
public bool BindsParameter(TargetParameter parameter)
{
return parameter == TargetParameter.BaseParameter;
}
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}
}