导入角色动画,和增加角色控制
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using System;
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namespace KINEMATION.KAnimationCore.Runtime.Input
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{
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[Obsolete("use `UserInputController` instead.")]
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public interface IUserInputController
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{
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public void Initialize();
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public int GetPropertyIndex(string propertyName);
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public void SetValue(string propertyName, object value);
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public T GetValue<T>(string propertyName);
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public void SetValue(int propertyIndex, object value);
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public T GetValue<T>(int propertyIndex);
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}
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}
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fileFormatVersion: 2
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guid: ca9ff9d900444c4785ba2de65c0e0263
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timeCreated: 1707563078
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@@ -0,0 +1,34 @@
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using System;
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using UnityEngine;
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namespace KINEMATION.KAnimationCore.Runtime.Input
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{
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[Serializable]
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public struct BoolProperty
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{
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public string name;
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public bool defaultValue;
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}
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[Serializable]
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public struct IntProperty
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{
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public string name;
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public int defaultValue;
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}
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[Serializable]
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public struct FloatProperty
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{
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public string name;
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public float defaultValue;
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public float interpolationSpeed;
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}
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[Serializable]
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public struct VectorProperty
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{
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public string name;
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public Vector4 defaultValue;
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 37f35ec97fc94416a139ca21ae59beda
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timeCreated: 1707463958
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// Designed by KINEMATION, 2024.
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using System.Collections.Generic;
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using UnityEngine;
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namespace KINEMATION.KAnimationCore.Runtime.Input
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{
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[CreateAssetMenu(fileName = "NewInputConfig", menuName = "KINEMATION/Input Config")]
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public class UserInputConfig : ScriptableObject
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{
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public List<IntProperty> intProperties = new List<IntProperty>();
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public List<FloatProperty> floatProperties = new List<FloatProperty>();
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public List<BoolProperty> boolProperties = new List<BoolProperty>();
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public List<VectorProperty> vectorProperties = new List<VectorProperty>();
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 0e8993601b7c484b862c9c567134ed2e
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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: {fileID: 2800000, guid: a497183ade831dc4aa44bf44b5ce27b8, type: 3}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,194 @@
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// Designed by KINEMATION, 2024.
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using KINEMATION.KAnimationCore.Runtime.Core;
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using System.Collections.Generic;
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using UnityEngine;
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namespace KINEMATION.KAnimationCore.Runtime.Input
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{
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public class UserInputController : MonoBehaviour
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{
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[SerializeField] public UserInputConfig inputConfig;
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protected List<object> _inputProperties;
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protected Dictionary<string, int> _inputPropertyMap;
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protected (int, float, float)[] _floatsToInterpolate;
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public UserInputConfig GetConfig()
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{
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return inputConfig;
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}
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protected virtual void Update()
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{
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if (_floatsToInterpolate == null) return;
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foreach (var tuple in _floatsToInterpolate)
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{
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float value = (float) _inputProperties[tuple.Item1];
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if (Mathf.Approximately(value, tuple.Item3))
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{
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value = tuple.Item3;
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}
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else
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{
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float alpha = KMath.ExpDecayAlpha(Time.deltaTime, tuple.Item2);
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value = Mathf.LerpUnclamped(value, tuple.Item3, alpha);
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}
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_inputProperties[tuple.Item1] = value;
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}
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}
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public virtual void Initialize()
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{
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#if UNITY_EDITOR
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_propertyNames = new List<(string, object)>();
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#endif
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_inputProperties = new List<object>();
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_inputPropertyMap = new Dictionary<string, int>();
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List<(int, float, float)> floatsToInterpolate = new List<(int, float, float)>();
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int index = 0;
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foreach (var property in inputConfig.boolProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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foreach (var property in inputConfig.intProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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foreach (var property in inputConfig.floatProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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if (!Mathf.Approximately(property.interpolationSpeed, 0f))
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{
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floatsToInterpolate.Add((index, property.interpolationSpeed, property.defaultValue));
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}
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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if (floatsToInterpolate.Count > 0)
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{
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_floatsToInterpolate = floatsToInterpolate.ToArray();
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}
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foreach (var property in inputConfig.vectorProperties)
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{
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_inputProperties.Add(property.defaultValue);
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_inputPropertyMap.TryAdd(property.name, index);
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index++;
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#if UNITY_EDITOR
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_propertyNames.Add((property.name, null));
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#endif
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}
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}
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public int GetPropertyIndex(string propertyName)
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{
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if (_inputPropertyMap.TryGetValue(propertyName, out int index))
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{
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return index;
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}
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return -1;
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}
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public virtual void SetValue(string propertyName, object value)
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{
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SetValue(GetPropertyIndex(propertyName), value);
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}
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public virtual T GetValue<T>(string propertyName)
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{
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return GetValue<T>(GetPropertyIndex(propertyName));
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}
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public virtual void SetValue(int propertyIndex, object value)
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{
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if (propertyIndex < 0 || propertyIndex > _inputProperties.Count - 1)
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{
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return;
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}
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if (_floatsToInterpolate != null)
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{
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int floatToInterpolateIndex = -1;
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for (int i = 0; i < _floatsToInterpolate.Length; i++)
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{
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if (_floatsToInterpolate[i].Item1 == propertyIndex)
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{
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floatToInterpolateIndex = i;
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}
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}
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if (floatToInterpolateIndex != -1)
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{
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var tuple = _floatsToInterpolate[floatToInterpolateIndex];
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tuple.Item3 = (float) value;
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_floatsToInterpolate[floatToInterpolateIndex] = tuple;
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return;
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}
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}
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_inputProperties[propertyIndex] = value;
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}
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public virtual T GetValue<T>(int propertyIndex)
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{
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if (propertyIndex < 0 || propertyIndex > _inputProperties.Count - 1)
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{
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return default(T);
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}
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return (T) _inputProperties[propertyIndex];
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}
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#if UNITY_EDITOR
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protected List<(string, object)> _propertyNames;
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public virtual (string, object)[] GetPropertyBindings()
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{
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if (_propertyNames == null) return null;
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int count = _propertyNames.Count;
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for (int i = 0; i < count; i++)
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{
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var item = _propertyNames[i];
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item.Item2 = _inputProperties[i];
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_propertyNames[i] = item;
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}
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return _propertyNames.ToArray();
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}
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#endif
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}
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}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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||||
guid: 26b2896c936d4be59e98d9bf358c5a96
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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: {fileID: 2800000, guid: 6fd4d99d3a1edc7408fe599214be6059, type: 3}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
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