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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Ilumisoft.GraphicsControl
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{
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[DisallowMultipleComponent()]
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[DefaultExecutionOrder(-1)]
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public class DefaultGraphicSettingsManager : GraphicSettingsManager
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{
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List<GraphicSetting> settings = new();
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public override List<GraphicSetting> GetGraphicSettings() => settings;
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public override T Get<T>()
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{
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foreach (var setting in settings)
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{
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if (setting is T targetSetting)
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{
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return targetSetting;
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}
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}
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return default;
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}
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public override bool TryGet<T>(out T graphicSetting)
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{
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foreach (var setting in settings)
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{
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if (setting is T targetSetting)
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{
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graphicSetting = targetSetting;
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return true;
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}
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}
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graphicSetting = default;
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return false;
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}
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protected override void Awake()
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{
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base.Awake();
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settings = GetComponents<GraphicSetting>().ToList();
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}
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private void Start()
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{
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foreach (var setting in settings)
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{
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setting.Initialize();
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}
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LoadSettings();
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ApplySettings();
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}
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public override void LoadSettings()
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{
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foreach (var setting in settings)
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{
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if (setting is GraphicSetting storeable)
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{
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storeable.LoadSetting();
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}
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}
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}
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public override void SaveSettings()
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{
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foreach (var setting in settings)
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{
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if (setting is GraphicSetting storeable)
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{
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storeable.SaveSetting();
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}
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}
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}
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public override void ApplySettings()
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{
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foreach (var settingApplier in GraphicSettingsAppliers)
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{
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settingApplier.ApplySettings();
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}
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}
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private void Reset()
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{
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if(!TryGetComponent<GraphicSettingsStorage>(out _))
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{
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gameObject.AddComponent<DefaultGraphicSettingsStorage>();
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}
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}
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}
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}
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