deltavr multiplayer 2.0
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namespace UnityEngine.XR.Content.Rendering
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{
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/// <summary>
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/// Used to change the materials array of an object when highlighted. Can either add the highlight material to the
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/// renderers materials array or replace the renderers materials with the highlight material.
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/// </summary>
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public class MaterialHighlight : MonoBehaviour, IMaterialHighlight
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{
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[SerializeField]
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[Tooltip("How the highlight material will be applied to the renderer's material array.")]
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MaterialHighlightMode m_HighlightMode = MaterialHighlightMode.Replace;
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[SerializeField, Tooltip("Material to use for highlighting. The assigned material will be instantiated and used for highlighting.")]
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Material m_HighlightMaterial;
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Material m_InstanceHighlightMaterial;
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/// <summary>
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/// How the highlight material will be applied to the renderer's material array.
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/// </summary>
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public MaterialHighlightMode highlightMode
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{
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get => m_HighlightMode;
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set => m_HighlightMode = value;
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}
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/// <summary>
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/// Material to use for highlighting. The assigned material will be instantiated and used for highlighting.
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/// </summary>
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public Material highlightMaterial
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{
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get => m_HighlightMaterial;
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set => m_HighlightMaterial = value;
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void Awake()
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{
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if (m_HighlightMaterial == null)
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return;
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m_InstanceHighlightMaterial = Instantiate(m_HighlightMaterial);
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m_HighlightMaterial = m_InstanceHighlightMaterial;
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}
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/// <summary>
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/// See <see cref="MonoBehaviour"/>.
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/// </summary>
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protected void OnDestroy()
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{
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if (m_InstanceHighlightMaterial != null)
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Destroy(m_InstanceHighlightMaterial);
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}
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/// <inheritdoc />
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void IMaterialHighlight.Initialize()
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{
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}
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/// <inheritdoc />
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void IMaterialHighlight.Deinitialize()
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{
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}
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/// <inheritdoc />
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void IMaterialHighlight.OnHighlight()
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{
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}
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/// <inheritdoc />
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float IMaterialHighlight.OnUnhighlight() => 0f;
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}
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}
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