特效新内容。修复gameplay致命bug和分数保存bug
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/* ---------------------------------------
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* Author: Martin Pane (martintayx@gmail.com) (@martinTayx)
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* Contributors: https://github.com/Tayx94/graphy/graphs/contributors
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* Project: Graphy - Ultimate Stats Monitor
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* Date: 15-Dec-17
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* Studio: Tayx
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*
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* Git repo: https://github.com/Tayx94/graphy
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*
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* This project is released under the MIT license.
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* Attribution is not required, but it is always welcomed!
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* -------------------------------------*/
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using Tayx.Graphy.Graph;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Tayx.Graphy.Audio
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{
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public class G_AudioGraph : G_Graph
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{
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#region Variables -> Serialized Private
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[SerializeField] private Image m_imageGraph = null;
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[SerializeField] private Image m_imageGraphHighestValues = null;
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[SerializeField] private Shader ShaderFull = null;
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[SerializeField] private Shader ShaderLight = null;
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[SerializeField] private bool m_isInitialized = false;
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#endregion
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#region Variables -> Private
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private GraphyManager m_graphyManager = null;
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private G_AudioMonitor m_audioMonitor = null;
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private int m_resolution = 40;
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private G_GraphShader m_shaderGraph = null;
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private G_GraphShader m_shaderGraphHighestValues = null;
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private float[] m_graphArray;
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private float[] m_graphArrayHighestValue;
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#endregion
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#region Methods -> Unity Callbacks
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private void OnEnable()
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{
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/* ----- NOTE: ----------------------------
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* We used to Init() here regardless of
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* whether this module was enabled.
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* The reason we don't Init() here
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* anymore is that some users are on
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* platforms that do not support the arrays
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* in the Shaders.
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*
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* See: https://github.com/Tayx94/graphy/issues/17
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*
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* Even though we don't Init() competely
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* here anymore, we still need
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* m_audioMonitor for in Update()
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* --------------------------------------*/
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m_audioMonitor = GetComponent<G_AudioMonitor>();
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}
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private void Update()
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{
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if( m_audioMonitor.SpectrumDataAvailable )
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{
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UpdateGraph();
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}
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}
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#endregion
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#region Methods -> Public
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public void UpdateParameters()
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{
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if( m_shaderGraph == null )
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{
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// While Graphy is disabled (e.g. by default via Ctrl+H) and while in Editor after a Hot-Swap,
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// the OnApplicationFocus calls this while m_shaderGraph == null, throwing a NullReferenceException
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return;
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}
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switch( m_graphyManager.GraphyMode )
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{
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case GraphyManager.Mode.FULL:
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m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
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m_shaderGraph.Image.material = new Material( ShaderFull );
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m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
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m_shaderGraphHighestValues.Image.material = new Material( ShaderFull );
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break;
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case GraphyManager.Mode.LIGHT:
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m_shaderGraph.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
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m_shaderGraph.Image.material = new Material( ShaderLight );
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m_shaderGraphHighestValues.ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
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m_shaderGraphHighestValues.Image.material = new Material( ShaderLight );
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break;
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}
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m_shaderGraph.InitializeShader();
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m_shaderGraphHighestValues.InitializeShader();
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m_resolution = m_graphyManager.AudioGraphResolution;
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CreatePoints();
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}
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#endregion
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#region Methods -> Protected Override
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protected override void UpdateGraph()
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{
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// Since we no longer initialize by default OnEnable(),
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// we need to check here, and Init() if needed
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if( !m_isInitialized )
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{
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Init();
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}
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int incrementPerIteration = Mathf.FloorToInt( m_audioMonitor.Spectrum.Length / (float) m_resolution );
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// Current values -------------------------
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for( int i = 0; i <= m_resolution - 1; i++ )
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{
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float currentValue = 0;
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for( int j = 0; j < incrementPerIteration; j++ )
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{
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currentValue += m_audioMonitor.Spectrum[ i * incrementPerIteration + j ];
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}
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// Uses 3 values for each bar to accomplish that look
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if( (i + 1) % 3 == 0 && i > 1 )
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{
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float value =
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(
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m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
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+ m_graphArray[ i - 1 ]
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+ m_graphArray[ i - 2 ]
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) / 3;
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m_graphArray[ i ] = value;
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m_graphArray[ i - 1 ] = value;
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m_graphArray[ i - 2 ] =
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-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
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}
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else
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{
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m_graphArray[ i ] =
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m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
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}
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}
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for( int i = 0; i <= m_resolution - 1; i++ )
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{
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m_shaderGraph.ShaderArrayValues[ i ] = m_graphArray[ i ];
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}
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m_shaderGraph.UpdatePoints();
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// Highest values -------------------------
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for( int i = 0; i <= m_resolution - 1; i++ )
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{
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float currentValue = 0;
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for( int j = 0; j < incrementPerIteration; j++ )
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{
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currentValue += m_audioMonitor.SpectrumHighestValues[ i * incrementPerIteration + j ];
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}
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// Uses 3 values for each bar to accomplish that look
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if( (i + 1) % 3 == 0 && i > 1 )
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{
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float value =
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(
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m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) )
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+ m_graphArrayHighestValue[ i - 1 ]
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+ m_graphArrayHighestValue[ i - 2 ]
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) / 3;
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m_graphArrayHighestValue[ i ] = value;
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m_graphArrayHighestValue[ i - 1 ] = value;
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m_graphArrayHighestValue[ i - 2 ] =
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-1; // Always set the third one to -1 to leave gaps in the graph and improve readability
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}
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else
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{
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m_graphArrayHighestValue[ i ] =
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m_audioMonitor.dBNormalized( m_audioMonitor.lin2dB( currentValue / incrementPerIteration ) );
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}
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}
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for( int i = 0; i <= m_resolution - 1; i++ )
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{
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m_shaderGraphHighestValues.ShaderArrayValues[ i ] = m_graphArrayHighestValue[ i ];
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}
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m_shaderGraphHighestValues.UpdatePoints();
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}
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protected override void CreatePoints()
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{
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// Init Arrays
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if( m_shaderGraph.ShaderArrayValues == null || m_shaderGraph.ShaderArrayValues.Length != m_resolution )
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{
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m_graphArray = new float[m_resolution];
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m_graphArrayHighestValue = new float[m_resolution];
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m_shaderGraph.ShaderArrayValues = new float[m_resolution];
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m_shaderGraphHighestValues.ShaderArrayValues = new float[m_resolution];
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}
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for( int i = 0; i < m_resolution; i++ )
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{
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m_shaderGraph.ShaderArrayValues[ i ] = 0;
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m_shaderGraphHighestValues.ShaderArrayValues[ i ] = 0;
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}
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// Color
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m_shaderGraph.GoodColor = m_graphyManager.AudioGraphColor;
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m_shaderGraph.CautionColor = m_graphyManager.AudioGraphColor;
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m_shaderGraph.CriticalColor = m_graphyManager.AudioGraphColor;
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m_shaderGraph.UpdateColors();
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m_shaderGraphHighestValues.GoodColor = m_graphyManager.AudioGraphColor;
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m_shaderGraphHighestValues.CautionColor = m_graphyManager.AudioGraphColor;
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m_shaderGraphHighestValues.CriticalColor = m_graphyManager.AudioGraphColor;
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m_shaderGraphHighestValues.UpdateColors();
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// Threshold
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m_shaderGraph.GoodThreshold = 0;
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m_shaderGraph.CautionThreshold = 0;
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m_shaderGraph.UpdateThresholds();
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m_shaderGraphHighestValues.GoodThreshold = 0;
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m_shaderGraphHighestValues.CautionThreshold = 0;
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m_shaderGraphHighestValues.UpdateThresholds();
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// Update Array
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m_shaderGraph.UpdateArrayValuesLength();
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m_shaderGraphHighestValues.UpdateArrayValuesLength();
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// Average
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m_shaderGraph.Average = 0;
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m_shaderGraph.UpdateAverage();
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m_shaderGraphHighestValues.Average = 0;
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m_shaderGraphHighestValues.UpdateAverage();
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}
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#endregion
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#region Methods -> Private
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private void Init()
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{
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m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
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m_audioMonitor = GetComponent<G_AudioMonitor>();
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m_shaderGraph = new G_GraphShader
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{
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Image = m_imageGraph
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};
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m_shaderGraphHighestValues = new G_GraphShader
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{
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Image = m_imageGraphHighestValues
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};
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UpdateParameters();
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m_isInitialized = true;
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}
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#endregion
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}
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}
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