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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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/// <summary>
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/// Listens for emitted signals and reacts depending on its defined reactions.
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/// </summary>
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/// A SignalReceiver contains a list of reactions. Each reaction is bound to a SignalAsset.
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/// When a SignalEmitter emits a signal, the SignalReceiver invokes the corresponding reaction.
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/// <seealso cref="UnityEngine.Timeline.SignalEmitter"/>
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/// <seealso cref="UnityEngine.Timeline.SignalAsset"/>
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[TimelineHelpURL(typeof(SignalReceiver))]
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public class SignalReceiver : MonoBehaviour, INotificationReceiver
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{
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[SerializeField]
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EventKeyValue m_Events = new EventKeyValue();
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/// <summary>
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/// Called when a notification is sent.
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/// </summary>
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/// <param name="origin">The playable that sent the notification.</param>
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/// <param name="notification">The received notification. Only notifications of type <see cref="SignalEmitter"/> will be processed.</param>
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/// <param name="context">User defined data that depends on the type of notification. Uses this to pass necessary information that can change with each invocation.</param>
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public void OnNotify(Playable origin, INotification notification, object context)
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{
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var signal = notification as SignalEmitter;
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if (signal != null && signal.asset != null)
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{
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UnityEvent evt;
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if (m_Events.TryGetValue(signal.asset, out evt) && evt != null)
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{
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evt.Invoke();
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}
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}
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}
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/// <summary>
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/// Defines a new reaction for a SignalAsset.
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/// </summary>
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/// <param name="asset">The SignalAsset for which the reaction is being defined.</param>
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/// <param name="reaction">The UnityEvent that describes the reaction.</param>
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/// <exception cref="ArgumentNullException">Thrown when the asset is null.</exception>
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/// <exception cref="ArgumentException">Thrown when the SignalAsset is already registered with this receiver.</exception>
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public void AddReaction(SignalAsset asset, UnityEvent reaction)
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{
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if (asset == null)
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throw new ArgumentNullException("asset");
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if (m_Events.signals.Contains(asset))
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throw new ArgumentException("SignalAsset already used.");
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m_Events.Append(asset, reaction);
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}
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/// <summary>
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/// Appends a null SignalAsset with a reaction specified by the UnityEvent.
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/// </summary>
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/// <param name="reaction">The new reaction to be appended.</param>
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/// <returns>The index of the appended reaction.</returns>
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/// <remarks>Multiple null assets are valid.</remarks>
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public int AddEmptyReaction(UnityEvent reaction)
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{
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m_Events.Append(null, reaction);
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return m_Events.events.Count - 1;
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}
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/// <summary>
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/// Removes the first occurrence of a SignalAsset.
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/// </summary>
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/// <param name="asset">The SignalAsset to be removed.</param>
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public void Remove(SignalAsset asset)
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{
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if (!m_Events.signals.Contains(asset))
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{
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throw new ArgumentException("The SignalAsset is not registered with this receiver.");
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}
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m_Events.Remove(asset);
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}
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/// <summary>
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/// Gets a list of all registered SignalAssets.
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/// </summary>
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/// <returns>Returns a list of SignalAssets.</returns>
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public IEnumerable<SignalAsset> GetRegisteredSignals()
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{
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return m_Events.signals;
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}
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/// <summary>
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/// Gets the first UnityEvent associated with a SignalAsset.
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/// </summary>
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/// <param name="key">A SignalAsset defining the signal.</param>
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/// <returns>Returns the reaction associated with a SignalAsset. Returns null if the signal asset does not exist.</returns>
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public UnityEvent GetReaction(SignalAsset key)
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{
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UnityEvent ret;
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if (m_Events.TryGetValue(key, out ret))
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{
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return ret;
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}
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return null;
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}
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/// <summary>
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/// Returns the count of registered SignalAssets.
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/// </summary>
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/// <returns></returns>
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public int Count()
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{
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return m_Events.signals.Count;
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}
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/// <summary>
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/// Replaces the SignalAsset associated with a reaction at a specific index.
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/// </summary>
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/// <param name="idx">The index of the reaction.</param>
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/// <param name="newKey">The replacement SignalAsset.</param>
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/// <exception cref="ArgumentException">Thrown when the replacement SignalAsset is already registered to this SignalReceiver.</exception>
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/// <remarks>The new SignalAsset can be null.</remarks>
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public void ChangeSignalAtIndex(int idx, SignalAsset newKey)
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{
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if (idx < 0 || idx > m_Events.signals.Count - 1)
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throw new IndexOutOfRangeException();
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if (m_Events.signals[idx] == newKey)
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return;
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var alreadyUsed = m_Events.signals.Contains(newKey);
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if (newKey == null || m_Events.signals[idx] == null || !alreadyUsed)
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m_Events.signals[idx] = newKey;
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if (newKey != null && alreadyUsed)
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throw new ArgumentException("SignalAsset already used.");
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}
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/// <summary>
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/// Removes the SignalAsset and reaction at a specific index.
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/// </summary>
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/// <param name="idx">The index of the SignalAsset to be removed.</param>
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public void RemoveAtIndex(int idx)
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{
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if (idx < 0 || idx > m_Events.signals.Count - 1)
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throw new IndexOutOfRangeException();
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m_Events.Remove(idx);
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}
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/// <summary>
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/// Replaces the reaction at a specific index with a new UnityEvent.
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/// </summary>
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/// <param name="idx">The index of the reaction to be replaced.</param>
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/// <param name="reaction">The replacement reaction.</param>
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/// <exception cref="ArgumentNullException">Thrown when the replacement reaction is null.</exception>
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public void ChangeReactionAtIndex(int idx, UnityEvent reaction)
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{
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if (idx < 0 || idx > m_Events.events.Count - 1)
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throw new IndexOutOfRangeException();
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m_Events.events[idx] = reaction;
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}
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/// <summary>
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/// Gets the reaction at a specific index.
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/// </summary>
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/// <param name="idx">The index of the reaction.</param>
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/// <returns>Returns a reaction.</returns>
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public UnityEvent GetReactionAtIndex(int idx)
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{
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if (idx < 0 || idx > m_Events.events.Count - 1)
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throw new IndexOutOfRangeException();
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return m_Events.events[idx];
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}
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/// <summary>
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/// Gets the SignalAsset at a specific index
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/// </summary>
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/// <param name="idx">The index of the SignalAsset.</param>
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/// <returns>Returns a SignalAsset.</returns>
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public SignalAsset GetSignalAssetAtIndex(int idx)
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{
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if (idx < 0 || idx > m_Events.signals.Count - 1)
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throw new IndexOutOfRangeException();
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return m_Events.signals[idx];
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}
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// Required by Unity for the MonoBehaviour to have an enabled state
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private void OnEnable()
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{
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}
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[Serializable]
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class EventKeyValue
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{
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[SerializeField]
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List<SignalAsset> m_Signals = new List<SignalAsset>();
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[SerializeField, CustomSignalEventDrawer]
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List<UnityEvent> m_Events = new List<UnityEvent>();
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public bool TryGetValue(SignalAsset key, out UnityEvent value)
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{
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var index = m_Signals.IndexOf(key);
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if (index != -1)
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{
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value = m_Events[index];
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return true;
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}
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value = null;
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return false;
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}
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public void Append(SignalAsset key, UnityEvent value)
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{
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m_Signals.Add(key);
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m_Events.Add(value);
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}
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public void Remove(int idx)
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{
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if (idx != -1)
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{
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m_Signals.RemoveAt(idx);
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m_Events.RemoveAt(idx);
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}
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}
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public void Remove(SignalAsset key)
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{
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var idx = m_Signals.IndexOf(key);
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if (idx != -1)
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{
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m_Signals.RemoveAt(idx);
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m_Events.RemoveAt(idx);
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}
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}
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public List<SignalAsset> signals
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{
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get { return m_Signals; }
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}
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public List<UnityEvent> events
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{
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get { return m_Events; }
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}
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}
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}
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}
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