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using UnityEngine.Playables;
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namespace UnityEngine.Timeline
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{
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static class WeightUtility
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{
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// Given a mixer, normalizes the mixer if required
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// returns the output weight that should be applied to the mixer as input
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public static float NormalizeMixer(Playable mixer)
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{
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if (!mixer.IsValid())
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return 0;
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int count = mixer.GetInputCount();
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float weight = 0.0f;
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for (int c = 0; c < count; c++)
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{
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weight += mixer.GetInputWeight(c);
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}
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if (weight > Mathf.Epsilon && weight < 1)
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{
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for (int c = 0; c < count; c++)
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{
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mixer.SetInputWeight(c, mixer.GetInputWeight(c) / weight);
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}
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}
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return Mathf.Clamp01(weight);
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}
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}
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}
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