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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Level_Settings : MonoBehaviour
{
public AudioClip LevelMusic = null;
public AudioClip[] LevelSounds = null;
public camera_overrides_info camera_controls_overrides = new camera_overrides_info();
public camera_cinematic_info camera_cinematic = new camera_cinematic_info();
[System.Serializable]
public class camera_overrides_info {
public bool camera_handled_by_level = false;
public bool disable_controls_zoom = false;
public bool disable_controls_rotate_around = false;
public bool disable_controls_rotate_rightMouse = false;
public bool override_camera_position = false;
public bool disable_camera_reposition = false;
public Vector3 target_offset = Vector3.zero;
public Vector2 rotation_center_offset = Vector2.zero;
public float camera_height = 5.63f;
public float camera_angle = 307.5f;
public float target_distance = 12.34f;
}
[System.Serializable]
public class camera_cinematic_info {
public bool enabled = false;
public cinematic_info[] level_start_cinematics = new cinematic_info[]{};
public cinematic_loop level_start_cinematics_loop = cinematic_loop.none;
public cinematic_order level_start_cinematics_order = cinematic_order.forward;
public cinematic_info[] level_cinematics = new cinematic_info[]{};
public cinematic_loop level_cinematics_loop = cinematic_loop.none;
public cinematic_order level_cinematics_order = cinematic_order.forward;
public enum cinematic_loop {none, loop, yoyo};
public enum cinematic_order {forward, random};
[System.Serializable]
public class cinematic_info {
public AnimationClip anim = null;
public cinematic_points[] way_points = new cinematic_points[]{};
public cinematic_points[] look_points = new cinematic_points[]{};
public CameraPath camera_path = null;
public BezierSolution.BezierSpline bezier_spline = null;
public BezierSolution.BezierSpline bezier_spline_look = null;
public float speed = 0.5f;
[System.Serializable]
public class cinematic_points {
public Transform point_t = null;
public Vector3 point_v = Vector3.zero;
public bool look_to_bot;
}
}
}
public GameObject[] Level_Disableable = new GameObject[]{};
public void Disable_On_Animation_Event() {
foreach (var g in Level_Disableable) g.SetActive(false);
}
}