270 lines
6.9 KiB
C#
270 lines
6.9 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction
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{
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[ExecuteAlways]
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public class RoundedBoxProperties : MonoBehaviour
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{
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[SerializeField]
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private MaterialPropertyBlockEditor _editor;
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[SerializeField]
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private float _width = 1.0f;
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[SerializeField]
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private float _height = 1.0f;
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[SerializeField]
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private Color _color = Color.white;
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[SerializeField]
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private Color _borderColor = Color.black;
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[SerializeField]
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private float _radiusTopLeft;
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[SerializeField]
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private float _radiusTopRight;
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[SerializeField]
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private float _radiusBottomLeft;
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[SerializeField]
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private float _radiusBottomRight;
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[SerializeField]
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private float _borderInnerRadius;
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[SerializeField]
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private float _borderOuterRadius;
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#region Properties
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public float Width
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{
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get
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{
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return _width;
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}
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set
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{
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_width = value;
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UpdateSize();
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}
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}
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public float Height
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{
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get
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{
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return _height;
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}
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set
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{
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_height = value;
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UpdateSize();
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}
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}
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public Color Color
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{
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get
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{
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return _color;
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}
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set
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{
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_color = value;
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}
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}
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public Color BorderColor
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{
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get
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{
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return _borderColor;
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}
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set
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{
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_borderColor = value;
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}
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}
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public float RadiusTopLeft
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{
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get
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{
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return _radiusTopLeft;
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}
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set
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{
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_radiusTopLeft = value;
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}
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}
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public float RadiusTopRight
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{
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get
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{
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return _radiusTopRight;
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}
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set
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{
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_radiusTopRight = value;
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}
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}
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public float RadiusBottomLeft
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{
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get
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{
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return _radiusBottomLeft;
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}
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set
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{
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_radiusBottomLeft = value;
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}
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}
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public float RadiusBottomRight
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{
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get
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{
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return _radiusBottomRight;
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}
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set
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{
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_radiusBottomRight = value;
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}
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}
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public float BorderInnerRadius
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{
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get
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{
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return _borderInnerRadius;
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}
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set
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{
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_borderInnerRadius = value;
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}
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}
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public float BorderOuterRadius
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{
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get
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{
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return _borderOuterRadius;
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}
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set
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{
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_borderOuterRadius = value;
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UpdateSize();
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}
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}
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#endregion
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private readonly int _colorShaderID = Shader.PropertyToID("_Color");
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private readonly int _borderColorShaderID = Shader.PropertyToID("_BorderColor");
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private readonly int _radiiShaderID = Shader.PropertyToID("_Radii");
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private readonly int _dimensionsShaderID = Shader.PropertyToID("_Dimensions");
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protected virtual void Awake()
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{
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UpdateSize();
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UpdateMaterialPropertyBlock();
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}
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protected virtual void Start()
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{
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this.AssertField(_editor, nameof(_editor));
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UpdateSize();
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UpdateMaterialPropertyBlock();
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}
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private void UpdateSize()
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{
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transform.localScale = new Vector3(_width + _borderOuterRadius * 2,
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_height + _borderOuterRadius * 2,
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1.0f);
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UpdateMaterialPropertyBlock();
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}
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private void UpdateMaterialPropertyBlock()
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{
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if (_editor == null)
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{
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_editor = GetComponent<MaterialPropertyBlockEditor>();
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if (_editor == null)
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{
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return;
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}
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}
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MaterialPropertyBlock block = _editor.MaterialPropertyBlock;
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block.SetColor(_colorShaderID, _color);
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block.SetColor(_borderColorShaderID, _borderColor);
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block.SetVector(_radiiShaderID,
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new Vector4(
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_radiusTopRight,
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_radiusBottomRight,
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_radiusTopLeft,
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_radiusBottomLeft
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));
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block.SetVector(_dimensionsShaderID,
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new Vector4(
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transform.localScale.x,
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transform.localScale.y,
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_borderInnerRadius,
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_borderOuterRadius
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));
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_editor.UpdateMaterialPropertyBlock();
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}
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protected virtual void OnValidate()
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{
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#if UNITY_EDITOR
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// If the current object is a Prefab source asset (not even an instance of it),
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// we do not want to apply these updates on validation,
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// as it may result on the prefab being marked as dirty
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// which would throw an error if the prefab lives in a package
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if(PrefabUtility.IsPartOfPrefabAsset(gameObject))
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{
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return;
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}
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#endif
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UpdateSize();
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UpdateMaterialPropertyBlock();
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}
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}
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}
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