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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class remoteAnimatorEventTriggerSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool remoteEventsEnabled = true;
[Space]
[Header ("Debug")]
[Space]
public bool showDebugPrint;
[Space]
[Header ("Event Settings")]
[Space]
public List<remoteEventSystem.eventInfo> eventInfoList = new List<remoteEventSystem.eventInfo> ();
remoteEventSystem.eventInfo currentEventInfo;
public void callRemoteEvent (string eventName)
{
if (!remoteEventsEnabled) {
return;
}
int eventInfoListCount = eventInfoList.Count;
for (int i = 0; i < eventInfoListCount; i++) {
currentEventInfo = eventInfoList [i];
if (currentEventInfo.eventEnabled) {
if (currentEventInfo.Name.Equals (eventName)) {
if (currentEventInfo.useRegularEvent) {
currentEventInfo.eventToActive.Invoke ();
}
if (currentEventInfo.disableEventAfterActivation) {
currentEventInfo.eventEnabled = false;
}
if (showDebugPrint) {
print (eventName);
}
return;
}
}
}
}
public void setEnabledEventState (string eventName)
{
setEnabledOrDisabledEventState (true, eventName);
}
public void setDisabledEventState (string eventName)
{
setEnabledOrDisabledEventState (false, eventName);
}
public void setEnabledOrDisabledEventState (bool state, string eventName)
{
int eventInfoListCount = eventInfoList.Count;
for (int i = 0; i < eventInfoListCount; i++) {
currentEventInfo = eventInfoList [i];
if (currentEventInfo.Name.Equals (eventName)) {
currentEventInfo.eventEnabled = state;
return;
}
}
}
}