266 lines
8.0 KiB
C#
266 lines
8.0 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using Unheimlich.Core;
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using Unheimlich.Features.Player;
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namespace Unheimlich.Features.Dialogue.UI
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{
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public class DialogueBlurEffectURP : Singleton<DialogueBlurEffectURP>
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{
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[Header("Volume Settings")]
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[SerializeField] private Volume _globalVolume;
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[Header("Depth of Field (Gaussian)")]
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[SerializeField] private float _gaussianStart = 0f;
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[SerializeField] private float _gaussianEnd = 15f;
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[SerializeField] private float _maxGaussianRadius = 4f;
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[Header("Brightness (Color Adjustments)")]
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[SerializeField] private float _startPostExposure = 0f;
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[SerializeField] private float _targetPostExposure = 0.3f;
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[Header("Animation Settings")]
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[SerializeField] private float _fadeDuration = 1.0f;
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[SerializeField] private AnimationCurve _fadeCurve;
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[Header("UI Configuration")]
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[Tooltip("Layer(s) for dialogue (World Space UI) to render without blur")]
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[SerializeField] private LayerMask _dialogueLayers;
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[SerializeField] private bool _autoCreateDialogueCamera = true;
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[Header("Hands Configuration")]
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[Tooltip("Layer for player hands to render on top of dialogue")]
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[SerializeField] private LayerMask _handsLayer;
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[SerializeField] private bool _autoCreateHandsCamera = true;
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private DepthOfField _dof;
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private ColorAdjustments _color;
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private VolumeProfile _profile;
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private float _current = 0f;
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private float _target = 0f;
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private float _start = 0f;
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private float _timer = 0f;
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private bool _fading = false;
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private Camera _baseCam;
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private Camera _dialogueCam;
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private Camera _handsCam;
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protected override void OnAwake()
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{
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if (_fadeCurve == null || _fadeCurve.keys.Length == 0)
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_fadeCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
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if (_globalVolume == null)
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{
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Debug.LogError("[DialogueBlur] ERROR: Global Volume NOT ASSIGNED in inspector!");
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enabled = false;
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return;
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}
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if (_globalVolume.profile == null)
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{
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Debug.LogError("[DialogueBlur] ERROR: Global Volume has NO VolumeProfile assigned!");
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enabled = false;
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return;
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}
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_profile = _globalVolume.profile;
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if (!_profile.TryGet(out _dof))
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{
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Debug.LogError("[DialogueBlur] ERROR: Depth Of Field NOT FOUND in Volume Profile!");
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enabled = false;
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return;
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}
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if (!_profile.TryGet(out _color))
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{
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Debug.LogWarning("[DialogueBlur] WARNING: Color Adjustments not found (not critical)");
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}
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_dof.mode.Override(DepthOfFieldMode.Gaussian);
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_dof.gaussianStart.Override(_gaussianStart);
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_dof.gaussianEnd.Override(_gaussianEnd);
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_dof.gaussianMaxRadius.Override(0f);
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_dof.active = false;
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if (_color != null)
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{
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_color.postExposure.Override(_startPostExposure);
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_color.active = false;
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}
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_globalVolume.weight = 0f;
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_globalVolume.enabled = true;
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}
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void Start()
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{
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_baseCam = PlayerController.Instance.PlayerCamera;
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if (_autoCreateDialogueCamera)
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SetupDialogueOverlayCamera();
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if (_autoCreateHandsCamera)
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SetupHandsOverlayCamera();
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}
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void SetupDialogueOverlayCamera()
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{
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var baseData = _baseCam.GetComponent<UniversalAdditionalCameraData>();
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if (baseData == null)
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baseData = _baseCam.gameObject.AddComponent<UniversalAdditionalCameraData>();
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baseData.renderType = CameraRenderType.Base;
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baseData.renderPostProcessing = true;
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if (_dialogueLayers.value == 0)
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Debug.LogWarning("[DialogueBlur] WARNING: dialogueLayers is EMPTY! Ghost words will be blurred!");
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_baseCam.cullingMask &= ~_dialogueLayers;
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if (_handsLayer.value != 0)
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_baseCam.cullingMask &= ~_handsLayer;
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var go = new GameObject("Dialogue Camera (Overlay)");
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go.transform.SetParent(_baseCam.transform);
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go.transform.localPosition = Vector3.zero;
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go.transform.localRotation = Quaternion.identity;
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_dialogueCam = go.AddComponent<Camera>();
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_dialogueCam.CopyFrom(_baseCam);
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_dialogueCam.clearFlags = CameraClearFlags.Depth;
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_dialogueCam.cullingMask = _dialogueLayers;
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var overlayData = go.AddComponent<UniversalAdditionalCameraData>();
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overlayData.renderType = CameraRenderType.Overlay;
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overlayData.renderPostProcessing = false;
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baseData.cameraStack.Add(_dialogueCam);
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}
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void SetupHandsOverlayCamera()
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{
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if (_handsLayer.value == 0)
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{
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Debug.LogWarning("[DialogueBlur] WARNING: handsLayer is EMPTY! Hands camera will not be created.");
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return;
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}
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var baseData = _baseCam.GetComponent<UniversalAdditionalCameraData>();
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if (baseData == null)
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{
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Debug.LogError("[DialogueBlur] ERROR: Base camera has no UniversalAdditionalCameraData!");
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return;
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}
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var go = new GameObject("Hands Camera (Overlay)");
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go.transform.SetParent(_baseCam.transform);
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go.transform.localPosition = Vector3.zero;
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go.transform.localRotation = Quaternion.identity;
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_handsCam = go.AddComponent<Camera>();
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_handsCam.CopyFrom(_baseCam);
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_handsCam.clearFlags = CameraClearFlags.Depth;
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_handsCam.cullingMask = _handsLayer;
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var overlayData = go.AddComponent<UniversalAdditionalCameraData>();
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overlayData.renderType = CameraRenderType.Overlay;
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overlayData.renderPostProcessing = false;
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baseData.cameraStack.Add(_handsCam);
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}
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void Update()
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{
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if (!_fading) return;
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_timer += Time.deltaTime;
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float t = Mathf.Clamp01(_timer / Mathf.Max(0.0001f, _fadeDuration));
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float cv = _fadeCurve.Evaluate(t);
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_current = Mathf.Lerp(_start, _target, cv);
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ApplyEffects(_current);
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if (t >= 1f)
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{
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_current = _target;
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ApplyEffects(_current);
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_fading = false;
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}
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}
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void ApplyEffects(float s)
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{
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s = Mathf.Clamp01(s);
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bool active = s > 0.01f;
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_globalVolume.weight = s;
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if (active)
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{
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_dof.active = true;
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_dof.gaussianStart.value = _gaussianStart;
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_dof.gaussianEnd.value = _gaussianEnd;
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float radius = Mathf.Lerp(0f, _maxGaussianRadius, s);
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_dof.gaussianMaxRadius.value = radius;
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if (_color != null)
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{
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_color.active = true;
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_color.postExposure.value = Mathf.Lerp(_startPostExposure, _targetPostExposure, s);
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}
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}
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else
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{
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_dof.gaussianMaxRadius.value = 0f;
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_dof.active = false;
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if (_color != null)
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{
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_color.postExposure.value = _startPostExposure;
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_color.active = false;
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}
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}
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}
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public void ShowBlur()
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{
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if (_dialogueCam == null && _autoCreateDialogueCamera)
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{
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if (_baseCam == null && PlayerController.Instance != null)
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_baseCam = PlayerController.Instance.PlayerCamera;
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if (_baseCam != null)
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{
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SetupDialogueOverlayCamera();
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if (_autoCreateHandsCamera)
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SetupHandsOverlayCamera();
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}
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else
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Debug.LogWarning("[DialogueBlur] WARNING: Cannot create dialogue camera - PlayerCamera not ready!");
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}
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if (_fading && _target == 1f) return;
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_start = _current;
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_target = 1f;
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_timer = 0f;
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_fading = true;
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}
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public void HideBlur()
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{
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if (_fading && _target == 0f) return;
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_start = _current;
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_target = 0f;
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_timer = 0f;
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_fading = true;
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}
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}
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}
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