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								using UnityEngine;
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								using System.Collections;
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								namespace TMPro.Examples
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								{
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								    public class ShaderPropAnimator : MonoBehaviour
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								    {
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								        private Renderer m_Renderer;
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								        private Material m_Material;
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								        public AnimationCurve GlowCurve;
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								        public float m_frame;
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								        void Awake()
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								        {
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								            // Cache a reference to object's renderer
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								            m_Renderer = GetComponent<Renderer>();
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								            // Cache a reference to object's material and create an instance by doing so.
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								            m_Material = m_Renderer.material;
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								        }
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								        void Start()
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								        {
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								            StartCoroutine(AnimateProperties());
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								        }
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								        IEnumerator AnimateProperties()
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								        {
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								            //float lightAngle;
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								            float glowPower;
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								            m_frame = Random.Range(0f, 1f);
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								            while (true)
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								            {
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								                //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f;
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								                //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle);
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								                glowPower = GlowCurve.Evaluate(m_frame);
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								                m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower);
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								                m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f);
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								                yield return new WaitForEndOfFrame();
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								            }
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								        }
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								    }
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								}
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