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								using UnityEditor;
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								using UnityEngine;
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								using System;
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								namespace RootMotion
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								{
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								    [CustomPropertyDrawer(typeof(ShowIfAttribute))]
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								    public class ShowIfPropertyDrawer : PropertyDrawer
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								    {
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								        protected ShowIfAttribute showIfAttribute;
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								        protected SerializedProperty prop;
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								        public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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								        {
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								            if (!Show(property) && showIfAttribute.mode == ShowIfMode.Hidden) return -EditorGUIUtility.standardVerticalSpacing;
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								            return EditorGUI.GetPropertyHeight(property, label);
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								        }
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								        protected bool Show(SerializedProperty property)
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								        {
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								            showIfAttribute = attribute as ShowIfAttribute;
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								            var path = property.propertyPath.Contains(".") ? System.IO.Path.ChangeExtension(property.propertyPath, showIfAttribute.propName) : showIfAttribute.propName;
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								            prop = property.serializedObject.FindProperty(path);
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								            if (prop == null) return true;
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								            switch(prop.propertyType)
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								            {
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								                case SerializedPropertyType.Enum:
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								                    return prop.enumValueIndex.Equals((int)showIfAttribute.propValue);
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								                case SerializedPropertyType.Boolean:
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								                    return prop.boolValue.Equals(showIfAttribute.propValue);
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								                case SerializedPropertyType.Float:
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								                    return prop.floatValue > (float)showIfAttribute.propValue && prop.floatValue < (float)showIfAttribute.otherPropValue;
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								                case SerializedPropertyType.LayerMask:
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								                    return prop.intValue != 0;
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								                case SerializedPropertyType.String:
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								                    return prop.stringValue != string.Empty && prop.stringValue != "";
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								                case SerializedPropertyType.Vector2:
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								                    float sqrMag2 = prop.vector2Value.sqrMagnitude;
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								                    return sqrMag2 > (float)showIfAttribute.propValue && sqrMag2 < (float)showIfAttribute.otherPropValue;
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								                case SerializedPropertyType.Vector3:
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								                    float sqrMag3 = prop.vector3Value.sqrMagnitude;
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								                    return sqrMag3 > (float)showIfAttribute.propValue && sqrMag3 < (float)showIfAttribute.otherPropValue;
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								                case SerializedPropertyType.Vector4:
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								                    float sqrMag4 = prop.vector4Value.sqrMagnitude;
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								                    return sqrMag4 > (float)showIfAttribute.propValue && sqrMag4 < (float)showIfAttribute.otherPropValue;
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								                case SerializedPropertyType.ObjectReference:
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								                    return prop.objectReferenceValue != null;
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								                default:
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								                    Debug.LogError("Unsupported ShowIf property type: " + prop.propertyType);
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								                    return true;
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								            }
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								        }
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								        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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								        {
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								            showIfAttribute = attribute as ShowIfAttribute;
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								            EditorGUI.BeginProperty(position, label, property);
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								            if (Show(property))
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								            {
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								                if (showIfAttribute.indent) EditorGUI.indentLevel++;
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								                Draw(position, property, attribute, label);
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								                if (showIfAttribute.indent) EditorGUI.indentLevel--;
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								            }
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								            else if (showIfAttribute.mode == ShowIfMode.Disabled)
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								            {
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								                if (showIfAttribute.indent) EditorGUI.indentLevel++;
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								                GUI.enabled = false;
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								                Draw(position, property, attribute, label);
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								                GUI.enabled = true;
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								                if (showIfAttribute.indent) EditorGUI.indentLevel--;
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								            }
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								            EditorGUI.EndProperty();
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								        }
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								        protected virtual void Draw(Rect position, SerializedProperty property, PropertyAttribute attribute, GUIContent label)
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								        {
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								            EditorGUI.PropertyField(position, property, label, true);   
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								        }
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								    }
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								    [CustomPropertyDrawer(typeof(ShowRangeIfAttribute))]
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								    public class ShowRangeIfPropertyDrawer : ShowIfPropertyDrawer
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								    {
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								        protected override void Draw(Rect position, SerializedProperty property, PropertyAttribute attribute, GUIContent label)
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								        {
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								            ShowRangeIfAttribute range = attribute as ShowRangeIfAttribute;
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								            if (property.propertyType == SerializedPropertyType.Float)
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								                EditorGUI.Slider(position, property, range.min, range.max, label);
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								            else if (property.propertyType == SerializedPropertyType.Integer)
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								                EditorGUI.IntSlider(position, property, Convert.ToInt32(range.min), Convert.ToInt32(range.max), label);
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								            else
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								                EditorGUI.LabelField(position, label.text, "Use Range with float or int.");
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								        }
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								    }
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								    // Custom drawer for the LargeHeader attribute
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								    [CustomPropertyDrawer(typeof(ShowLargeHeaderIf))]
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								    public class ShowLargeHeaderIfDrawer : ShowIfPropertyDrawer
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								    {
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								        public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
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								        {
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								            if (!Show(property) && showIfAttribute.mode == ShowIfMode.Hidden) return -EditorGUIUtility.standardVerticalSpacing;
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								            return base.GetPropertyHeight(property, label) * 2f;
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								        }
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								        // Override the GUI drawing for this attribute
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								        protected override void Draw(Rect position, SerializedProperty property, PropertyAttribute attribute, GUIContent label)
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								        {
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								            var largeHeader = (ShowLargeHeaderIf)attribute;
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								            LargeHeaderDrawer.Draw(position, largeHeader.name, largeHeader.color);
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								        }
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								    }
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								    // Custom drawer for the LargeHeader attribute
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								    [CustomPropertyDrawer(typeof(LargeHeader))]
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								    public class LargeHeaderDrawer : DecoratorDrawer
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								    {
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								        // Get the height of the element
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								        public override float GetHeight()
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								        {
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								            return base.GetHeight() * 2f;
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								        }
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								        // Override the GUI drawing for this attribute
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								        public override void OnGUI(Rect position)
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								        {
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								            var largeHeader = (LargeHeader)attribute;
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								            Draw(position, largeHeader.name, largeHeader.color);
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								        }
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								        public static void Draw(Rect position, string name, string color)
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								        {
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								            // Get the color the line should be
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								            Color c = Color.white;
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								            switch (color.ToString().ToLower())
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								            {
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								                case "white": c = Color.white; break;
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								                case "red": c = Color.red; break;
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								                case "blue": c = Color.blue; break;
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								                case "green": c = Color.green; break;
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								                case "gray": c = Color.gray; break;
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								                case "grey": c = Color.grey; break;
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								                case "black": c = Color.black; break;
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								            }
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								            c *= 0.7f;
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								           var style = new GUIStyle(GUI.skin.label);
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								            style.fontSize = 16;
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								            style.fontStyle = FontStyle.Normal;
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								            style.alignment = TextAnchor.LowerLeft;
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								            GUI.color = c;
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								            Rect labelRect = position;
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								            EditorGUI.LabelField(labelRect, name, style);
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								            GUI.color = Color.white;
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								        }
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								    }
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								}
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