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using System;
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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using static Gaia.GaiaConstants;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Gaia
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{
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/// <summary>
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/// Used to serialise the detail prototypes
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/// </summary>
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[System.Serializable]
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public class ResourceProtoDetail
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{
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[Tooltip("Resource name.")]
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public string m_name;
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[Tooltip("Render mode.")]
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public DetailRenderMode m_renderMode = DetailRenderMode.Grass;
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[Tooltip("Detail prototype - used by vertex lit render mode.")]
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public GameObject m_detailProtoype;
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[HideInInspector]
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public string m_detailPrototypeFileName; // Used for re-association
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[Tooltip("The texture that represents the grass and used by grass and billboard grass render mode.")]
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public Texture2D m_detailTexture;
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[HideInInspector]
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public string m_detailTextureFileName; // Used for re-association
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[Tooltip("Minimum width. Lower limit of the width of the clumps of grass that are generated.")]
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public float m_minWidth = 1f;
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[Tooltip("Maximum width. Upper limit of the width of the clumps of grass that are generated.")]
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public float m_maxWidth = 2f;
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[Tooltip("Minimum height. Lower limit of the height of the clumps of grass that are generated.")]
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public float m_minHeight = 1f;
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[Tooltip("Maximum height. Upper limit of the height of the clumps of grass that are generated.")]
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public float m_maxHeight = 2f;
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[Tooltip("Controls the approximate size of the alternating patches, with higher values indicating more variation within a given area."), Range(0f, 1f)]
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public float m_noiseSpread = 0.3f;
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[Tooltip("Healthy grass clump colour.")]
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public Color m_healthyColour = Color.white;
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[Tooltip("Dry grass clump colour.")]
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public Color m_dryColour = Color.white;
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[Tooltip("DNA - Used by the spawner to control how and where the grass will be spawned.")]
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public ResourceProtoDNA m_dna;
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[Tooltip("SPAWN CRITERIA - Spawn criteria are run against the terrain to assess its fitness in a range of 0..1 for use by this resource. If you add multiple criteria then the fittest one will be selected.")]
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public SpawnCritera[] m_spawnCriteria = new SpawnCritera[0];
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[Tooltip("SPAWN EXTENSIONS - Spawn extensions allow fitness, spawning and post spawning extensions to be made to the spawning system.")]
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public SpawnRuleExtension[] m_spawnExtensions = new SpawnRuleExtension[0];
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//[Tooltip("SPAWN MASKS - This list of masks can be used to determine where the terrain detail will appear on the terrain.")]
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//public ImageMask[] m_imageMasks = new ImageMask[0];
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public bool m_dnaFoldedOut;
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/// <summary>
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/// Initialise the detail
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/// </summary>
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/// <param name="spawner">The spawner it belongs to</param>
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public void Initialise(Spawner spawner)
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{
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foreach (SpawnCritera criteria in m_spawnCriteria)
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{
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criteria.Initialise(spawner);
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}
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}
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/// <summary>
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/// Determine whether this has active criteria
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/// </summary>
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/// <returns>True if has actrive criteria</returns>
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public bool HasActiveCriteria()
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{
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for (int idx = 0; idx < m_spawnCriteria.Length; idx++)
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{
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if (m_spawnCriteria[idx].m_isActive)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Set up the asset associations, return true if something changes. Can only be run when the editor is present.
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/// </summary>
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/// <returns>True if something changes</returns>
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public bool SetAssetAssociations()
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{
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bool isModified = false;
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#if UNITY_EDITOR
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if (m_detailProtoype != null)
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{
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string fileName = Path.GetFileName(AssetDatabase.GetAssetPath(m_detailProtoype));
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if (fileName != m_detailPrototypeFileName)
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{
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m_detailPrototypeFileName = fileName;
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isModified = true;
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}
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}
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else
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{
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if (!string.IsNullOrEmpty(m_detailPrototypeFileName))
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{
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m_detailPrototypeFileName = "";
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isModified = true;
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}
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}
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if (m_detailTexture != null)
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{
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string fileName = Path.GetFileName(AssetDatabase.GetAssetPath(m_detailTexture));
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if (fileName != m_detailTextureFileName)
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{
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m_detailTextureFileName = fileName;
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isModified = true;
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}
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}
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else
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{
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if (!string.IsNullOrEmpty(m_detailTextureFileName))
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{
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m_detailTextureFileName = "";
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isModified = true;
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}
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}
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#endif
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return isModified;
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}
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/// <summary>
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/// Associate any unallocated assets to this resource. Return true if something changes.
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/// </summary>
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/// <returns>True if the prototype was in some way modified</returns>
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public bool AssociateAssets()
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{
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bool isModified = false;
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#if UNITY_EDITOR
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if (m_detailProtoype == null)
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{
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if (!string.IsNullOrEmpty(m_detailPrototypeFileName))
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{
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m_detailProtoype = GaiaUtils.GetAsset(m_detailPrototypeFileName, typeof(UnityEngine.GameObject)) as GameObject;
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if (m_detailProtoype != null)
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{
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isModified = true;
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}
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}
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}
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if (m_detailTexture == null)
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{
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if (!string.IsNullOrEmpty(m_detailTextureFileName))
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{
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m_detailTexture = GaiaUtils.GetAsset(m_detailTextureFileName, typeof(UnityEngine.Texture2D)) as Texture2D;
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if (m_detailTexture != null)
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{
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isModified = true;
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}
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}
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}
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#endif
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return isModified;
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}
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/// <summary>
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/// Determine whether this has active criteria that checks textures
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/// </summary>
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/// <returns>True if has active criteria that checks textures</returns>
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public bool ChecksTextures()
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{
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for (int idx = 0; idx < m_spawnCriteria.Length; idx++)
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{
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if (m_spawnCriteria[idx].m_isActive && m_spawnCriteria[idx].m_checkTexture)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Determine whether this has active criteria that checks proximity
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/// </summary>
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/// <returns>True if has active criteria that checks proximity</returns>
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public bool ChecksProximity()
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{
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for (int idx = 0; idx < m_spawnCriteria.Length; idx++)
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{
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if (m_spawnCriteria[idx].m_isActive && m_spawnCriteria[idx].m_checkProximity)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Add tags to the list if they are not already there
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/// </summary>
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/// <param name="tagList">The list to add the tags to</param>
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public void AddTags(ref List<string> tagList)
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{
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for (int idx = 0; idx < m_spawnCriteria.Length; idx++)
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{
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if (m_spawnCriteria[idx].m_isActive && m_spawnCriteria[idx].m_checkProximity)
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{
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if (!tagList.Contains(m_spawnCriteria[idx].m_proximityTag))
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{
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tagList.Add(m_spawnCriteria[idx].m_proximityTag);
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}
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}
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}
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}
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}
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}
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