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@ -144,8 +144,6 @@ namespace ConformalDecals {
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private Material _previewMaterial;
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private Material _previewMaterial;
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private BoxCollider _boundsCollider;
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private BoxCollider _boundsCollider;
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internal bool _shouldRender;
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private int DecalQueue {
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private int DecalQueue {
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get {
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get {
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_decalQueueCounter++;
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_decalQueueCounter++;
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@ -318,9 +316,6 @@ namespace ConformalDecals {
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materialProperties.RenderQueue = DecalQueue;
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materialProperties.RenderQueue = DecalQueue;
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var boundsBehaviour = decalBoundsTransform.gameObject.AddComponent<DecalBoundsBehaviour>();
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boundsBehaviour.decalRenderer = this;
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_boundsCollider = decalBoundsTransform.GetComponent<BoxCollider>();
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_boundsCollider = decalBoundsTransform.GetComponent<BoxCollider>();
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UpdateMaterials();
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UpdateMaterials();
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@ -439,10 +434,6 @@ namespace ConformalDecals {
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UpdateScale();
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UpdateScale();
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}
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}
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protected void Update() {
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_shouldRender = false;
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}
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protected void UpdateScale() {
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protected void UpdateScale() {
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var aspectRatio = materialProperties.AspectRatio;
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var aspectRatio = materialProperties.AspectRatio;
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Vector2 size;
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Vector2 size;
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@ -509,7 +500,7 @@ namespace ConformalDecals {
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_decalMaterial = materialProperties.DecalMaterial;
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_decalMaterial = materialProperties.DecalMaterial;
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_previewMaterial = materialProperties.PreviewMaterial;
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_previewMaterial = materialProperties.PreviewMaterial;
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decalFrontTransform.GetComponent<MeshRenderer>().material = _previewMaterial;
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if (!_isAttached) decalFrontTransform.GetComponent<MeshRenderer>().material = _previewMaterial;
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}
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}
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protected void UpdateTargets() {
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protected void UpdateTargets() {
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@ -618,7 +609,7 @@ namespace ConformalDecals {
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public void Render(Camera camera) {
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public void Render(Camera camera) {
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if (!_isAttached) return;
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if (!_isAttached) return;
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// render on each target object
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// render on each target object
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foreach (var target in _targets) {
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foreach (var target in _targets) {
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target.Render(_decalMaterial, part.mpb, camera);
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target.Render(_decalMaterial, part.mpb, camera);
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