EVERYTHING
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using System;
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using BlockSpace.Voxels;
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using UnityEngine;
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[DisallowMultipleComponent]
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public sealed class SetGroupVisibleBehavior : NodeBehavior
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{
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public override void OnRun(string inputPortName)
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{
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if (!base.IsAuthoritative || !string.Equals(inputPortName, "Set", StringComparison.Ordinal) || !TryGetInputGroup("Group", out var group) || group == null || group.voxels == null)
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{
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return;
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}
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VoxelMaterial material = ((!GetInputValue("Visible").AsBool()) ? VoxelMaterial.Invisible : VoxelMaterial.Lit);
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for (int i = 0; i < group.voxels.Length; i++)
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{
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byte voxel = group.voxels[i];
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if (!PackedVoxel.IsAir(voxel))
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{
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byte colorIndex = PackedVoxel.GetColorIndex(voxel);
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group.voxels[i] = PackedVoxel.Create(colorIndex, material);
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}
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}
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group.MarkDirty(mesh: true, collider: true);
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VoxelGroupManager.Instance?.BroadcastGroupModify(group);
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TriggerOutput("Done");
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}
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}
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