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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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using UnityEngine;
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namespace UnityTemplateProjects
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{
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public class SimpleCameraController : MonoBehaviour
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{
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class CameraState
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{
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public float yaw;
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public float pitch;
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public float roll;
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public float x;
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public float y;
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public float z;
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public void SetFromTransform(Transform t)
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{
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pitch = t.eulerAngles.x;
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yaw = t.eulerAngles.y;
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roll = t.eulerAngles.z;
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x = t.position.x;
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y = t.position.y;
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z = t.position.z;
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}
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public void Translate(Vector3 translation)
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{
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Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
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x += rotatedTranslation.x;
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y += rotatedTranslation.y;
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z += rotatedTranslation.z;
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}
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public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
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{
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yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
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pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
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roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
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x = Mathf.Lerp(x, target.x, positionLerpPct);
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y = Mathf.Lerp(y, target.y, positionLerpPct);
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z = Mathf.Lerp(z, target.z, positionLerpPct);
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}
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public void UpdateTransform(Transform t)
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{
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t.eulerAngles = new Vector3(pitch, yaw, roll);
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t.position = new Vector3(x, y, z);
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}
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}
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const float k_MouseSensitivityMultiplier = 0.01f;
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CameraState m_TargetCameraState = new CameraState();
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CameraState m_InterpolatingCameraState = new CameraState();
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[Header("Movement Settings")]
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[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
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public float boost = 3.5f;
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[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
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public float positionLerpTime = 0.2f;
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[Header("Rotation Settings")]
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[Tooltip("Multiplier for the sensitivity of the rotation.")]
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public float mouseSensitivity = 60.0f;
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[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
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public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
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[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
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public float rotationLerpTime = 0.01f;
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[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
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public bool invertY = false;
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#if ENABLE_INPUT_SYSTEM
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InputAction movementAction;
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InputAction verticalMovementAction;
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InputAction lookAction;
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InputAction boostFactorAction;
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bool mouseRightButtonPressed;
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void Start()
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{
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var map = new InputActionMap("Simple Camera Controller");
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lookAction = map.AddAction("look", binding: "<Mouse>/delta");
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movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
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verticalMovementAction = map.AddAction("Vertical Movement");
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boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
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lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
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movementAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/w")
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.With("Up", "<Keyboard>/upArrow")
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.With("Down", "<Keyboard>/s")
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.With("Down", "<Keyboard>/downArrow")
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.With("Left", "<Keyboard>/a")
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.With("Left", "<Keyboard>/leftArrow")
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.With("Right", "<Keyboard>/d")
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.With("Right", "<Keyboard>/rightArrow");
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verticalMovementAction.AddCompositeBinding("Dpad")
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.With("Up", "<Keyboard>/pageUp")
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.With("Down", "<Keyboard>/pageDown")
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.With("Up", "<Keyboard>/e")
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.With("Down", "<Keyboard>/q")
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.With("Up", "<Gamepad>/rightshoulder")
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.With("Down", "<Gamepad>/leftshoulder");
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boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
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movementAction.Enable();
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lookAction.Enable();
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verticalMovementAction.Enable();
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boostFactorAction.Enable();
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}
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#endif
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void OnEnable()
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{
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m_TargetCameraState.SetFromTransform(transform);
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m_InterpolatingCameraState.SetFromTransform(transform);
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}
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Vector3 GetInputTranslationDirection()
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{
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Vector3 direction = Vector3.zero;
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#if ENABLE_INPUT_SYSTEM
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var moveDelta = movementAction.ReadValue<Vector2>();
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direction.x = moveDelta.x;
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direction.z = moveDelta.y;
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direction.y = verticalMovementAction.ReadValue<Vector2>().y;
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#else
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if (Input.GetKey(KeyCode.W))
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{
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direction += Vector3.forward;
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}
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if (Input.GetKey(KeyCode.S))
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{
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direction += Vector3.back;
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}
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if (Input.GetKey(KeyCode.A))
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{
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direction += Vector3.left;
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}
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if (Input.GetKey(KeyCode.D))
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{
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direction += Vector3.right;
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}
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if (Input.GetKey(KeyCode.Q))
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{
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direction += Vector3.down;
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}
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if (Input.GetKey(KeyCode.E))
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{
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direction += Vector3.up;
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}
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#endif
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return direction;
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}
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void Update()
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{
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// Exit Sample
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if (IsEscapePressed())
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{
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Application.Quit();
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#if UNITY_EDITOR
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UnityEditor.EditorApplication.isPlaying = false;
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#endif
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}
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// Hide and lock cursor when right mouse button pressed
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if (IsRightMouseButtonDown())
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{
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Cursor.lockState = CursorLockMode.Locked;
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}
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// Unlock and show cursor when right mouse button released
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if (IsRightMouseButtonUp())
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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// Rotation
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if (IsCameraRotationAllowed())
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{
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var mouseMovement = GetInputLookRotation() * k_MouseSensitivityMultiplier * mouseSensitivity;
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if (invertY)
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mouseMovement.y = -mouseMovement.y;
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var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
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m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
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m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
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}
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// Translation
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var translation = GetInputTranslationDirection() * Time.deltaTime;
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// Speed up movement when shift key held
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if (IsBoostPressed())
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{
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translation *= 10.0f;
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}
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// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
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boost += GetBoostFactor();
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translation *= Mathf.Pow(2.0f, boost);
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m_TargetCameraState.Translate(translation);
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// Framerate-independent interpolation
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// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
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var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
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var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
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m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
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m_InterpolatingCameraState.UpdateTransform(transform);
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}
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float GetBoostFactor()
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{
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#if ENABLE_INPUT_SYSTEM
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return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
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#else
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return Input.mouseScrollDelta.y * 0.01f;
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#endif
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}
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Vector2 GetInputLookRotation()
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{
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// try to compensate the diff between the two input systems by multiplying with empirical values
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#if ENABLE_INPUT_SYSTEM
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var delta = lookAction.ReadValue<Vector2>();
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delta *= 0.5f; // Account for scaling applied directly in Windows code by old input system.
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delta *= 0.1f; // Account for sensitivity setting on old Mouse X and Y axes.
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return delta;
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#else
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return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
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#endif
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}
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bool IsBoostPressed()
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{
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#if ENABLE_INPUT_SYSTEM
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bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
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boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
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return boost;
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#else
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return Input.GetKey(KeyCode.LeftShift);
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#endif
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}
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bool IsEscapePressed()
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{
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#if ENABLE_INPUT_SYSTEM
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return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
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#else
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return Input.GetKey(KeyCode.Escape);
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#endif
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}
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bool IsCameraRotationAllowed()
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{
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#if ENABLE_INPUT_SYSTEM
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bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
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canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
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return canRotate;
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#else
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return Input.GetMouseButton(1);
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#endif
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}
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bool IsRightMouseButtonDown()
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{
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#if ENABLE_INPUT_SYSTEM
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return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
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#else
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return Input.GetMouseButtonDown(1);
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#endif
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}
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bool IsRightMouseButtonUp()
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{
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#if ENABLE_INPUT_SYSTEM
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return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
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#else
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return Input.GetMouseButtonUp(1);
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#endif
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: be76e5f14cfee674cb30b491fb72b09b
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 280107
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packageName: POLY STYLE - Fantasy Treasure Chest
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packageVersion: 1.15
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assetPath: Assets/POLY STYLE - Fantasy Treasure Chest/Fantasy Treasure Chest_URP/Scripts/SimpleCameraController.cs
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uploadId: 651570
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