крупный рефакторинг
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@ -1,10 +1,8 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine.InputSystem;
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namespace RootMotion
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{
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public class CameraController : MonoBehaviour
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{
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@ -31,7 +29,7 @@ namespace RootMotion
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public float yMinLimit = -20; // Min vertical angle
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public float yMaxLimit = 80; // Max vertical angle
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public bool rotateAlways = true; // Always rotate to mouse?
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[Header("Distance")]
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public float distance = 10.0f; // The current distance to target
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public float minDistance = 4; // The minimum distance to target
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@ -59,7 +57,7 @@ namespace RootMotion
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private Vector3 lastUp;
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//Rotation
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public void SetAngles(Quaternion rotation)
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{
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Vector3 euler = rotation.eulerAngles;
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@ -85,10 +83,10 @@ namespace RootMotion
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cam = GetComponent<Camera>();
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}
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protected virtual void Update()
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{
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@ -131,7 +129,7 @@ namespace RootMotion
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// delta rotation
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if (rotate)
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{
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// var _pass = _rotate.Player.CameraRotation.ReadValue<Vector2>();
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// var _pass = _rotate.Player.CameraRotation.ReadValue<Vector2>();
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//x += _pass.normalized.x;
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//y = ClampAngle(y +_pass.normalized.y * rotationSensitivity, yMinLimit, yMaxLimit);
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}
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@ -152,15 +150,15 @@ namespace RootMotion
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// Rotation
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//rotation = Quaternion.AngleAxis(x, Vector3.up) * Quaternion.AngleAxis(y, Vector3.right);
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if (target != null)
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{
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// Distance
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distance += (distanceTarget - distance) * zoomSpeed * deltaTime;
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}
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//transform.rotation = rotation;
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@ -18,8 +18,8 @@ public class Starter : MonoBehaviour
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{
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_timer.text = _starter.ToString();
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_dontMovePlayer1.enabled = false;
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_dontMovePlayer2.enabled = false;
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_dontMovePlayer1.DeactivateInput();
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_dontMovePlayer2.DeactivateInput();
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_borders.enabled = true;
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@ -38,8 +38,8 @@ public class Starter : MonoBehaviour
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if (_timer != null)
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{
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Destroy(_timer.gameObject);
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_dontMovePlayer1.enabled = true;
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_dontMovePlayer2.enabled = true;
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_dontMovePlayer1.ActivateInput();
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_dontMovePlayer2.ActivateInput();
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_borders.enabled = false;
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}
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}
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