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#if MM_CINEMACHINE
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using Cinemachine;
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#endif
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using MoreMountains.Tools;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// A class used to store gyro properties per camera
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/// </summary>
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[Serializable]
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[AddComponentMenu("More Mountains/Tools/Cinemachine/MMGyroCam")]
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public class MMGyroCam
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{
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#if MM_CINEMACHINE
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/// the bound cinemachine camera
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public CinemachineVirtualCamera Cam;
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#endif
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/// the transform this camera should look at
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public Transform LookAt;
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/// the transform this camera should rotate around
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public Transform RotationCenter;
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/// the minimum rotation to apply to this camera (in degrees)
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public Vector2 MinRotation = new Vector2(-2f, -2f);
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/// the maximum rotation to apply to this camera (in degrees)
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public Vector2 MaxRotation = new Vector2(2f, 2f);
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/// a transform to follow if the camera is animated
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public Transform AnimatedPosition;
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/// the camera's initial angles
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[MMReadOnly]
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public Vector3 InitialAngles;
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/// the camera's initial position
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[MMReadOnly]
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public Vector3 InitialPosition;
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}
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/// <summary>
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/// Add this class to a camera rig (an empty object), bind some Cinemachine virtual cameras to it, and they'll move around the specified object as your gyro powered device moves
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/// </summary>
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public class MMGyroParallax : MMGyroscope
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{
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[Header("Cameras")]
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/// the list of cameras to move as the gyro moves
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public List<MMGyroCam> Cams;
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protected Vector3 _newAngles;
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#if MM_CINEMACHINE
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/// <summary>
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/// On start we initialize our rig
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/// </summary>
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protected override void Start()
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{
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base.Start();
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Initialization();
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}
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/// <summary>
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/// Grabs the cameras and stores their position
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/// </summary>
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public virtual void Initialization()
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{
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foreach (MMGyroCam cam in Cams)
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{
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cam.InitialAngles = cam.Cam.transform.localEulerAngles;
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cam.InitialPosition = cam.Cam.transform.position;
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}
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}
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/// <summary>
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/// On Update we move our cameras
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/// </summary>
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protected override void Update()
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{
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base.Update();
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MoveCameras();
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}
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/// <summary>
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/// Moves cameras around based on gyro input
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/// </summary>
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protected virtual void MoveCameras()
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{
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foreach (MMGyroCam cam in Cams)
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{
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float newX = 0f;
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float newY = 0f;
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var gyroGravity = LerpedCalibratedGyroscopeGravity;
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if (gyroGravity.x > 0)
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{
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newX = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.x, 0.5f, 0, cam.MinRotation.x, 0);
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}
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if (gyroGravity.x < 0)
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{
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newX = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.x, 0, -.5f, 0, cam.MaxRotation.x);
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}
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if (gyroGravity.y > 0)
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{
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newY = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.y, 0.5f, 0, cam.MinRotation.y, 0f);
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}
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if (gyroGravity.y < 0)
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{
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newY = MMMaths.Remap(LerpedCalibratedGyroscopeGravity.y, 0f, -0.5f, 0f, cam.MaxRotation.y);
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}
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var camTransform = cam.Cam.transform;
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if (cam.AnimatedPosition != null)
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{
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_newAngles = cam.AnimatedPosition.localEulerAngles;
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_newAngles.x += newX;
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_newAngles.z += newY;
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camTransform.position = cam.AnimatedPosition.position;
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camTransform.localEulerAngles = cam.AnimatedPosition.localEulerAngles;
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}
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else
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{
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_newAngles = cam.InitialAngles;
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_newAngles.x += newX;
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_newAngles.z += newY;
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camTransform.position = cam.InitialPosition;
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camTransform.localEulerAngles = cam.InitialAngles;
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}
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var rotationTransform = cam.RotationCenter.transform;
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camTransform.RotateAround(rotationTransform.position, rotationTransform.up, newX);
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camTransform.RotateAround(rotationTransform.position, rotationTransform.right, newY);
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if (cam.Cam.LookAt == null) // cinemachine is not tracking a target
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{
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if (cam.LookAt != null) // local lookout target
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{
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camTransform.LookAt(cam.LookAt);
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}
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else
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{
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camTransform.LookAt(cam.RotationCenter);
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}
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}
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}
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}
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#endif
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}
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}
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