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using System;
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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using UnityEngine.InputSystem;
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#endif
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namespace MoreMountains.Tools
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{
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[Serializable]
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public class MMAim
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{
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/// the list of possible control modes .
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public enum AimControls { Off, PrimaryMovement, SecondaryMovement, Mouse, Script }
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/// the list of possible rotation modes
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public enum RotationModes { Free, Strict4Directions, Strict8Directions }
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[Header("Control Mode")]
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[MMInformation("Pick a control mode : mouse (aims towards the pointer), primary movement (you'll aim towards the current input direction), or secondary movement (aims " +
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"towards a second input axis, think twin stick shooters), and set minimum and maximum angles.", MoreMountains.Tools.MMInformationAttribute.InformationType.Info, false)]
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/// the aim control mode
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public AimControls AimControl = AimControls.SecondaryMovement;
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/// the rotation mode
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public RotationModes RotationMode = RotationModes.Free;
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[Header("Limits")]
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[Range(-180, 180)]
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/// the minimum angle at which the weapon's rotation will be clamped
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public float MinimumAngle = -180f;
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[Range(-180, 180)]
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/// the maximum angle at which the weapon's rotation will be clamped
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public float MaximumAngle = 180f;
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/// the current angle the weapon is aiming at
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[MMReadOnly]
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public float CurrentAngle;
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public Vector3 CurrentPosition { get; set; }
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public Vector2 PrimaryMovement { get; set; }
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public Vector2 SecondaryMovement { get; set; }
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protected float[] _possibleAngleValues;
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protected Vector3 _currentAim = Vector3.zero;
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protected Vector3 _direction;
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protected Vector3 _mousePosition;
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protected Vector2 _inputSystemMousePosition;
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protected Camera _mainCamera;
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/// <summary>
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/// Grabs the weapon component, initializes the angle values
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/// </summary>
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public virtual void Initialization()
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{
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if (RotationMode == RotationModes.Strict4Directions)
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{
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_possibleAngleValues = new float[5];
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_possibleAngleValues[0] = -180f;
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_possibleAngleValues[1] = -90f;
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_possibleAngleValues[2] = 0f;
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_possibleAngleValues[3] = 90f;
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_possibleAngleValues[4] = 180f;
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}
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if (RotationMode == RotationModes.Strict8Directions)
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{
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_possibleAngleValues = new float[9];
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_possibleAngleValues[0] = -180f;
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_possibleAngleValues[1] = -135f;
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_possibleAngleValues[2] = -90f;
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_possibleAngleValues[3] = -45f;
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_possibleAngleValues[4] = 0f;
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_possibleAngleValues[5] = 45f;
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_possibleAngleValues[6] = 90f;
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_possibleAngleValues[7] = 135f;
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_possibleAngleValues[8] = 180f;
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}
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_mainCamera = Camera.main;
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}
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/// <summary>
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/// Computes the current aim direction
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/// </summary>
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public virtual Vector2 GetCurrentAim()
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{
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switch (AimControl)
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{
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case AimControls.Off:
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_currentAim = Vector2.zero;
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break;
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case AimControls.Script:
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// in that mode we simply use _currentAim, as set by the SetAim method
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break;
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case AimControls.PrimaryMovement:
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_currentAim = PrimaryMovement;
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break;
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case AimControls.SecondaryMovement:
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_currentAim = SecondaryMovement;
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break;
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case AimControls.Mouse:
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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_mousePosition = Mouse.current.position.ReadValue();
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#else
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_mousePosition = Input.mousePosition;
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#endif
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_mousePosition.z = 10;
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_direction = _mainCamera.ScreenToWorldPoint(_mousePosition);
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_direction.z = CurrentPosition.z;
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_currentAim = _direction - CurrentPosition;
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break;
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default:
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_currentAim = Vector2.zero;
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break;
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}
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// we compute our angle in degrees
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CurrentAngle = Mathf.Atan2(_currentAim.y, _currentAim.x) * Mathf.Rad2Deg;
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// we clamp our raw angle if needed
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if ((CurrentAngle < MinimumAngle) || (CurrentAngle > MaximumAngle))
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{
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float minAngleDifference = Mathf.DeltaAngle(CurrentAngle, MinimumAngle);
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float maxAngleDifference = Mathf.DeltaAngle(CurrentAngle, MaximumAngle);
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CurrentAngle = (Mathf.Abs(minAngleDifference) < Mathf.Abs(maxAngleDifference)) ? MinimumAngle : MaximumAngle;
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}
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// we round to the closest angle
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if (RotationMode == RotationModes.Strict4Directions || RotationMode == RotationModes.Strict8Directions)
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{
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CurrentAngle = MMMaths.RoundToClosest(CurrentAngle, _possibleAngleValues);
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}
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// we clamp the final value
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CurrentAngle = Mathf.Clamp(CurrentAngle, MinimumAngle, MaximumAngle);
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// we return our aim vector
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_currentAim = (_currentAim.magnitude == 0f) ? Vector2.zero : MMMaths.RotateVector2(Vector2.right, CurrentAngle);
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return _currentAim;
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}
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/// <summary>
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/// Use this method to set the aim when in AimControl mode : Script
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/// </summary>
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/// <param name="newAim"></param>
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public virtual void SetAim(Vector2 newAim)
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{
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_currentAim = newAim;
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}
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}
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}
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