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using UnityEngine;
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using System.Collections;
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namespace EpicToonFX
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{
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public class ETFXMouseOrbit : MonoBehaviour
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{
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public Transform target;
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public float distance = 12.0f;
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public float xSpeed = 120.0f;
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public float ySpeed = 120.0f;
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public float yMinLimit = -20f;
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public float yMaxLimit = 80f;
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public float distanceMin = 8f;
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public float distanceMax = 15f;
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public float smoothTime = 2f;
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private float rotationYAxis = 0.0f;
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private float rotationXAxis = 0.0f;
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private float velocityX = 0.0f;
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private float maxVelocityX = 0.1f;
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private float velocityY = 0.0f;
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private readonly float autoRotationSmoothing = 0.02f;
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[HideInInspector] public bool isAutoRotating = false;
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[HideInInspector] public ETFXEffectController etfxEffectController;
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[HideInInspector] public ETFXEffectControllerPooled etfxEffectControllerPooled;
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private void Start()
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{
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Vector3 angles = transform.eulerAngles;
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rotationYAxis = angles.y;
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rotationXAxis = angles.x;
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// Make the rigid body not change rotation
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if (GetComponent<Rigidbody>())
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{
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GetComponent<Rigidbody>().freezeRotation = true;
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}
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}
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private void Update()
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{
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if(target)
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{
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if (Input.GetMouseButton(1))
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{
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velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
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velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
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if (isAutoRotating)
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{
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StopAutoRotation();
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}
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}
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distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 15, distanceMin, distanceMax);
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}
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}
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private void FixedUpdate()
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{
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if (target)
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{
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rotationYAxis += velocityX;
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rotationXAxis -= velocityY;
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rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
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Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
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Quaternion rotation = toRotation;
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if (Physics.Linecast(target.position, transform.position, out RaycastHit hit))
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{
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distance -= hit.distance;
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}
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Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
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Vector3 position = Vector3.Lerp(transform.position, rotation * negDistance + target.position, 0.6f);
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transform.rotation = rotation;
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transform.position = position;
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velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
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velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
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}
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}
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public static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360F)
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angle += 360F;
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if (angle > 360F)
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angle -= 360F;
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return Mathf.Clamp(angle, min, max);
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}
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public void InitializeAutoRotation()
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{
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isAutoRotating = true;
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StartCoroutine(AutoRotate());
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}
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public void SetAutoRotationSpeed(float rotationSpeed)
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{
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maxVelocityX = rotationSpeed;
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}
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private void StopAutoRotation()
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{
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if (etfxEffectController != null)
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etfxEffectController.autoRotation = false;
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if (etfxEffectControllerPooled != null)
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etfxEffectControllerPooled.autoRotation = false;
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isAutoRotating = false;
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StopAllCoroutines();
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}
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IEnumerator AutoRotate()
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{
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int lerpSteps = 0;
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while (lerpSteps < 30)
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{
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velocityX = Mathf.Lerp(velocityX, maxVelocityX, autoRotationSmoothing);
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yield return new WaitForFixedUpdate();
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}
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while (isAutoRotating)
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{
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velocityX = maxVelocityX;
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yield return new WaitForFixedUpdate();
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}
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}
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}
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}
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