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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 MoreMountains.Feedbacks;
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using UnityEngine;
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namespace MoreMountains.Feel
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{
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public class Wheel : MonoBehaviour
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{
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[Header("Binding")]
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/// the part of the wheel that rotates
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[Tooltip("the part of the wheel that rotates")]
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public Transform RotatingPart;
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[Header("Settings")]
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/// the speed at which the wheel should rotate
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[Tooltip("the speed at which the wheel should rotate")]
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public float RotationSpeed = 20f;
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[Header("Feedbacks")]
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/// a feedback to call when the wheel starts turning
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[Tooltip("a feedback to call when the wheel starts turning")]
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public MMFeedbacks TurnFeedback;
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/// a feedback to call when the wheel stops turning
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[Tooltip("a feedback to call when the wheel stops turning")]
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public MMFeedbacks TurnStopFeedback;
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protected bool _turning;
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/// <summary>
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/// On Update we look for input
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/// </summary>
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protected virtual void Update()
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{
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HandleInput();
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HandleWheel();
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}
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/// <summary>
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/// Detects input
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/// </summary>
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protected virtual void HandleInput()
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{
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if (FeelDemosInputHelper.CheckMainActionInputPressedThisFrame())
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{
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Turn();
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}
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if (FeelDemosInputHelper.CheckMainActionInputUpThisFrame())
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{
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TurnStop();
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}
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}
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/// <summary>
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/// Every frame, rotates the wheel if needed
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/// </summary>
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protected virtual void HandleWheel()
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{
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if (_turning)
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{
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RotatingPart.transform.Rotate(this.transform.right, RotationSpeed * Time.deltaTime);
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}
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}
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/// <summary>
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/// Makes the wheel turn, plays a feedback if it's just starting to turn this frame
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/// </summary>
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protected virtual void Turn()
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{
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if (!_turning)
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{
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TurnFeedback?.PlayFeedbacks();
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}
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_turning = true;
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}
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/// <summary>
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/// Stops the wheel from turning
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/// </summary>
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protected virtual void TurnStop()
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{
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TurnFeedback?.StopFeedbacks();
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TurnStopFeedback?.PlayFeedbacks();
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_turning = false;
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}
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}
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}
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