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using UnityEngine;
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using System.Threading;
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using System.Threading.Tasks;
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public static class Base
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{
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public const float Threshold = 0.01f;
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public static float ClampAngle(float lfAngle, float lfMin, float lfMax)
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{
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if (lfAngle < -360f) lfAngle += 360f;
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if (lfAngle > 360f) lfAngle -= 360f;
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return Mathf.Clamp(lfAngle, lfMin, lfMax);
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}
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}
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public static class Tasks
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{
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public static async Task<bool> Delay(float delay, CancellationToken cancellationToken = default)
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{
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await Task.Delay((int)(delay * 1000f), cancellationToken);
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return Application.isPlaying;
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}//Delay() end
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}//class end
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