diff --git a/Assets/DotaStyleCameraController.cs b/Assets/Scripts/DotaStyleCameraController.cs similarity index 100% rename from Assets/DotaStyleCameraController.cs rename to Assets/Scripts/DotaStyleCameraController.cs diff --git a/Assets/DotaStyleCameraController.cs.meta b/Assets/Scripts/DotaStyleCameraController.cs.meta similarity index 100% rename from Assets/DotaStyleCameraController.cs.meta rename to Assets/Scripts/DotaStyleCameraController.cs.meta diff --git a/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs b/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs index 779e4cfc..2cf8a5c1 100644 --- a/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs +++ b/Assets/Scripts/Gameplay/GameplayObjects/Character/EdgePanningController.cs @@ -155,152 +155,3 @@ public class EdgePanningController : MonoBehaviour cameraOffset.m_Offset = originalOffset; // Reset to default offset } } - - -//using UnityEngine; -//using Cinemachine; -//using System.Collections; -//using Unity.BossRoom.CameraUtils; - -//public class EdgePanningController : MonoBehaviour -//{ -// public CinemachineFreeLook virtualCamera; -// private CinemachineCameraOffset cameraOffset; - -// private Coroutine shakeCoroutine; - -// public float edgeThreshold = 50f; // Edge detection distance from screen edges -// public float resetRadiusPercentage = 3f; // Center reset radius in percentage of screen -// public float panSpeed = 0.1f; // How much to offset per frame -// public float resetSpeed = 2f; // Speed of resetting panning -// public Vector2 panLimit = new Vector2(0.5f, 0.5f); // Max panning limit (x, y) - -// private Vector3 defaultOffset; -// private Vector3 panningOffset; -// private bool isPanning = false; -// bool targetFound = false; -// private Transform targetCharacter; // The character that the camera follows -// private void Start() -// { - -// cameraOffset = virtualCamera.GetComponent(); -// if (cameraOffset == null) -// { -// Debug.LogError("[EdgePanningController] No CinemachineCameraOffset component found! Add it to the FreeLook Camera."); -// return; -// } - -// defaultOffset = cameraOffset.m_Offset; -// panningOffset = defaultOffset; - - - -// } -// private void Awake() -// { -// CameraController.OnCameraAttached += SetTargetCharacter; -// } -// private void OnDestroy() -// { -// CameraController.OnCameraAttached -= SetTargetCharacter; -// } -// void SetTargetCharacter(Transform characterTransform) -// { -// targetCharacter = characterTransform.parent; -// targetFound = true; -// } -// private void Update() -// { -// if (targetFound) -// HandleEdgePanning(); -// } - -// private void HandleEdgePanning() -// { -// if (targetCharacter == null) return; // Ensure we have a valid target - -// Vector3 newOffset = panningOffset; -// Vector3 mousePos = Input.mousePosition; - -// float screenWidth = Screen.width; -// float screenHeight = Screen.height; - -// // Center Reset Radius (3% of screen size) -// float resetRadiusX = screenWidth * (resetRadiusPercentage / 100f); -// float resetRadiusY = screenHeight * (resetRadiusPercentage / 100f); -// Vector2 screenCenter = new Vector2(screenWidth / 2, screenHeight / 2); - -// bool isNearCenter = Mathf.Abs(mousePos.x - screenCenter.x) <= resetRadiusX && -// Mathf.Abs(mousePos.y - screenCenter.y) <= resetRadiusY; - -// bool isHoveringTarget = IsCursorOverTargetCharacter(); - -// // Reset if cursor is near the center OR hovering over the target character -// if ((isNearCenter || isHoveringTarget) && isPanning) -// { -// cameraOffset.m_Offset = Vector3.Lerp(cameraOffset.m_Offset, defaultOffset, Time.deltaTime * resetSpeed); - -// // If close enough to default, stop panning -// if (Vector3.Distance(cameraOffset.m_Offset, defaultOffset) < 0.01f) -// { -// isPanning = false; -// panningOffset = defaultOffset; -// } -// return; -// } - -// // If cursor is near the edges, start panning (up to limit) -// if (mousePos.x <= edgeThreshold) newOffset.x = Mathf.Max(defaultOffset.x - panLimit.x, newOffset.x - panSpeed); -// if (mousePos.x >= screenWidth - edgeThreshold) newOffset.x = Mathf.Min(defaultOffset.x + panLimit.x, newOffset.x + panSpeed); -// if (mousePos.y <= edgeThreshold) newOffset.y = Mathf.Max(defaultOffset.y - panLimit.y, newOffset.y - panSpeed); -// if (mousePos.y >= screenHeight - edgeThreshold) newOffset.y = Mathf.Min(defaultOffset.y + panLimit.y, newOffset.y + panSpeed); - -// if (newOffset != panningOffset) -// { -// isPanning = true; -// } - -// cameraOffset.m_Offset = Vector3.Lerp(cameraOffset.m_Offset, newOffset, Time.deltaTime * 3f); -// panningOffset = cameraOffset.m_Offset; -// } - -// private bool IsCursorOverTargetCharacter() -// { -// if (targetCharacter == null) return false; - -// Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); -// if (Physics.Raycast(ray, out RaycastHit hit,Mathf.Infinity)) -// { -// Debug.Log("hit.transform: " + hit.transform); -// return hit.transform == targetCharacter; -// } -// return false; -// } -// public void ShakeCamera(float duration = 0.3f, float magnitude = 0.2f) -// { -// if (shakeCoroutine != null) -// { -// StopCoroutine(shakeCoroutine); -// } -// shakeCoroutine = StartCoroutine(ShakeRoutine(duration, magnitude)); -// } - -// private IEnumerator ShakeRoutine(float duration, float magnitude) -// { -// float elapsed = 0f; -// Vector3 originalOffset = defaultOffset; - -// while (elapsed < duration) -// { -// float x = Random.Range(-1f, 1f) * magnitude; -// float y = Random.Range(-1f, 1f) * magnitude; -// float z = Random.Range(-1f, 1f) * magnitude; - -// cameraOffset.m_Offset = originalOffset + new Vector3(x, y, z); -// elapsed += Time.deltaTime; -// yield return null; -// } - -// cameraOffset.m_Offset = originalOffset; // Reset to default offset -// } -//} diff --git a/Assets/PlatformShaderTimer.cs b/Assets/Scripts/PlatformShaderTimer.cs similarity index 100% rename from Assets/PlatformShaderTimer.cs rename to Assets/Scripts/PlatformShaderTimer.cs diff --git a/Assets/PlatformShaderTimer.cs.meta b/Assets/Scripts/PlatformShaderTimer.cs.meta similarity index 100% rename from Assets/PlatformShaderTimer.cs.meta rename to Assets/Scripts/PlatformShaderTimer.cs.meta diff --git a/Assets/StaminaUI.cs b/Assets/Scripts/StaminaUI.cs similarity index 100% rename from Assets/StaminaUI.cs rename to Assets/Scripts/StaminaUI.cs diff --git a/Assets/StaminaUI.cs.meta b/Assets/Scripts/StaminaUI.cs.meta similarity index 100% rename from Assets/StaminaUI.cs.meta rename to Assets/Scripts/StaminaUI.cs.meta