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using System;
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using RPGCore.Core;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace RPGCore.Movement.SceneModules.ActionController
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{
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[Serializable]
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public class ActionCameraModule : SceneModule
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{
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[Header("Camera Rotate and Tilt")]
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[SerializeField, Range(0.01f, 1f)] private float _rotateSensitivity = 0.1f;
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[SerializeField, Range(0.01f, 1f)] private float _tiltSensitivity = 0.06f;
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[SerializeField] private Vector2 _tiltLimit = new(20f, 85f); // 10 - 90
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[Header("Camera Zoom")]
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[SerializeField, Range(0.05f, 1f)] private float _zoomSensitivity = 0.3f;
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[SerializeField] private Vector2 _zoomLimit = new(2f, 15f); // 1 - 30
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[SerializeField] private float _zoomCurrent = 8f;
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[Header("Input Actions")]
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[SerializeField] private InputActionReference _rotateAndTiltInput;
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[SerializeField] private InputActionReference _zoomInput;
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// RUNTIME
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private Camera _camera;
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[Header("Camera target position")]
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public Transform stickTo;
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[SerializeField] private Vector3 _offset;
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private void Awake()
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{
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_camera = Camera.main;
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Cursor.lockState = CursorLockMode.Locked;
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}
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private void Update()
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{
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RotateAndTiltCamera();
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ZoomCamera();
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MoveCamera();
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}
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private void RotateAndTiltCamera()
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{
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if (!_rotateAndTiltInput || !_rotateAndTiltInput.action.inProgress) return;
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var delta = _rotateAndTiltInput.action.ReadValue<Vector2>();
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var tiltDelta = delta.y * _tiltSensitivity * -1;
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var rotateDelta = delta.x * _rotateSensitivity;
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var previousEuler = _camera.transform.rotation.eulerAngles;
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var nextEuler = previousEuler + new Vector3(tiltDelta, rotateDelta, 0);
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if (nextEuler.x < _tiltLimit.x) nextEuler.x = _tiltLimit.x;
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if (nextEuler.x > _tiltLimit.y) nextEuler.x = _tiltLimit.y;
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_camera.transform.rotation = Quaternion.Euler(nextEuler);
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}
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private void ZoomCamera()
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{
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if (!_zoomInput || !_zoomInput.action.inProgress) return;
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_zoomCurrent -= _zoomInput.action.ReadValue<float>() * _zoomSensitivity;
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if (_zoomCurrent > _zoomLimit.y) _zoomCurrent = _zoomLimit.y;
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if (_zoomCurrent < _zoomLimit.x) _zoomCurrent = _zoomLimit.x;
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}
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private void MoveCamera()
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{
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var toPosition = stickTo.position - _camera.transform.forward * _zoomCurrent;
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_camera.transform.position = toPosition + _camera.transform.TransformDirection(_offset);
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}
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}
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}
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