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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NGS.AdvancedCullingSystem.Tutorial
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{
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public class CameraController : MonoBehaviour
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{
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[SerializeField]
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private float mouseSensitivity = 5f;
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[SerializeField]
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private float movementSpeed = 5f;
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[SerializeField]
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private float _height = 5f;
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private float _xRotation = 0f;
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private float _currentHeight;
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private void Start()
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{
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Cursor.lockState = CursorLockMode.Locked;
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_currentHeight = transform.parent.position.y;
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}
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private void Update()
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{
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float mouseX = Input.GetAxis("Mouse X") * mouseSensitivity * 100 * Time.deltaTime;
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float mouseY = Input.GetAxis("Mouse Y") * mouseSensitivity * 100 * Time.deltaTime;
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mouseX = Mathf.Clamp(mouseX, -10, 10);
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mouseY = Mathf.Clamp(mouseY, -10, 10);
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Rotate(mouseX, mouseY);
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float horizontal = Input.GetAxis("Horizontal");
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float vertical = Input.GetAxis("Vertical");
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Vector3 movement = CalculateMovement(horizontal, vertical);
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Vector3 position = transform.parent.position;
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_currentHeight = Mathf.Lerp(_currentHeight, GetHeight(), movementSpeed * Time.deltaTime);
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position += movement * movementSpeed * Time.deltaTime;
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position.y = _currentHeight;
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MoveToPoint(position);
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}
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private void Rotate(float mouseX, float mouseY)
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{
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_xRotation -= mouseY;
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_xRotation = Mathf.Clamp(_xRotation, -90f, 90f);
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transform.localRotation = Quaternion.Euler(_xRotation, 0f, 0f);
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transform.parent.Rotate(Vector3.up * mouseX);
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}
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private Vector3 CalculateMovement(float horizontal, float vertical)
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{
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Vector3 movement = transform.right * horizontal + transform.forward * vertical;
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movement.y = 0f;
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return movement.normalized;
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}
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private void MoveToPoint(Vector3 targetPoint)
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{
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Vector3 start = transform.parent.position;
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start.y = targetPoint.y;
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Ray ray = new Ray(start, targetPoint - start);
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if (Physics.Raycast(ray, out RaycastHit hit, 3f))
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{
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return;
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}
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transform.parent.position = targetPoint;
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}
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private float GetHeight()
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{
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Ray ray = new Ray(transform.parent.position + Vector3.up * 20, -transform.parent.up);
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if (Physics.Raycast(ray, out RaycastHit hit))
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{
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return hit.point.y + _height;
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}
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return _height;
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}
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}
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}
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