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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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public class CameraController : MonoBehaviour
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{
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public bool useOffsetValues;
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public bool invertY = false;
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public float rotateSpeed = 1.0f;
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public float maxViewAngle;
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public float minViewAngle;
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public Transform player;
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public Transform pivot;
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public Vector3 offset;
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void Start () {
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if(!useOffsetValues){
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offset = player.position - transform.position;
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}
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pivot.position = player.position;
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pivot.parent = player.transform;
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Cursor.visible = !Cursor.visible;
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Cursor.lockState = CursorLockMode.Locked;
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}
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void LateUpdate(){
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float camX = Input.GetAxisRaw("Mouse X") * rotateSpeed;
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player.Rotate(0, camX, 0);
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float camY = Input.GetAxisRaw("Mouse Y") * rotateSpeed;
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if (invertY){
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pivot.Rotate(camY, 0, 0);
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} else {
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pivot.Rotate(-camY, 0, 0);
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}
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if(pivot.rotation.eulerAngles.x > maxViewAngle && pivot.rotation.eulerAngles.x < 180f)
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{
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pivot.rotation = Quaternion.Euler(maxViewAngle, 0, 0);
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}
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if(pivot.rotation.eulerAngles.x > 180f && pivot.rotation.eulerAngles.x < (360 + minViewAngle))
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{
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pivot.rotation = Quaternion.Euler(minViewAngle, 0, 0);
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}
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float camZ = Input.GetAxisRaw("Mouse ScrollWheel");
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float angleX = pivot.eulerAngles.x;
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float angleY = player.eulerAngles.y;
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float cameraAngle = transform.eulerAngles.y;
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//if (Mathf.Abs(cameraAngle - angleY) <= 45){ Potential start for camera following similar to banjo/mario64
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Quaternion rotation = Quaternion.Euler(angleX, angleY, 0);
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transform.position = player.position - (rotation * offset);
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//}
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if(transform.position.y < player.position.y){
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transform.position = new Vector3(transform.position.x, player.position.y - 0.5f, transform.position.z);
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}
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transform.LookAt(player.position);
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}
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}
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