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using UnityEngine;
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namespace Controller
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{
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public abstract class PlayerCamera : MonoBehaviour
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{
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private const float MIN_DISTANCE = 1f;
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private const float MAX_DISTANCE = 10f;
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private const float TARGET_DISTANCE = MAX_DISTANCE * 2f;
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protected Transform m_Player;
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[SerializeField, Range(0f, 1f)]
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private float m_SensitivityX = 0.1f;
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[SerializeField, Range(0f, 1f)]
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private float m_SensitivityY = 0.1f;
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[SerializeField, Range(0f, 1f)]
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private float m_Zoom = 0.5f;
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[SerializeField, Range(0f, 1f)]
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private float m_SensetivityZoom = 0.1f;
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[SerializeField, Range(0, 90f)]
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private float m_MinAngle = 0f;
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[SerializeField, Range(0, 90f)]
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private float m_MaxAngle = 50f;
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protected Transform m_Target;
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protected Transform m_Transform;
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protected Vector2 m_Angles;
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protected float m_Distance;
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public Vector3 Target => m_Target.position;
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public float TargetDistance => TARGET_DISTANCE;
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protected virtual void Awake()
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{
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m_Transform = transform;
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m_Target = new GameObject($"Target_{gameObject.name}").transform;
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if(m_Transform.parent != null)
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{
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m_Target.transform.parent = m_Transform.parent;
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}
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}
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public void SetPlayer(Transform player) {
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m_Player = player;
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}
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public virtual void SetInput(in Vector2 delta, float scroll)
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{
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m_Angles += new Vector2(delta.y * m_SensitivityY, delta.x * m_SensitivityX) * 360f;
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m_Angles.x = Mathf.Clamp(m_Angles.x, m_MinAngle, m_MaxAngle);
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m_Zoom += scroll * m_SensetivityZoom;
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m_Zoom = Mathf.Clamp01(m_Zoom);
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m_Distance = (1f - m_Zoom) * (MAX_DISTANCE - MIN_DISTANCE) + MIN_DISTANCE;
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}
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}
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}
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