[TASK] Spawn collectable ducks on the map when in range
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74
Assets/MagicArsenal/Demo/Scripts/MagicDragMouseOrbit.cs
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74
Assets/MagicArsenal/Demo/Scripts/MagicDragMouseOrbit.cs
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using UnityEngine;
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using System.Collections;
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namespace MagicArsenal
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{
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public class MagicDragMouseOrbit : MonoBehaviour
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{
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public Transform target;
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public float distance = 5.0f;
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public float xSpeed = 120.0f;
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public float ySpeed = 120.0f;
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public float yMinLimit = -20f;
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public float yMaxLimit = 80f;
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public float distanceMin = .5f;
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public float distanceMax = 15f;
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public float smoothTime = 2f;
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float rotationYAxis = 0.0f;
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float rotationXAxis = 0.0f;
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float velocityX = 0.0f;
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float velocityY = 0.0f;
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// Use this for initialization
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void Start()
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{
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Vector3 angles = transform.eulerAngles;
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rotationYAxis = angles.y;
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rotationXAxis = angles.x;
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// Make the rigid body not change rotation
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if (GetComponent<Rigidbody>())
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{
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GetComponent<Rigidbody>().freezeRotation = true;
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}
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}
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void LateUpdate()
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{
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if (target)
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{
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if (Input.GetMouseButton(1))
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{
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velocityX += xSpeed * Input.GetAxis("Mouse X") * distance * 0.02f;
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velocityY += ySpeed * Input.GetAxis("Mouse Y") * 0.02f;
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}
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rotationYAxis += velocityX;
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rotationXAxis -= velocityY;
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rotationXAxis = ClampAngle(rotationXAxis, yMinLimit, yMaxLimit);
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//Quaternion fromRotation = Quaternion.Euler(transform.rotation.eulerAngles.x, transform.rotation.eulerAngles.y, 0);
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Quaternion toRotation = Quaternion.Euler(rotationXAxis, rotationYAxis, 0);
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Quaternion rotation = toRotation;
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distance = Mathf.Clamp(distance - Input.GetAxis("Mouse ScrollWheel") * 5, distanceMin, distanceMax);
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RaycastHit hit;
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if (Physics.Linecast(target.position, transform.position, out hit))
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{
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distance -= hit.distance;
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}
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Vector3 negDistance = new Vector3(0.0f, 0.0f, -distance);
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Vector3 position = rotation * negDistance + target.position;
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transform.rotation = rotation;
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transform.position = position;
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velocityX = Mathf.Lerp(velocityX, 0, Time.deltaTime * smoothTime);
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velocityY = Mathf.Lerp(velocityY, 0, Time.deltaTime * smoothTime);
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}
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}
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public static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360F)
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angle += 360F;
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if (angle > 360F)
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angle -= 360F;
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return Mathf.Clamp(angle, min, max);
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}
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}
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}
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