mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-08-28 05:44:48 -05:00
Convert CRLF to LF
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@@ -1,142 +1,142 @@
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using System;
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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 VRM
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{
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public class RokuroCamera : MonoBehaviour
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{
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[Range(0.1f, 5.0f)]
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public float RotateSpeed = 0.7f;
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[Range(0.1f, 5.0f)]
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public float GrabSpeed = 0.7f;
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[Range(0.1f, 5.0f)]
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public float DollySpeed = 1.0f;
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struct PosRot
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{
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public Vector3 Position;
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public Quaternion Rotation;
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}
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class _Rokuro
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{
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public float Yaw;
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public float Pitch;
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public float ShiftX;
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public float ShiftY;
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public float Distance = 2.0f;
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public void Rotate(float x, float y)
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{
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Yaw += x;
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Pitch -= y;
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Pitch = Mathf.Clamp(Pitch, -90, 90);
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}
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public void Grab(float x, float y)
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{
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ShiftX += x * Distance;
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ShiftY += y * Distance;
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}
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public void Dolly(float delta)
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{
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if (delta > 0)
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{
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Distance *= 0.9f;
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}
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else if (delta < 0)
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{
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Distance *= 1.1f;
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}
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}
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public PosRot Calc()
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{
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var r = Quaternion.Euler(Pitch, Yaw, 0);
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return new PosRot
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{
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Position = r * new Vector3(-ShiftX, -ShiftY, -Distance),
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Rotation = r,
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};
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}
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}
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private _Rokuro _currentCamera = new _Rokuro();
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private List<Coroutine> _activeCoroutines = new List<Coroutine>();
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private void OnEnable()
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{
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// left mouse drag
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_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(0, diff =>
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{
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_currentCamera.Rotate(diff.x * RotateSpeed, diff.y * RotateSpeed);
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})));
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// right mouse drag
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_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(1, diff =>
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{
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_currentCamera.Rotate(diff.x * RotateSpeed, diff.y * RotateSpeed);
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})));
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// middle mouse drag
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_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(2, diff =>
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{
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_currentCamera.Grab(
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diff.x * GrabSpeed / Screen.height,
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diff.y * GrabSpeed / Screen.height
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);
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})));
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// mouse wheel
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_activeCoroutines.Add(StartCoroutine(MouseScrollOperationCoroutine(diff =>
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{
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_currentCamera.Dolly(diff.y * DollySpeed);
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})));
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}
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private void OnDisable()
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{
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foreach (var coroutine in _activeCoroutines)
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{
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StopCoroutine(coroutine);
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}
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_activeCoroutines.Clear();
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}
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private void Update()
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{
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var posRot = _currentCamera.Calc();
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transform.localRotation = posRot.Rotation;
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transform.localPosition = posRot.Position;
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}
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private IEnumerator MouseDragOperationCoroutine(int buttonIndex, Action<Vector2> dragOperation)
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{
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while (true)
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{
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while (!Input.GetMouseButtonDown(buttonIndex))
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{
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yield return null;
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}
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var prevPos = Input.mousePosition;
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while (Input.GetMouseButton(buttonIndex))
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{
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var currPos = Input.mousePosition;
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var diff = currPos - prevPos;
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dragOperation(diff);
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prevPos = currPos;
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yield return null;
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}
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}
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}
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private IEnumerator MouseScrollOperationCoroutine(Action<Vector2> scrollOperation)
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{
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while (true)
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{
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scrollOperation(Input.mouseScrollDelta);
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yield return null;
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}
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}
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}
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}
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using System;
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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 VRM
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{
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public class RokuroCamera : MonoBehaviour
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{
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[Range(0.1f, 5.0f)]
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public float RotateSpeed = 0.7f;
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[Range(0.1f, 5.0f)]
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public float GrabSpeed = 0.7f;
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[Range(0.1f, 5.0f)]
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public float DollySpeed = 1.0f;
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struct PosRot
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{
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public Vector3 Position;
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public Quaternion Rotation;
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}
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class _Rokuro
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{
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public float Yaw;
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public float Pitch;
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public float ShiftX;
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public float ShiftY;
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public float Distance = 2.0f;
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public void Rotate(float x, float y)
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{
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Yaw += x;
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Pitch -= y;
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Pitch = Mathf.Clamp(Pitch, -90, 90);
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}
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public void Grab(float x, float y)
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{
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ShiftX += x * Distance;
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ShiftY += y * Distance;
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}
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public void Dolly(float delta)
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{
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if (delta > 0)
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{
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Distance *= 0.9f;
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}
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else if (delta < 0)
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{
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Distance *= 1.1f;
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}
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}
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public PosRot Calc()
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{
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var r = Quaternion.Euler(Pitch, Yaw, 0);
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return new PosRot
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{
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Position = r * new Vector3(-ShiftX, -ShiftY, -Distance),
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Rotation = r,
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};
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}
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}
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private _Rokuro _currentCamera = new _Rokuro();
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private List<Coroutine> _activeCoroutines = new List<Coroutine>();
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private void OnEnable()
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{
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// left mouse drag
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_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(0, diff =>
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{
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_currentCamera.Rotate(diff.x * RotateSpeed, diff.y * RotateSpeed);
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})));
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// right mouse drag
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_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(1, diff =>
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{
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_currentCamera.Rotate(diff.x * RotateSpeed, diff.y * RotateSpeed);
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})));
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// middle mouse drag
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_activeCoroutines.Add(StartCoroutine(MouseDragOperationCoroutine(2, diff =>
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{
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_currentCamera.Grab(
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diff.x * GrabSpeed / Screen.height,
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diff.y * GrabSpeed / Screen.height
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);
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})));
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// mouse wheel
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_activeCoroutines.Add(StartCoroutine(MouseScrollOperationCoroutine(diff =>
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{
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_currentCamera.Dolly(diff.y * DollySpeed);
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})));
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}
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private void OnDisable()
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{
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foreach (var coroutine in _activeCoroutines)
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{
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StopCoroutine(coroutine);
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}
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_activeCoroutines.Clear();
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}
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private void Update()
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{
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var posRot = _currentCamera.Calc();
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transform.localRotation = posRot.Rotation;
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transform.localPosition = posRot.Position;
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}
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private IEnumerator MouseDragOperationCoroutine(int buttonIndex, Action<Vector2> dragOperation)
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{
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while (true)
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{
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while (!Input.GetMouseButtonDown(buttonIndex))
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{
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yield return null;
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}
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var prevPos = Input.mousePosition;
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while (Input.GetMouseButton(buttonIndex))
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{
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var currPos = Input.mousePosition;
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var diff = currPos - prevPos;
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dragOperation(diff);
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prevPos = currPos;
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yield return null;
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}
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}
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}
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private IEnumerator MouseScrollOperationCoroutine(Action<Vector2> scrollOperation)
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{
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while (true)
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{
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scrollOperation(Input.mouseScrollDelta);
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yield return null;
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}
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}
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}
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}
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