Test
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54
Assets/Standard Assets/Utility/CurveControlledBob.cs
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54
Assets/Standard Assets/Utility/CurveControlledBob.cs
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using System;
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using UnityEngine;
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namespace UnityStandardAssets.Utility
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{
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[Serializable]
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public class CurveControlledBob
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{
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public float HorizontalBobRange = 0.33f;
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public float VerticalBobRange = 0.33f;
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public AnimationCurve Bobcurve = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(0.5f, 1f),
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new Keyframe(1f, 0f), new Keyframe(1.5f, -1f),
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new Keyframe(2f, 0f)); // sin curve for head bob
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public float VerticaltoHorizontalRatio = 1f;
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private float m_CyclePositionX;
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private float m_CyclePositionY;
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private float m_BobBaseInterval;
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private Vector3 m_OriginalCameraPosition;
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private float m_Time;
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public void Setup(Camera camera, float bobBaseInterval)
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{
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m_BobBaseInterval = bobBaseInterval;
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m_OriginalCameraPosition = camera.transform.localPosition;
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// get the length of the curve in time
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m_Time = Bobcurve[Bobcurve.length - 1].time;
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}
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public Vector3 DoHeadBob(float speed)
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{
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float xPos = m_OriginalCameraPosition.x + (Bobcurve.Evaluate(m_CyclePositionX)*HorizontalBobRange);
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float yPos = m_OriginalCameraPosition.y + (Bobcurve.Evaluate(m_CyclePositionY)*VerticalBobRange);
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m_CyclePositionX += (speed*Time.deltaTime)/m_BobBaseInterval;
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m_CyclePositionY += ((speed*Time.deltaTime)/m_BobBaseInterval)*VerticaltoHorizontalRatio;
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if (m_CyclePositionX > m_Time)
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{
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m_CyclePositionX = m_CyclePositionX - m_Time;
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}
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if (m_CyclePositionY > m_Time)
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{
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m_CyclePositionY = m_CyclePositionY - m_Time;
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}
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return new Vector3(xPos, yPos, 0f);
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}
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}
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}
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