Refactor: dedupe input reads, material-property guards, button hooks
Extract byte-identical duplicated code into shared helpers (behaviour-neutral): - New InputUtil.cs: single source for mouse-delta/scroll/cursor-lock, modifier and mouse-button reads, previously copied verbatim across camera controllers, MeshPainter, FirstPersonMode and PlayerCharacterController. - GetMatFloat/SetMatFloat replace the 12x material-instance + HasProperty guard pattern for the camo/height float properties. - Route two inline button hooks through the existing Hook() helper. Bespoke variants deliberately kept local (FreeCam SprintHeld = LeftShift only, MeshPainter.TryGetMouse with out-params). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -91,11 +91,11 @@ public class FreeCamController : MonoBehaviour
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{
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IgnorePlayerCollision();
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SyncToCurrentView();
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SetCursorLocked(true);
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InputUtil.SetCursorLocked(true);
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}
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else
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{
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SetCursorLocked(false);
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InputUtil.SetCursorLocked(false);
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}
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enabled = active;
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@@ -109,7 +109,7 @@ public class FreeCamController : MonoBehaviour
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void LookTick()
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{
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Vector2 delta = ReadMouseDelta() * MouseSensitivity.Multiplier;
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Vector2 delta = InputUtil.ReadMouseDelta() * MouseSensitivity.Multiplier;
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_yaw += delta.x * horizontalSensitivity;
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float vs = verticalSensitivity * (invertY ? 1f : -1f);
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_pitch = Mathf.Clamp(_pitch + delta.y * vs, -maxPitch, maxPitch);
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@@ -222,18 +222,4 @@ public class FreeCamController : MonoBehaviour
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#endif
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}
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Vector2 ReadMouseDelta()
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{
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#if ENABLE_INPUT_SYSTEM
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return Mouse.current != null ? Mouse.current.delta.ReadValue() : Vector2.zero;
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#else
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return new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y")) * 10f;
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#endif
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}
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static void SetCursorLocked(bool locked)
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{
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Cursor.lockState = locked ? CursorLockMode.Locked : CursorLockMode.None;
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Cursor.visible = !locked;
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}
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}
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