Persist player and third-person camera state across sessions
Add player position/rotation/wall-climb persistence and camera orbit (yaw/pitch/radius) persistence, auto-saved on quit/play-stop and auto-loaded on start. Also includes the wall-climb fixes (directional top-out, base detach on push-away). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -528,6 +528,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: df129be8fadab79498bd429a59bb98e4, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::ThirdPersonOrbitInput
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persistCamera: 1
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cameraSaveId:
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lookMode: 0
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horizontalSensitivity: 0.1
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verticalSensitivity: 0.075
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@@ -721,7 +723,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 172071430}
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serializedVersion: 2
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m_LocalRotation: {x: 0.1305262, y: -3.7968678e-12, z: 4.3538282e-13, w: 0.9914449}
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m_LocalRotation: {x: 0.1305262, y: 5.7946933e-12, z: -2.6404215e-12, w: 0.9914449}
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m_LocalPosition: {x: 0, y: 1.9146858, z: -4.3466663}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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@@ -1256,7 +1258,7 @@ Transform:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 330585543}
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serializedVersion: 2
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m_LocalRotation: {x: 0.1305262, y: -3.8055076e-12, z: 5.010046e-13, w: 0.9914449}
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m_LocalRotation: {x: 0.1305262, y: 5.543152e-12, z: -7.2976987e-13, w: 0.9914449}
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m_LocalPosition: {x: 0, y: 1.9146858, z: -4.3466663}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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@@ -1364,7 +1366,7 @@ Transform:
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m_GameObject: {fileID: 347639556}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: -25, y: -4.5, z: -30}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children:
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@@ -3233,6 +3235,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 463b6be548abf464287096e1e92fcd01, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::PlayerCharacterController
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persistPlayer: 1
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playerSaveId:
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moveSpeed: 4
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sprintSpeedMultiplier: 1.8
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acceleration: 30
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@@ -3377,6 +3381,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 463b6be548abf464287096e1e92fcd01, type: 3}
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::PlayerCharacterController
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persistPlayer: 1
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playerSaveId:
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moveSpeed: 4
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sprintSpeedMultiplier: 1.8
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acceleration: 30
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@@ -0,0 +1,158 @@
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using System;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class PlayerCharacterController
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{
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// --- Persistence: player position, rotation and wall-climb state ---
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//
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// Saved on quit / play-stop and restored on the next start, so the player resumes exactly
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// where (and how) they left off - including hanging on a wall. This is small structured
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// state, so it goes to a human-readable JSON file (like PaintHud.Persistence), not the raw
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// byte dump the painter uses for its bulk pixel maps.
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[Header("Persistence")]
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[Tooltip("Save the player's position, rotation and wall-climb state on quit / play-stop and " +
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"restore them on the next start. Off = the player starts at its authored scene transform.")]
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public bool persistPlayer = true;
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[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
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"explicitly to keep a save stable across object renames.")]
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public string playerSaveId = "";
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private const int PlayerFileVersion = 1;
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private bool _playerSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
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private static string PlayerSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string PlayerSavePath()
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{
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string key = string.IsNullOrEmpty(playerSaveId)
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? SanitizePlayerKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
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: SanitizePlayerKey(playerSaveId);
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return Path.Combine(PlayerSaveDir, key + ".player");
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}
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private static string SanitizePlayerKey(string s)
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{
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foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
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return s.Replace(' ', '_');
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}
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[Serializable]
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private class PlayerState
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{
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public int version = PlayerFileVersion;
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public Vector3 position;
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public Quaternion rotation;
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// Wall-climb attachment. The normal/offset/yaw/left-ground flags fully describe the grip;
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// ProbeWall re-validates contact on the next frame, so a grip restored away from any wall
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// drops cleanly after the grace period rather than freezing the player in mid-air.
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public bool isWallClimbing;
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public Vector3 wallNormal;
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public float wallOffset;
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public float wallYaw;
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public bool climbLeftGround;
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}
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void Start() => RestorePlayerState();
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private void OnApplicationQuit() => SavePlayerOnTeardown();
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private void OnDestroy() => SavePlayerOnTeardown();
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SavePlayerOnTeardown()
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{
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if (_playerSavedOnTeardown) return;
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_playerSavedOnTeardown = true;
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SavePlayerState();
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}
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/// <summary>Writes the current transform and wall-climb state to disk.</summary>
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public void SavePlayerState()
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{
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if (!persistPlayer) return;
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try
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{
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var state = new PlayerState
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{
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position = transform.position,
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rotation = transform.rotation,
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isWallClimbing = _isWallClimbing,
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wallNormal = _wallNormal,
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wallOffset = _wallOffset,
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wallYaw = _wallYaw,
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climbLeftGround = _climbLeftGround,
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};
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Directory.CreateDirectory(PlayerSaveDir);
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File.WriteAllText(PlayerSavePath(), JsonUtility.ToJson(state, true));
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerCharacterController] Saving player state failed: {e.Message}", this);
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}
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}
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/// <summary>Restores the saved transform and wall-climb state, or does nothing if there is no save.</summary>
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private void RestorePlayerState()
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{
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if (!persistPlayer) return;
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var state = LoadPlayerState();
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if (state == null) return;
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// Teleport through the CharacterController: toggling enabled clears its cached internal
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// position so it neither snaps back nor fights the restored transform.
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bool wasEnabled = _controller && _controller.enabled;
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if (_controller) _controller.enabled = false;
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transform.SetPositionAndRotation(state.position, state.rotation);
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if (_controller) _controller.enabled = wasEnabled;
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_isWallClimbing = state.isWallClimbing;
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if (state.wallNormal.sqrMagnitude > 1e-6f)
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_wallNormal = state.wallNormal.normalized;
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_wallOffset = state.wallOffset;
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_wallYaw = state.wallYaw;
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_climbLeftGround = state.climbLeftGround;
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if (_isWallClimbing)
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_verticalVelocity = 0f; // a restored grip starts at rest, not mid-fall
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}
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private PlayerState LoadPlayerState()
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{
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string path = PlayerSavePath();
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if (!File.Exists(path)) return null;
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try
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{
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var state = JsonUtility.FromJson<PlayerState>(File.ReadAllText(path));
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if (state == null || state.version != PlayerFileVersion) return null;
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return state;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerCharacterController] Loading player state failed: {e.Message}", this);
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return null;
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}
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}
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/// <summary>Deletes the saved player state (next start uses the authored scene transform). Editor convenience.</summary>
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[ContextMenu("Clear Saved Player State")]
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public void ClearSavedPlayerState()
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{
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try
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{
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string path = PlayerSavePath();
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if (File.Exists(path)) File.Delete(path);
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Debug.Log($"[PlayerCharacterController] Cleared saved player state: {path}", this);
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[PlayerCharacterController] Clearing saved player state failed: {e.Message}", this);
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 527b09f5e99500640b40acffaa58f011
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@@ -27,7 +27,7 @@ using UnityEngine.InputSystem;
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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[DisallowMultipleComponent]
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public class PlayerCharacterController : MonoBehaviour
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public partial class PlayerCharacterController : MonoBehaviour
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{
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[Header("Movement")]
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[Tooltip("Horizontal movement speed (units/second).")]
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@@ -428,7 +428,10 @@ public class PlayerCharacterController : MonoBehaviour
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if (found && !onCeiling && _climbLeftGround
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&& Vector3.Angle(_wallNormal, Vector3.up) < wallMinAngle)
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{
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TopOutDetach(); // climbed face flattened into walkable: hop over the lip instead of dropping onto the steep section below
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// Hop over the lip only when actually moving up onto the flattened face (a real
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// top-out); if we reached it going down, just step off cleanly with no hop.
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if (v > 0f) TopOutDetach();
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else ExitWallClimb();
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return;
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}
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@@ -530,17 +533,27 @@ public class PlayerCharacterController : MonoBehaviour
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_controller.Move(velocity * dt);
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// Reaching walkable ground detaches and drops back to normal grounded movement. Gated
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// on having left the ground first, so grabbing a wall at its base (still grounded)
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// doesn't instantly detach. We test for walkable ground under the feet rather than
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// trusting isGrounded: the standoff correction can lift the capsule just off the
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// surface, so at a slope's top isGrounded stays false and the old check never fired.
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// Reaching walkable ground detaches back to normal grounded movement. The top-out hop
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// (carry over the lip) fires ONLY when topping out upward over an edge (v > 0). Arriving
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// at the floor by descending, OR pressing down/away (S, v < 0) at the wall's base while
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// grounded, just lets go cleanly with no hop -- the latter is the only detach path that
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// doesn't require having left the ground first, so a wall grabbed at its base can be
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// released by pressing away. We test walkable ground under the feet rather than trusting
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// isGrounded: the standoff correction can lift the capsule just off the surface, so at a
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// slope's top isGrounded stays false and the old check never fired.
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bool onWalkableGround = _controller.isGrounded || WalkableGroundBelow();
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if (!onWalkableGround)
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_climbLeftGround = true;
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else if (_climbLeftGround)
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{
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TopOutDetach(); // reached walkable ground at the top: hop up onto it instead of sliding back down the face
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_climbLeftGround = true;
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}
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else if (_climbLeftGround && v > 0f)
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{
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TopOutDetach(); // topped out upward onto walkable ground: hop over the lip (holding W carries on)
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return;
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}
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else if (_climbLeftGround || v < 0f)
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{
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ExitWallClimb(); // descended to the floor, or pulling down/away at the base: let go, no hop
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return;
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}
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@@ -0,0 +1,143 @@
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using System;
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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public partial class ThirdPersonOrbitInput
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{
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// --- Persistence: third-person camera orbit (rotation + distance) ---
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//
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// Saved on quit / play-stop and restored on the next start, so the camera resumes at the same
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// view. The camera is a CinemachineOrbitalFollow whose world position/rotation are derived each
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// frame from the orbit axes (yaw/pitch) and radius relative to the follow target - so saving the
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// literal transform would be pointless (Cinemachine overwrites it). The canonical state is the
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// orbit yaw/pitch (= rotation) and radius (= distance); combined with the persisted player
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// position this reproduces the exact same view. Small structured state -> human-readable JSON
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// (like PlayerCharacterController.Persistence), not the painter's raw byte dump.
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[Header("Persistence")]
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[Tooltip("Save the camera orbit (yaw/pitch rotation and zoom distance) on quit / play-stop and " +
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"restore it on the next start. Off = the camera starts at its authored orbit state.")]
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public bool persistCamera = true;
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[Tooltip("Save file identifier. Empty = derived from the active scene + object name. Set " +
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"explicitly to keep a save stable across object renames.")]
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public string cameraSaveId = "";
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private const int CameraFileVersion = 1;
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private bool _cameraSavedOnTeardown; // guards a double save across OnApplicationQuit + OnDestroy
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private static string CameraSaveDir => Path.Combine(Application.persistentDataPath, "MeshPaint");
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private string CameraSavePath()
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{
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string key = string.IsNullOrEmpty(cameraSaveId)
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? SanitizeCameraKey(SceneManager.GetActiveScene().name + "_" + gameObject.name)
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: SanitizeCameraKey(cameraSaveId);
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return Path.Combine(CameraSaveDir, key + ".camera");
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}
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private static string SanitizeCameraKey(string s)
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{
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foreach (char c in Path.GetInvalidFileNameChars()) s = s.Replace(c, '_');
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return s.Replace(' ', '_');
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}
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[Serializable]
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private class CameraState
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{
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public int version = CameraFileVersion;
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public float yaw; // CinemachineOrbitalFollow.HorizontalAxis.Value
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public float pitch; // CinemachineOrbitalFollow.VerticalAxis.Value
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public float radius; // CinemachineOrbitalFollow.Radius (zoom distance)
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}
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void Start() => RestoreCameraState();
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private void OnApplicationQuit() => SaveCameraOnTeardown();
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private void OnDestroy() => SaveCameraOnTeardown();
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/// <summary>Saves once during teardown (OnApplicationQuit and OnDestroy both call this; only the first writes).</summary>
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private void SaveCameraOnTeardown()
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{
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if (_cameraSavedOnTeardown) return;
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_cameraSavedOnTeardown = true;
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SaveCameraState();
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}
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/// <summary>Writes the current orbit yaw/pitch and radius to disk.</summary>
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public void SaveCameraState()
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{
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if (!persistCamera || !_orbit) return;
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try
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{
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var state = new CameraState
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{
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yaw = _orbit.HorizontalAxis.Value,
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pitch = _orbit.VerticalAxis.Value,
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radius = _orbit.Radius,
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};
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Directory.CreateDirectory(CameraSaveDir);
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File.WriteAllText(CameraSavePath(), JsonUtility.ToJson(state, true));
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[ThirdPersonOrbitInput] Saving camera state failed: {e.Message}", this);
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}
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}
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/// <summary>Restores the saved orbit yaw/pitch and radius, or does nothing if there is no save.</summary>
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private void RestoreCameraState()
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{
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if (!persistCamera || !_orbit) return;
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var state = LoadCameraState();
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if (state == null) return;
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_orbit.HorizontalAxis.Value = state.yaw;
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_orbit.VerticalAxis.Value = state.pitch;
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// Clamp into the current zoom range (min/max may have changed in the inspector since saving)
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// and seed the eased zoom target so the radius doesn't drift back toward the authored value.
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float radius = Mathf.Clamp(state.radius, minRadius, maxRadius);
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_orbit.Radius = radius;
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_targetRadius = radius;
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_zoomInit = true;
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}
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private CameraState LoadCameraState()
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{
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string path = CameraSavePath();
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if (!File.Exists(path)) return null;
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try
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{
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var state = JsonUtility.FromJson<CameraState>(File.ReadAllText(path));
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if (state == null || state.version != CameraFileVersion) return null;
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return state;
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[ThirdPersonOrbitInput] Loading camera state failed: {e.Message}", this);
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return null;
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}
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||||
}
|
||||
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/// <summary>Deletes the saved camera state (next start uses the authored orbit). Editor convenience.</summary>
|
||||
[ContextMenu("Clear Saved Camera State")]
|
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public void ClearSavedCameraState()
|
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{
|
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try
|
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{
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string path = CameraSavePath();
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if (File.Exists(path)) File.Delete(path);
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Debug.Log($"[ThirdPersonOrbitInput] Cleared saved camera state: {path}", this);
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}
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catch (Exception e)
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{
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Debug.LogWarning($"[ThirdPersonOrbitInput] Clearing saved camera state failed: {e.Message}", this);
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||||
}
|
||||
}
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||||
}
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@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9680e7022f5587f49864d07bd74e49ee
|
||||
@@ -12,7 +12,7 @@ using UnityEngine.InputSystem;
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(CinemachineOrbitalFollow))]
|
||||
[DisallowMultipleComponent]
|
||||
public class ThirdPersonOrbitInput : MonoBehaviour
|
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public partial class ThirdPersonOrbitInput : MonoBehaviour
|
||||
{
|
||||
public enum OrbitLookMode
|
||||
{
|
||||
|
||||
+2
-2
@@ -54,7 +54,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Texture: {fileID: 2800000, guid: d1de526d00e4052458506ce20689b585, type: 3}
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
@@ -137,7 +137,7 @@ Material:
|
||||
- __dirty: 1
|
||||
m_Colors:
|
||||
- _BaseColor: {r: 0.98529404, g: 0.98529404, b: 0.98529404, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _Color: {r: 0.98529404, g: 0.98529404, b: 0.98529404, a: 1}
|
||||
- _ColorMultiply: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _ColorOverride: {r: 1, g: 1, b: 1, a: 0}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
|
||||
Reference in new issue
Block a user