Reorganize scripts into subfolders by responsibility
Move scripts under Assets/Scripts/ into Components, GameMode, Helper, Network, Enum, Struct and ScriptableObject folders. Pure file moves (plus folder .meta files); no code changes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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using UnityEngine;
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/// <summary>Disables a CharacterController around a transform write so it cannot snap the transform back.</summary>
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public static class CharacterTeleport
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{
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public static void Move(CharacterController cc, Transform t, Vector3 position)
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{
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bool reenable = cc && cc.enabled;
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if (cc) cc.enabled = false;
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t.position = position;
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if (cc) cc.enabled = reenable;
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}
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public static void Move(CharacterController cc, Transform t, Vector3 position, Quaternion rotation)
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{
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bool reenable = cc && cc.enabled;
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if (cc) cc.enabled = false;
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t.SetPositionAndRotation(position, rotation);
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if (cc) cc.enabled = reenable;
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}
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}
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fileFormatVersion: 2
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guid: 52a1fdeaf96581840bc09373ff2c7ad0
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@@ -0,0 +1,55 @@
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>Shared mesh/bounds/hierarchy helpers.</summary>
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public static class GeometryUtil
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{
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/// <summary>Depth-first hierarchy search by name; checks <paramref name="root"/> itself first.</summary>
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public static Transform FindDeep(Transform root, string name)
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{
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if (root.name == name) return root;
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for (int i = 0; i < root.childCount; i++)
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{
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var found = FindDeep(root.GetChild(i), name);
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if (found) return found;
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}
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return null;
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}
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/// <summary>Divides a world scale back out of a freshly baked mesh so it is true unit-scale local
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/// geometry (BakeMesh freezes the transform's lossyScale into the vertices). No-op at scale 1;
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/// <paramref name="scratch"/> is reused so nothing is allocated per bake.</summary>
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public static void RescaleToUnitScale(Mesh baked, Vector3 lossyScale, List<Vector3> scratch)
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{
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if (lossyScale.x == 1f && lossyScale.y == 1f && lossyScale.z == 1f) return;
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float ix = lossyScale.x != 0f ? 1f / lossyScale.x : 0f;
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float iy = lossyScale.y != 0f ? 1f / lossyScale.y : 0f;
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float iz = lossyScale.z != 0f ? 1f / lossyScale.z : 0f;
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baked.GetVertices(scratch);
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for (int i = 0; i < scratch.Count; i++)
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{
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Vector3 v = scratch[i];
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v.x *= ix; v.y *= iy; v.z *= iz;
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scratch[i] = v;
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}
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baked.SetVertices(scratch);
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baked.RecalculateBounds();
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}
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/// <summary>World AABB enclosing a local AABB after an affine transform (encapsulates the 8 transformed corners).</summary>
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public static Bounds TransformBounds(Matrix4x4 m, Bounds local)
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{
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Vector3 mn = local.min, mx = local.max;
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Vector3 c0 = m.MultiplyPoint3x4(mn);
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Bounds b = new Bounds(c0, Vector3.zero);
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b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mx.x, mn.y, mn.z)));
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b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mn.x, mx.y, mn.z)));
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b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mn.x, mn.y, mx.z)));
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b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mx.x, mx.y, mn.z)));
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b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mx.x, mn.y, mx.z)));
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b.Encapsulate(m.MultiplyPoint3x4(new Vector3(mn.x, mx.y, mx.z)));
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b.Encapsulate(m.MultiplyPoint3x4(mx));
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return b;
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}
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}
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fileFormatVersion: 2
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guid: deab7e342bb598049b9972454a8399e5
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@@ -0,0 +1,122 @@
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using UnityEngine;
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#if ENABLE_INPUT_SYSTEM
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using UnityEngine.InputSystem;
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#endif
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/// <summary>
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/// Shared low-level input reads used by the camera rigs, the paint controller and the modes. Each
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/// method preserves its original per-backend behaviour (new Input System when present, legacy Input
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/// Manager otherwise). Sensitivity scaling stays at the call sites.
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/// </summary>
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public static class InputUtil
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{
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/// <summary>Raw mouse delta this frame (pixels); the legacy path scales GetAxisRaw by 10 to match.</summary>
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public static 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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/// <summary>Raw mouse-wheel delta this frame (usually only its sign is used).</summary>
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public static float ReadScroll()
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{
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#if ENABLE_INPUT_SYSTEM
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if (Mouse.current != null) return Mouse.current.scroll.ReadValue().y;
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#endif
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#if ENABLE_LEGACY_INPUT_MANAGER
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return Input.GetAxis("Mouse ScrollWheel");
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#else
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return 0f;
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#endif
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}
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/// <summary>Locks+hides or frees+shows the hardware cursor.</summary>
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public 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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public static bool ShiftHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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var kb = Keyboard.current;
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if (kb != null) return kb.leftShiftKey.isPressed || kb.rightShiftKey.isPressed;
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#endif
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#if ENABLE_LEGACY_INPUT_MANAGER
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return Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift);
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#else
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return false;
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#endif
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}
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public static bool CtrlHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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var kb = Keyboard.current;
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if (kb != null) return kb.leftCtrlKey.isPressed || kb.rightCtrlKey.isPressed;
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#endif
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#if ENABLE_LEGACY_INPUT_MANAGER
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return Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl);
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#else
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return false;
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#endif
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}
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public static bool LeftMouseHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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return Mouse.current != null && Mouse.current.leftButton.isPressed;
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#else
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return Input.GetMouseButton(0);
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#endif
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}
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public static bool RightMouseHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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return Mouse.current != null && Mouse.current.rightButton.isPressed;
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#else
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return Input.GetMouseButton(1);
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#endif
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}
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public static bool MiddleMouseHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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return Mouse.current != null && Mouse.current.middleButton.isPressed;
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#else
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return Input.GetMouseButton(2);
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#endif
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}
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/// <summary>Left mouse button pressed on this exact frame (edge, not held).</summary>
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public static bool LeftClickedThisFrame()
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{
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#if ENABLE_INPUT_SYSTEM
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return Mouse.current != null && Mouse.current.leftButton.wasPressedThisFrame;
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#else
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return Input.GetMouseButtonDown(0);
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#endif
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}
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/// <summary>Key pressed on this exact frame (edge), regardless of UI focus. The parameter type
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/// follows the active input backend, matching how the callers' serialized key fields are declared.</summary>
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#if ENABLE_INPUT_SYSTEM
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public static bool KeyPressedThisFrame(Key key)
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=> Keyboard.current != null && Keyboard.current[key].wasPressedThisFrame;
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#else
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public static bool KeyPressedThisFrame(KeyCode key) => Input.GetKeyDown(key);
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#endif
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/// <summary>Gameplay key pressed on this exact frame (edge), suppressed while a UI text field is
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/// focused so typing never triggers gameplay bindings.</summary>
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#if ENABLE_INPUT_SYSTEM
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public static bool GameplayKeyPressed(Key key) => !TypingGuard.IsTyping && KeyPressedThisFrame(key);
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#else
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public static bool GameplayKeyPressed(KeyCode key) => !TypingGuard.IsTyping && KeyPressedThisFrame(key);
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#endif
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}
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fileFormatVersion: 2
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guid: 9ec32d583d2203244b854643c78360d4
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@@ -0,0 +1,41 @@
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using UnityEngine;
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/// Global mouse look-around sensitivity multiplier, shared by every camera
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/// controller (FreeCam, FirstPerson, ThirdPersonOrbit). 1 = unchanged baseline.
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/// Persisted per-machine via PlayerPrefs so the setting survives restarts.
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public static class MouseSensitivity
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{
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public const float Default = 1f;
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public const float Min = 0.1f;
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public const float Max = 4f;
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const string PrefKey = "Settings.MouseSensitivity";
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static bool _loaded;
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static float _multiplier = Default;
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public static float Multiplier
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{
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get
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{
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if (!_loaded)
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{
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_loaded = true;
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_multiplier = Mathf.Clamp(PlayerPrefs.GetFloat(PrefKey, Default), Min, Max);
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}
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return _multiplier;
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}
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set
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{
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float v = Mathf.Clamp(value, Min, Max);
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_loaded = true;
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if (Mathf.Approximately(v, _multiplier)) return;
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_multiplier = v;
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PlayerPrefs.SetFloat(PrefKey, v);
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// Flush to disk now so the setting survives a hard kill (build), not
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// only a clean quit. Settings changes are rare user actions, so the
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// extra write is negligible.
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PlayerPrefs.Save();
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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: 5dc578039be8b9e48a2260d640ffcfc1
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@@ -0,0 +1,41 @@
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using UnityEngine;
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using UnityEngine.EventSystems;
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using TMPro;
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/// <summary>
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/// True while the user is editing a focused on-screen text field (e.g. the paint HUD's
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/// "save as" name input). Global gameplay/dev hotkeys consult this so typing a name like
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/// "Checkers" doesn't also fire single-key shortcuts (C = cycle pose, K = shutdown,
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/// the mode-switch key, Ctrl+Z = undo, ...).
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/// </summary>
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public static class TypingGuard
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{
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// Consulted several times per frame by the hotkey readers; the GetComponent lookups are cached
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// per selected GameObject (a selection change refreshes them).
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private static GameObject _cachedGo;
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private static TMP_InputField _cachedTmp;
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private static UnityEngine.UI.InputField _cachedLegacy;
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/// <summary>A text input field is currently focused and capturing keystrokes.</summary>
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public static bool IsTyping
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{
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get
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{
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var es = EventSystem.current;
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if (!es) return false;
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var go = es.currentSelectedGameObject;
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if (!go) return false;
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if (go != _cachedGo)
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{
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_cachedGo = go;
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_cachedTmp = go.GetComponent<TMP_InputField>();
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_cachedLegacy = _cachedTmp ? null : go.GetComponent<UnityEngine.UI.InputField>();
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}
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if (_cachedTmp) return _cachedTmp.isFocused;
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return _cachedLegacy && _cachedLegacy.isFocused;
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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: c30f56f99c2725a4e861c19a5e83e0aa
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