MouseSensitivity is a static, PlayerPrefs-backed multiplier (default 1, clamped 0.1-4.0) that scales the mouse-look delta in the FreeCam, FirstPerson and ThirdPerson controllers. Writes flush immediately so the value survives a hard build exit. MouseSensitivitySlider binds the Settings-panel slider to it (range read from the inspector) and mirrors the value into its label, syncing on panel open via OnEnable. Main.unity now contains the session-manager canvas directly (the Online Session Manager prefab was unpacked) and wires the slider binder. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
240 lines
8.6 KiB
C#
240 lines
8.6 KiB
C#
using UnityEngine;
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using Unity.Cinemachine;
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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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/// Free-flying spectator camera. Drives its OWN dedicated <see cref="CinemachineCamera"/> by moving
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/// this transform with WASD (relative to where it looks), Q/E (or Space/Left Ctrl) for down/up
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/// and the mouse for look. Collision is a <see cref="CharacterController"/> capsule sized like the
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/// player's, so the freecam slides along world geometry instead of clipping through walls/floors.
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///
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/// Activation is driven by <see cref="FreeCamMode"/> via <see cref="SetActive"/>: it raises the vcam
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/// priority so the CinemachineBrain blends to it, snaps the rig to the current view (no jump) and
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/// locks the cursor. While inactive the vcam rests at a low priority and this component does nothing.
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/// </summary>
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[RequireComponent(typeof(CharacterController))]
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[DisallowMultipleComponent]
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public class FreeCamController : MonoBehaviour
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{
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[Header("Flight")]
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[Tooltip("Base flight speed (units/second).")]
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public float moveSpeed = 6f;
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[Tooltip("Speed multiplier while the sprint key (Left Shift) is held.")]
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public float sprintMultiplier = 3f;
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[Header("Look")]
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[Tooltip("Horizontal look sensitivity (degrees of yaw per pixel).")]
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public float horizontalSensitivity = 0.2f;
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[Tooltip("Vertical look sensitivity (degrees of pitch per pixel).")]
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public float verticalSensitivity = 0.15f;
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[Tooltip("Invert vertical look (mouse up tilts the camera down).")]
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public bool invertY = false;
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[Tooltip("Pitch is clamped to +/- this angle (degrees) so the camera never flips over.")]
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[Range(1f, 89.9f)]
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public float maxPitch = 89f;
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[Header("Smoothing")]
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[Tooltip("Acceleration/deceleration smoothing for flight, in seconds. 0 = instant (snappy starts/stops); higher = floatier ramp-up and coast-down.")]
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[Range(0f, 1f)]
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public float moveSmoothTime = 0.12f;
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[Tooltip("Look smoothing, in seconds. 0 = raw mouse (instant); small values take the edge off jitter without feeling laggy.")]
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[Range(0f, 0.3f)]
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public float lookSmoothTime = 0.04f;
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[Header("Camera")]
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[Tooltip("Priority the dedicated CinemachineCamera takes while active (must beat the gameplay camera).")]
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public int activePriority = 100;
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[Tooltip("Priority the dedicated CinemachineCamera rests at while inactive (must lose to the gameplay camera).")]
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public int inactivePriority = -100;
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CharacterController _controller;
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CinemachineCamera _vcam;
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float _yaw; // look target (raw input accumulates here)
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float _pitch;
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float _displayYaw; // smoothed value actually applied to the transform
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float _displayPitch;
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float _yawSmoothRef;
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float _pitchSmoothRef;
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Vector3 _moveVelocity; // smoothed world-space flight velocity
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Vector3 _moveVelocityRef;
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bool _ignoredPlayer;
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void Awake()
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{
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_controller = GetComponent<CharacterController>();
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_vcam = GetComponent<CinemachineCamera>();
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if (!_vcam)
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Debug.LogError("[FreeCamController] No CinemachineCamera on this GameObject; freecam cannot go live.", this);
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else
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_vcam.Priority = inactivePriority;
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// Dormant until FreeCamMode enters; nothing reads input or moves the rig meanwhile.
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enabled = false;
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}
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/// <summary>Enter/leave freecam. Raises/lowers the vcam priority, snaps to the live view and
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/// manages the cursor. Called by <see cref="FreeCamMode"/>.</summary>
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public void SetActive(bool active)
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{
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if (_vcam)
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_vcam.Priority = active ? activePriority : inactivePriority;
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if (active)
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{
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IgnorePlayerCollision();
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SyncToCurrentView();
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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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}
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enabled = active;
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}
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void Update()
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{
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LookTick();
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MoveTick();
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}
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void LookTick()
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{
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Vector2 delta = 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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if (lookSmoothTime > 0f)
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{
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// SmoothDampAngle is frame-rate-independent and wraps yaw correctly.
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_displayYaw = Mathf.SmoothDampAngle(_displayYaw, _yaw, ref _yawSmoothRef, lookSmoothTime);
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_displayPitch = Mathf.SmoothDampAngle(_displayPitch, _pitch, ref _pitchSmoothRef, lookSmoothTime);
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}
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else
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{
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_displayYaw = _yaw;
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_displayPitch = _pitch;
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}
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// Rotation is unconstrained by the CharacterController; only position is.
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transform.rotation = Quaternion.Euler(_displayPitch, _displayYaw, 0f);
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}
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void MoveTick()
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{
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Vector3 dir = ReadMoveDirection();
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if (dir.sqrMagnitude > 1f)
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dir.Normalize();
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float speed = moveSpeed * (SprintHeld() ? sprintMultiplier : 1f);
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Vector3 targetVelocity = dir * speed;
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// SmoothDamp eases accel/decel and is already dt-correct; 0 collapses to instant.
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_moveVelocity = moveSmoothTime > 0f
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? Vector3.SmoothDamp(_moveVelocity, targetVelocity, ref _moveVelocityRef, moveSmoothTime)
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: targetVelocity;
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_controller.Move(_moveVelocity * Time.deltaTime);
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}
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/// <summary>Place the rig at the currently rendered view so going live produces no visible jump.</summary>
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void SyncToCurrentView()
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{
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var cam = Camera.main;
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if (!cam) return;
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// CharacterController forbids direct transform writes while enabled, so toggle it for the teleport.
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bool wasEnabled = _controller.enabled;
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_controller.enabled = false;
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transform.SetPositionAndRotation(cam.transform.position, cam.transform.rotation);
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_controller.enabled = wasEnabled;
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Vector3 e = transform.rotation.eulerAngles;
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_yaw = e.y;
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float p = e.x > 180f ? e.x - 360f : e.x;
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_pitch = Mathf.Clamp(p, -maxPitch, maxPitch);
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// Snap the smoothed state to the fresh pose so entering freecam never lags/jumps to catch up.
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_displayYaw = _yaw;
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_displayPitch = _pitch;
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_yawSmoothRef = 0f;
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_pitchSmoothRef = 0f;
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_moveVelocity = Vector3.zero;
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_moveVelocityRef = Vector3.zero;
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}
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/// <summary>Stop the freecam capsule from being blocked by the (frozen) player's capsule.</summary>
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void IgnorePlayerCollision()
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{
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if (_ignoredPlayer) return;
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_ignoredPlayer = true;
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var player = FindFirstObjectByType<PlayerCharacterController>();
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if (player)
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{
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var playerCC = player.GetComponent<CharacterController>();
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// Only an enabled capsule can take part in a collision-ignore (a spectator's body has its CC
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// disabled, and there is nothing to collide with there anyway).
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if (playerCC && playerCC.enabled)
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Physics.IgnoreCollision(_controller, playerCC, true);
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}
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}
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Vector3 ReadMoveDirection()
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{
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Vector3 dir = Vector3.zero;
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#if ENABLE_INPUT_SYSTEM
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var kb = Keyboard.current;
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if (kb != null)
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{
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if (kb.wKey.isPressed) dir += transform.forward;
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if (kb.sKey.isPressed) dir -= transform.forward;
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if (kb.dKey.isPressed) dir += transform.right;
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if (kb.aKey.isPressed) dir -= transform.right;
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if (kb.eKey.isPressed || kb.spaceKey.isPressed) dir += Vector3.up;
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if (kb.qKey.isPressed || kb.leftCtrlKey.isPressed) dir -= Vector3.up;
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}
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#else
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dir += transform.forward * Input.GetAxisRaw("Vertical");
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dir += transform.right * Input.GetAxisRaw("Horizontal");
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if (Input.GetKey(KeyCode.E) || Input.GetKey(KeyCode.Space)) dir += Vector3.up;
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if (Input.GetKey(KeyCode.Q) || Input.GetKey(KeyCode.LeftControl)) dir -= Vector3.up;
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#endif
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return dir;
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}
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bool SprintHeld()
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{
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#if ENABLE_INPUT_SYSTEM
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return Keyboard.current != null && Keyboard.current.leftShiftKey.isPressed;
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#else
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return Input.GetKey(KeyCode.LeftShift);
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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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