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>
231 lines
8.5 KiB
C#
231 lines
8.5 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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/// First-person camera. Drives its OWN dedicated <see cref="CinemachineCamera"/>: each frame it snaps
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/// to the player's dedicated <c>FirstPersonTarget</c> (the eye anchor) for position and
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/// applies free mouse-look (yaw/pitch) for rotation. While active the player's mesh is hidden so the
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/// body isn't seen from the inside. Movement stays with the player controller, which reads the
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/// brain-driven Main Camera forward, so WASD is automatically relative to this view.
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///
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/// Activation is driven by <see cref="FirstPersonMode"/> via <see cref="SetActive"/>: it raises the
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/// vcam priority so the CinemachineBrain blends to it, snaps look to the current view (no jump), hides
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/// the mesh and locks the cursor. While inactive the vcam rests at a low priority and this component
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/// does nothing.
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/// </summary>
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[RequireComponent(typeof(CinemachineCamera))]
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[DisallowMultipleComponent]
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public class FirstPersonController : MonoBehaviour
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{
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[Header("Target")]
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[Tooltip("Eye position the camera sits at (the player's FirstPersonTarget). Empty = auto-resolved from the player's \"FirstPersonTarget\" child.")]
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public Transform cameraTarget;
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[Tooltip("Renderers hidden while first-person is active (so you don't see your own body). Empty = the player's SkinnedMeshRenderers, auto-resolved.")]
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public Renderer[] hiddenRenderers;
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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("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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CinemachineCamera _vcam;
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PlayerCharacterController _player; // body whose yaw we pin to the camera while active
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PlayerPoseController _poseController; // supplies the active pose's per-pose first-person eye offset
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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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bool _resolved;
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void Awake()
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{
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_vcam = GetComponent<CinemachineCamera>();
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if (!_vcam)
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Debug.LogError("[FirstPersonController] No CinemachineCamera on this GameObject; first-person cannot go live.", this);
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else
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_vcam.Priority = inactivePriority;
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ResolveReferences();
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// Dormant until FirstPersonMode 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 first-person. Raises/lowers the vcam priority, hides the player mesh, snaps
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/// look to the live view and manages the cursor. Called by <see cref="FirstPersonMode"/>.</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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SetMeshHidden(active);
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if (active)
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{
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SyncToCurrentView();
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SetCursorLocked(true);
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ApplyTransform(); // place at the eye on the same frame so the blend starts from there
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if (_player) _player.FaceYaw = _displayYaw; // body faces the camera from frame one
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}
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else
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{
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SetCursorLocked(false);
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if (_player) _player.FaceYaw = null; // restore movement-facing
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}
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enabled = active;
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}
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void LateUpdate()
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{
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// LateUpdate so the player has already moved the CameraTarget this frame.
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LookTick();
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ApplyTransform();
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if (_player) _player.FaceYaw = _displayYaw; // keep the body's yaw locked to the camera
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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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}
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void ApplyTransform()
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{
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Quaternion rot = Quaternion.Euler(_displayPitch, _displayYaw, 0f);
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if (cameraTarget)
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{
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// Sit at the first-person eye anchor, then raise/lower the eye by the active pose's first-person
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// offset. TransformVector keeps it in the target's local up and scales with the player (so it
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// tracks PlayerScaler).
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Vector3 pos = cameraTarget.position;
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float offset = _poseController ? _poseController.FirstPersonCameraYOffset : 0f;
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if (offset != 0f)
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pos += cameraTarget.TransformVector(Vector3.up * offset);
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transform.SetPositionAndRotation(pos, rot);
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}
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else
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transform.rotation = rot;
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}
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/// <summary>Seed look from 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)
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{
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Vector3 e = cam.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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}
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// Snap the smoothed state to the fresh pose so entering 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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}
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void SetMeshHidden(bool hidden)
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{
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if (hiddenRenderers == null) return;
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foreach (var r in hiddenRenderers)
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if (r) r.enabled = !hidden;
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}
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/// <summary>
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/// Explicitly binds this rig to the locally-owned networked player (overriding the scene-wide
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/// auto-resolve, which could otherwise latch onto a remote avatar). Called by the GameModeManager
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/// when the local player spawns.
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/// </summary>
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public void SetPlayer(PlayerCharacterController p)
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{
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if (!p) return;
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_player = p;
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_poseController = p.GetComponent<PlayerPoseController>();
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Transform t = p.transform.Find("FirstPersonTarget");
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if (t) cameraTarget = t;
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hiddenRenderers = p.GetComponentsInChildren<SkinnedMeshRenderer>(true);
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_resolved = true;
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}
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void ResolveReferences()
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{
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if (_resolved) return;
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_resolved = true;
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var player = FindFirstObjectByType<PlayerCharacterController>(FindObjectsInactive.Include);
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if (!player) return;
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_player = player;
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if (!_poseController)
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_poseController = player.GetComponent<PlayerPoseController>();
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if (!cameraTarget)
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{
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Transform t = player.transform.Find("FirstPersonTarget");
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if (t) cameraTarget = t;
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}
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if (hiddenRenderers == null || hiddenRenderers.Length == 0)
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hiddenRenderers = player.GetComponentsInChildren<SkinnedMeshRenderer>(true);
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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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