241 lines
7.1 KiB
C#
241 lines
7.1 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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public class Controls : MonoBehaviour
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{
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public float playerSpeed = 0.2f;
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public float cameraSensitivityMouse = 0.01f;
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public float cameraSensitivityGamepad = 2f;
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public float upperAngleClamp = 60;
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public float lowerAngleClamp = -60;
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private Vector2 currentMotion = Vector2.zero;
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private GameObject playerCameraObject;
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private CharacterController controller;
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private PlayerInput playerInput;
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private Vector2 currentLook = Vector2.zero;
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private bool useGamepad = false;
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private bool doJump = false;
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private bool canDoubleJump = true;
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private float timeJump = -1f;
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private bool doDash = false;
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private float timeDash = -1f;
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private Vector3 hookPos;
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private bool isHooked = false;
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private float timeJumpPad = -1f;
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public int hp = 100;
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public Text hpText;
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public GameObject projectile;
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void Start()
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{
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controller = this.GetComponent<CharacterController>();
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playerInput = this.GetComponent<PlayerInput>();
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playerCameraObject = this.transform.Find("Camera").gameObject;
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Cursor.lockState = CursorLockMode.Locked;
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}
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void FixedUpdate()
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{
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//Movement
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Vector3 forward = this.transform.TransformDirection(Vector3.forward);
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Vector3 strafe = this.transform.TransformDirection(Vector3.right);
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float vertical = 0f;
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if (!this.controller.isGrounded && !this.isHooked){
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vertical += Physics.gravity.y * Time.fixedDeltaTime;
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}
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if (this.doJump){
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this.doJump = false;
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this.canDoubleJump = false;
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this.timeJump = 0f;
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this.isHooked = false;
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}
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if (this.controller.isGrounded){
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this.canDoubleJump = true;
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}
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if (this.timeJump >= 0f){
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if (this.timeJump >= 0.5f) {
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this.timeJump = -1f;
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}else{
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var jumpProgress = this.timeJump / 0.5f;
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vertical += (sinApply(jumpProgress) * 1.4f);
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this.timeJump += Time.fixedDeltaTime;
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}
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}
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if (this.timeJumpPad >= 0f){
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if (this.timeJumpPad >= 0.8f){
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this.timeJumpPad = -1f;
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}else{
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var progress = this.timeJumpPad / 0.8f;
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vertical += sinApply(progress) * 4f;
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this.timeJumpPad += Time.fixedDeltaTime;
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}
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}
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var movement = (((strafe * this.currentMotion.x) + (forward * this.currentMotion.y)) * this.playerSpeed) + (Vector3.up * vertical);
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if (this.doDash){
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this.isHooked = false;
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this.doDash = false;
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this.timeDash = 0f;
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}
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if (this.timeDash >= 0f){
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if (this.timeDash >= 0.3f){
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this.timeDash = -1f;
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}else{
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var progress = this.timeDash / 0.3f;
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movement += (forward * progress);
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this.timeDash += Time.fixedDeltaTime;
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}
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}
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if (this.isHooked){
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// Apply force in the direction of the hook pos
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var dirVec = this.hookPos - this.transform.position;
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if (dirVec.magnitude >= 1.5f){
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movement += Vector3.Normalize(dirVec)* 1.1f;
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}else{
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this.isHooked = false;
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}
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}
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this.controller.Move(movement);
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// Look if gamepad
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if (this.useGamepad){
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ApplyLookVector(this.currentLook,cameraSensitivityGamepad);
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}
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}
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private void hook(){
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Ray ray = new Ray(this.playerCameraObject.transform.position, playerCameraObject.transform.TransformDirection(Vector3.forward));
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit, 100f)){
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hookPos = hit.point;
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isHooked = true;
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}
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}
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public void OnHook(InputValue value){
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hook();
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}
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public void Damaged(){
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this.hpText.text = this.hp.ToString();
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if (this.hp <= 0){
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// Player died
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// TODO: death message
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Debug.Log("dead");
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}
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}
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/// <summary>
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/// Retuns a value from 0 to 1 of how much of the force should be applyed at the current progress of the action
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/// </summary>
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/// <param name="progress"></param>
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/// <returns></returns>
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private float sinApply(float progress){
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return (float)(Math.Sin(progress * Math.PI) / Math.PI);
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}
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/// <summary>
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/// Called by PlayerInput when Move value change.
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/// </summary>
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/// <param name="value"></param>
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public void OnMove(InputValue value)
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{
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this.currentMotion = value.Get<Vector2>();
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}
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public void OnAttack(InputValue value){
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var instantiatedProjectile = Instantiate(projectile, this.playerCameraObject.transform.position, Quaternion.identity);
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var rig = instantiatedProjectile.GetComponent<Rigidbody>();
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rig.velocity = this.playerCameraObject.transform.forward * 35f;
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Physics.IgnoreCollision(instantiatedProjectile.GetComponent<SphereCollider>(), this.GetComponent<Collider>());
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}
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public void OnJump(InputValue value)
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{
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if (this.controller.isGrounded){
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this.doJump = true;
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this.canDoubleJump = true;
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}else if (this.canDoubleJump){
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this.doJump = true;
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}
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}
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/// <summary>
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/// Called by PlayerInput when Look value change.
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/// </summary>
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/// <param name="value"></param>
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public void OnLook(InputValue value)
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{
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var camMovement = value.Get<Vector2>();
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if (this.useGamepad){
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this.currentLook = camMovement;
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}else{
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ApplyLookVector(camMovement,cameraSensitivityMouse);
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}
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}
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public void OnDash(InputValue value){
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this.doDash = true;
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}
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/// <summary>
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/// Called by PlayerInput when the user starts using mouse or gamepad.
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/// </summary>
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public void OnControlsChanged(){
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this.useGamepad = playerInput.currentControlScheme == "Gamepad";
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}
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public void JumpPad(){
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this.timeJumpPad = 0f;
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}
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void ApplyLookVector(Vector2 vector,float sensitivity){
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// Left right looking
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this.transform.Rotate(Vector3.up * vector.x * sensitivity);
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// Up down looking
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Vector3 rot = playerCameraObject.transform.rotation.eulerAngles + new Vector3(-vector.y * sensitivity, 0f, 0f);
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rot.x = ClampAngle(rot.x, this.lowerAngleClamp, this.upperAngleClamp);
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playerCameraObject.transform.eulerAngles = rot;
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}
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/// <summary>
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/// Clamps an angle.
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/// </summary>
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/// <param name="angle"></param>
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/// <param name="from">e.g. -45</param>
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/// <param name="to">e.g. 45</param>
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/// <returns>Clamped angle from 0 to 360</returns>
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float ClampAngle(float angle, float from, float to)
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{
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if (angle < 0f) angle = 360 + angle;
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if (angle > 180f) return Mathf.Max(angle, 360 + from);
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return Mathf.Min(angle, to);
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}
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}
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