moved spring math to rebootkit
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@@ -52,7 +52,7 @@ namespace RealityReboot.jelycho.Player {
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}
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Vector2 lookInput = SensitivityReader.Read(m_Config.lookActionReference.action);
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m_FPPActor.Look(lookInput * FPPConfig.s_MouseSensitivity.FloatValue);
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m_FPPActor.Look(lookInput * FPPConfig.MouseSensitivity.FloatValue);
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Vector2 moveInput = m_Config.moveActionReference.action.ReadValue<Vector2>();
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m_FPPActor.SetMoveInput(moveInput);
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@@ -74,7 +74,7 @@ namespace RealityReboot.jelycho.Player {
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[Serializable]
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public class Config {
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[FormerlySerializedAs("fppActorPrefab")] public AssetReferenceT<GameObject> playerActorPrefab;
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public AssetReferenceT<GameObject> playerActorPrefab;
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public InputActionReference moveActionReference;
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public InputActionReference lookActionReference;
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@@ -87,9 +87,9 @@ namespace RealityReboot.jelycho.Player {
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}
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public static class FPPConfig {
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[ConfigVar("fpp.mouse.sens", 0.25f, "Mouse look sensitivity")] public static ConfigVar s_MouseSensitivity;
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[ConfigVar("fpp.mouse.invert.y", 0, "Invert mouse look")] public static ConfigVar s_MouseInvertY;
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[ConfigVar("fpp.gamepad.sens", 4.0f, "Gamepad look sensitivity")] public static ConfigVar s_GamepadSensitivity;
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[ConfigVar("fpp.mouse.sens", 0.25f, "Mouse look sensitivity")] public static ConfigVar MouseSensitivity;
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[ConfigVar("fpp.mouse.invert.y", 0, "Invert mouse look")] public static ConfigVar MouseInvertY;
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[ConfigVar("fpp.gamepad.sens", 4.0f, "Gamepad look sensitivity")] public static ConfigVar GamepadSensitivity;
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}
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public static class SensitivityReader {
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@@ -103,11 +103,11 @@ namespace RealityReboot.jelycho.Player {
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bool isGamepad = action.activeControl.device is Gamepad;
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if (isGamepad) {
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sensitivity *= FPPConfig.s_GamepadSensitivity.FloatValue;
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sensitivity *= FPPConfig.GamepadSensitivity.FloatValue;
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} else {
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sensitivity *= FPPConfig.s_MouseSensitivity.FloatValue;
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sensitivity *= FPPConfig.MouseSensitivity.FloatValue;
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if (FPPConfig.s_MouseInvertY.IndexValue == 1) {
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if (FPPConfig.MouseInvertY.IndexValue == 1) {
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sensitivity.y *= -1;
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}
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}
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