working on ai still
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@@ -656,12 +656,13 @@ namespace RebootReality.jelycho.Player {
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m_CurrentCameraBobbing = Mathf.MoveTowards(m_CurrentCameraBobbing,
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m_TargetCameraBobbing,
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m_CameraBobbingTransitionSpeed * deltaTime);
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m_Camera.SetBobbing(m_CurrentCameraBobbing);
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//m_Camera.SetBobbing(m_CurrentCameraBobbing);
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m_CameraSpring.UpdateSpring(deltaTime,
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m_CharacterForwardTransform.up,
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m_CharacterForwardTransform.right,
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m_CharacterForwardTransform.forward);
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m_Camera.SetBobbing(0.0f);
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// m_CameraSpring.UpdateSpring(deltaTime,
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// m_CharacterForwardTransform.up,
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// m_CharacterForwardTransform.right,
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// m_CharacterForwardTransform.forward);
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}
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void SenseInteractable() {
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@@ -845,7 +846,6 @@ namespace RebootReality.jelycho.Player {
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float3 targetCharacterForward = math.normalize(LookDirection.With(y: 0.0f));
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float3 currentCharacterForward = math.normalize(m_CharacterForwardTransform.forward.With(y: 0.0f));
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// float angleDeg = Mathf.DeltaAngle(m_Camera.Yaw, m_Locomotion.YawRotation);
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float angleRad = math.acos(math.clamp(math.dot(targetCharacterForward, currentCharacterForward) / (math.length(targetCharacterForward) * math.length(currentCharacterForward)), -1f, 1f));
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float angleDeg = math.degrees(angleRad);
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@@ -881,6 +881,7 @@ namespace RebootReality.jelycho.Player {
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}
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// Aim Target adjustment
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// @BUG: when humbie interacts with a player then a camera is shaking
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m_HeadAimTargetTransform.position = (float3) m_HeadBoneTransform.position + LookDirection * 5.0f;
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}
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