unity dark mode asset, changes to player locomotion, camera bobbing
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@@ -18,6 +18,17 @@ namespace RealityReboot.jelycho.Player {
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[SerializeField] FPPCamera m_Camera;
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[SerializeField] CameraSpring m_CameraSpring;
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[SerializeField, Range(0.0f, 1.0f), Tooltip("Percentage of run speed")]
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float m_EnableCameraBobbingPercentThreshold = 0.5f;
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[SerializeField] float m_SprintCameraBobbing = 1.0f;
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[SerializeField] float m_RunCameraBobbing = 0.5f;
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[SerializeField] float m_IdleCameraBobbing = 0.0f;
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[SerializeField] float m_CameraBobbingTransitionSpeed = 5.0f;
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float m_TargetCameraBobbing = 0.0f;
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float m_CurrentCameraBobbing = 0.0f;
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[Header("Dragging")]
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[SerializeField] Transform m_DragGutStartPosition;
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[SerializeField] PhysicsObjectDragger m_PhysicsDragger;
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@@ -29,10 +40,29 @@ namespace RealityReboot.jelycho.Player {
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}
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public override void OnTick() {
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m_Locomotion.YawRotation = m_Camera.Yaw;
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m_Camera.Tick();
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m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position + m_Camera.Camera.transform.forward * 2.0f;
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m_Locomotion.YawRotation = m_Camera.Yaw;
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// Camera bobbing
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if (m_Locomotion.IsGrounded &&
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m_Locomotion.SpeedXZ >= m_Locomotion.runSpeed * m_EnableCameraBobbingPercentThreshold) {
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if (m_Locomotion.IsSprinting) {
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m_TargetCameraBobbing = m_SprintCameraBobbing;
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} else {
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m_TargetCameraBobbing = m_RunCameraBobbing;
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}
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} else {
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m_TargetCameraBobbing = m_IdleCameraBobbing;
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}
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m_CurrentCameraBobbing = Mathf.MoveTowards(m_CurrentCameraBobbing,
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m_TargetCameraBobbing,
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m_CameraBobbingTransitionSpeed * Time.deltaTime);
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m_Camera.SetBobbing(m_CurrentCameraBobbing);
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m_PhysicsDragger.TargetWorldPosition = m_Camera.Camera.transform.position +
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m_Camera.Camera.transform.forward * 2.0f;
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if (m_PhysicsDragger.Current.OrNull() is not null) {
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m_LineRenderer.enabled = true;
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