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ichni_Official/Assets/Scripts/Game/Animations/Camera/CameraFieldOfView.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using Ichni.RhythmGame.Beatmap;
using UnityEngine;
namespace Ichni.RhythmGame
{
public partial class CameraFieldOfView : AnimationBase
{
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#region [] Exposed Fields & References
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public FlexibleFloat fieldOfView;
public GameCamera targetGameCamera;
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#endregion
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#region [] Lifecycle & Factory
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public static CameraFieldOfView GenerateElement(string elementName, Guid id,
List<string> tags, bool isFirstGenerated, GameCamera gameCamera, FlexibleFloat fieldOfView)
{
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CameraFieldOfView camFOV = Instantiate(GameManager.Instance.basePrefabs.emptyObject)
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.AddComponent<CameraFieldOfView>();
camFOV.Initialize(elementName, id, tags, isFirstGenerated, gameCamera);
camFOV.animatedObject = gameCamera;
camFOV.targetGameCamera = gameCamera;
camFOV.fieldOfView = fieldOfView;
camFOV.animationReturnType = FlexibleReturnType.Before;
return camFOV;
}
public override void SetDefaultSubmodules()
{
timeDurationSubmodule = new TimeDurationSubmodule(this);
}
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#endregion
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#region [] Core Animation Logic
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protected override void UpdateAnimation(float songTime, bool forceUpdate)
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{
fieldOfView.UpdateFlexibleFloat(songTime);
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if (forceUpdate || fieldOfView.returnType == FlexibleReturnType.MiddleExecuting)
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{
targetGameCamera.perspectiveAngle = fieldOfView.value;
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targetGameCamera.cam.fieldOfView = fieldOfView.value;
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}
}
public override void ApplyTimeOffset(float offset)
{
base.ApplyTimeOffset(offset);
fieldOfView.animations.ForEach(anim => anim.ApplyTimeOffset(offset));
}
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#endregion
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}
}