mirror of
https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2026-10-10 13:03:15 +08:00
Removed debugging log and fixed new camera orientation implementation to move as much as we move the mouse.
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@@ -455,8 +455,6 @@ namespace UnityExplorer.UI.Panels
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FreeCamPanel.ourCamera.transform.SetParent(FreeCamPanel.followObject.transform, true);
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}
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// ------------- Handle input ----------------
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if (FreeCamPanel.blockFreecamMovementToggle.isOn || FreeCamPanel.cameraPathMover.playingPath){
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@@ -521,7 +519,7 @@ namespace UnityExplorer.UI.Panels
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float dirAngle = Mathf.Atan2(mouseDelta.y, mouseDelta.x);
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dirAngle *= 180 / PI;
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float newAngle = (dirAngle + tiltAngle) * PI / 180;
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Vector2 newMouseCoords = new Vector2(Mathf.Cos(newAngle), Mathf.Sin(newAngle) ).normalized * 2f * (speedModifier == 10 ? 3 : speedModifier);
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Vector2 newMouseCoords = new Vector2(Mathf.Cos(newAngle), Mathf.Sin(newAngle) ).normalized * mouseDelta.magnitude;
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float newRotationX = transform.localEulerAngles.y + newMouseCoords.x;
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float newRotationY = transform.localEulerAngles.x - newMouseCoords.y;
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@@ -160,7 +160,6 @@ namespace UnityExplorer.UI.Panels
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ReflectionInspector inspector = Pool<ReflectionInspector>.Borrow();
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List<CacheMember> members = CacheMemberFactory.GetCacheMembers(objType, inspector);
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foreach (CacheMember member in members){
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ExplorerCore.LogWarning(member.NameForFiltering);
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if (member is CacheProperty propertyMember && propertyMember.NameForFiltering == "QualitySettings.lodBias"){
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lodBias = propertyMember;
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break;
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