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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.Serialization.Formatters;
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using System;
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using UnityEngine;
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public class CameraHolder : MonoBehaviour
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{
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//camera holder
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public Transform Holder;
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public float currDistance = 5.0f;
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public float xRotate = 250.0f;
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public float yRotate = 120.0f;
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public float yMinLimit = -20f;
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public float yMaxLimit = 80f;
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public float prevDistance;
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private float x = 0.0f;
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private float y = 0.0f;
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[Header("GUI")]
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private float windowDpi;
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public GameObject[] Prefabs;
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private int Prefab;
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private GameObject Instance;
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private float StartColor;
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private float HueColor;
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public Texture HueTexture;
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void Start()
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{
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if (Screen.dpi < 1) windowDpi = 1;
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if (Screen.dpi < 200) windowDpi = 1;
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else windowDpi = Screen.dpi / 200f;
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var angles = transform.eulerAngles;
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x = angles.y;
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y = angles.x;
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Counter(0);
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}
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private void OnGUI()
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{
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if (GUI.Button(new Rect(5 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Previous effect"))
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{
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Counter(-1);
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}
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if (GUI.Button(new Rect(120 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Play again"))
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{
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Counter(0);
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}
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if (GUI.Button(new Rect(235 * windowDpi, 5 * windowDpi, 110 * windowDpi, 35 * windowDpi), "Next effect"))
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{
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Counter(+1);
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}
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StartColor = HueColor;
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HueColor = GUI.HorizontalSlider(new Rect(5 * windowDpi, 45 * windowDpi, 340 * windowDpi, 35 * windowDpi), HueColor, 0, 1);
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GUI.DrawTexture(new Rect(5 * windowDpi, 65 * windowDpi, 340 * windowDpi, 15 * windowDpi), HueTexture, ScaleMode.StretchToFill, false, 0);
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if (HueColor != StartColor)
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{
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int i = 0;
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foreach (var ps in particleSystems)
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{
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var main = ps.main;
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Color colorHSV = Color.HSVToRGB(HueColor + H * 0, svList[i].S, svList[i].V);
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main.startColor = new Color(colorHSV.r, colorHSV.g, colorHSV.b, svList[i].A);
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i++;
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}
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}
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}
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private ParticleSystem[] particleSystems = new ParticleSystem[0];
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private List<SVA> svList = new List<SVA>();
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private float H;
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public struct SVA
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{
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public float S;
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public float V;
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public float A;
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}
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void Counter(int count)
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{
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Prefab += count;
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if (Prefab > Prefabs.Length - 1)
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{
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Prefab = 0;
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}
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else if (Prefab < 0)
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{
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Prefab = Prefabs.Length - 1;
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}
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if (Instance != null)
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{
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Destroy(Instance);
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}
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Instance = Instantiate(Prefabs[Prefab]);
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particleSystems = Instance.GetComponentsInChildren<ParticleSystem>(); //Get color from current instance
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svList.Clear();
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foreach (var ps in particleSystems)
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{
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Color baseColor = ps.main.startColor.color;
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SVA baseSVA = new SVA();
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Color.RGBToHSV(baseColor, out H, out baseSVA.S, out baseSVA.V);
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baseSVA.A = baseColor.a;
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svList.Add(baseSVA);
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}
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}
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void LateUpdate()
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{
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if (currDistance < 2)
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{
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currDistance = 2;
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}
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currDistance -= Input.GetAxis("Mouse ScrollWheel") * 2;
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if (Holder && (Input.GetMouseButton(0) || Input.GetMouseButton(1)))
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{
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var pos = Input.mousePosition;
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float dpiScale = 1;
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if (Screen.dpi < 1) dpiScale = 1;
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if (Screen.dpi < 200) dpiScale = 1;
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else dpiScale = Screen.dpi / 200f;
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if (pos.x < 380 * dpiScale && Screen.height - pos.y < 250 * dpiScale) return;
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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x += (float)(Input.GetAxis("Mouse X") * xRotate * 0.02);
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y -= (float)(Input.GetAxis("Mouse Y") * yRotate * 0.02);
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y = ClampAngle(y, yMinLimit, yMaxLimit);
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var rotation = Quaternion.Euler(y, x, 0);
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var position = rotation * new Vector3(0, 0, -currDistance) + Holder.position;
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transform.rotation = rotation;
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transform.position = position;
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}
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else
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{
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Cursor.visible = true;
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Cursor.lockState = CursorLockMode.None;
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}
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if (prevDistance != currDistance)
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{
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prevDistance = currDistance;
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var rot = Quaternion.Euler(y, x, 0);
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var po = rot * new Vector3(0, 0, -currDistance) + Holder.position;
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transform.rotation = rot;
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transform.position = po;
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}
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}
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static float ClampAngle(float angle, float min, float max)
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{
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if (angle < -360)
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{
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angle += 360;
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}
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if (angle > 360)
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{
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angle -= 360;
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}
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return Mathf.Clamp(angle, min, max);
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}
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}
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