fixed bug with road collider,
added some city environment, just for fun
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@@ -35,8 +35,6 @@ public class CameraSystem : MonoBehaviour
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private float _moveSpeed = 25f;
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[SerializeField]
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private int _edgeScrollSize = 20;
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private bool _dragPanMoveActive = false;
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private bool _dragRotateMoveActive = false;
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[SerializeField]
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private float _dragPanSpeed = 2f;
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[SerializeField]
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@@ -55,7 +53,7 @@ public class CameraSystem : MonoBehaviour
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private void Start()
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{
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transform.position = Player.Instance.transform.position;
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}
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}
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private void Update()
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{
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@@ -77,6 +75,11 @@ public class CameraSystem : MonoBehaviour
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{
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HandleCameraZoom_MoveY(zoomAmount);
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}
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if (_useEdgeScrolling)
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{
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EdgeScrollingMovement();
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}
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//HandleCameraZoom_MoveY();
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//HandleCameraZoom_FOV();
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//HandleCameraZoom_MoveForward();
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@@ -133,15 +136,6 @@ public class CameraSystem : MonoBehaviour
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private void HandleCameraMovement(Vector2 inputDir)
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{
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if (_useEdgeScrolling)
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{
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inputDir = EdgeScrollingMovement(inputDir);
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}
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if (_useMouseDrag)
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{
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inputDir = MousePanMovement(inputDir);
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}
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Vector3 moveDir = transform.forward * inputDir.y + transform.right * inputDir.x;
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transform.position += moveDir * _moveSpeed * Time.deltaTime;
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}
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@@ -167,13 +161,18 @@ public class CameraSystem : MonoBehaviour
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return inputDir;
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}
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private Vector3 EdgeScrollingMovement(Vector3 inputDir)
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private void EdgeScrollingMovement()
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{
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if (Input.mousePosition.x < _edgeScrollSize) inputDir.x = -1f;
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if (Input.mousePosition.y < _edgeScrollSize) inputDir.z = -1f;
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if (Input.mousePosition.x > Screen.width - _edgeScrollSize) inputDir.x = 1f;
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if (Input.mousePosition.y > Screen.height - _edgeScrollSize) inputDir.z = 1f;
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return inputDir;
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Vector3 inputDir = Vector3.zero;
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var mousePosition = Mouse.current.position.ReadValue();
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if (mousePosition.x < _edgeScrollSize) inputDir.x = -1f;
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if (mousePosition.y < _edgeScrollSize) inputDir.y = -1f;
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if (mousePosition.x > Screen.width - _edgeScrollSize) inputDir.x = 1f;
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if (mousePosition.y > Screen.height - _edgeScrollSize) inputDir.y = 1f;
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Vector3 moveDir = transform.forward * inputDir.y + transform.right * inputDir.x;
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transform.position += moveDir * _moveSpeed * Time.deltaTime;
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}
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private void OnCameraRotate(InputAction.CallbackContext context)
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