Refactor: added GameManager
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@@ -1,5 +1,4 @@
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using Cinemachine;
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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@@ -30,14 +29,10 @@ public class CameraSystem : MonoBehaviour
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[SerializeField]
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private float _rotateSpeed = 100f;
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[SerializeField]
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private float _mouseRotationSpeed = 3f;
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[SerializeField]
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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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[SerializeField]
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private float _dragPanSpeed = 2f;
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[SerializeField]
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private float _zoomSpeed = 2f;
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[SerializeField]
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private float _zoomAmount = 3f;
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@@ -57,20 +52,20 @@ public class CameraSystem : MonoBehaviour
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private void Update()
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{
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var cameraMove = InputManager.Instance.CameraAction.Move.ReadValue<Vector2>();
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var cameraMove = GameManager.Instance.Input.CameraAction.Move.ReadValue<Vector2>();
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if (cameraMove.sqrMagnitude > 0.1f)
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{
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HandleCameraMovement(cameraMove);
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}
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float rotateDir = InputManager.Instance.CameraAction.Rotate.ReadValue<Vector2>().x;
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float rotateDir = GameManager.Instance.Input.CameraAction.Rotate.ReadValue<Vector2>().x;
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if (rotateDir != 0)
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{
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HandleCameraRotation(rotateDir, _rotateSpeed);
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}
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float zoomAmount = InputManager.Instance.CameraAction.Zoom.ReadValue<Vector2>().y;
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float zoomAmount = GameManager.Instance.Input.CameraAction.Zoom.ReadValue<Vector2>().y;
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if (zoomAmount != 0)
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{
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HandleCameraZoom_MoveY(zoomAmount);
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@@ -181,7 +176,7 @@ public class CameraSystem : MonoBehaviour
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{
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}
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float rotateDir = InputManager.Instance.CameraAction.Rotate.ReadValue<Vector2>().x;
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float rotateDir = GameManager.Instance.Input.CameraAction.Rotate.ReadValue<Vector2>().x;
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//HandleCameraRotation(rotationValue, _mouseRotationSpeed);
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transform.eulerAngles += new Vector3(0, rotateDir * _rotateSpeed * Time.deltaTime, 0);
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}
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