case1
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using Cinemachine.Utility;
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using UnityEngine;
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namespace Cinemachine.Examples
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{
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public class PlayerMoveOnSphere : MonoBehaviour
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{
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public SphereCollider Sphere;
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public float speed = 5;
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public bool rotatePlayer = true;
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public float rotationDamping = 0.5f;
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// Update is called once per frame
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void Update()
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{
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#if ENABLE_LEGACY_INPUT_MANAGER
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Vector3 input = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
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if (input.magnitude > 0)
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{
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input = Camera.main.transform.rotation * input;
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if (input.magnitude > 0.001f)
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{
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transform.position += input * (speed * Time.deltaTime);
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if (rotatePlayer)
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{
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float t = Cinemachine.Utility.Damper.Damp(1, rotationDamping, Time.deltaTime);
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Quaternion newRotation = Quaternion.LookRotation(input.normalized, transform.up);
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transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, t);
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}
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}
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}
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// Stick to sphere surface
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if (Sphere != null)
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{
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var up = transform.position - Sphere.transform.position;
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up = up.normalized;
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var fwd = transform.forward.ProjectOntoPlane(up);
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transform.position = Sphere.transform.position + up * (Sphere.radius + transform.localScale.y / 2);
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transform.rotation = Quaternion.LookRotation(fwd, up);
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}
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#else
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InputSystemHelper.EnableBackendsWarningMessage();
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#endif
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}
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}
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}
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