case1
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using System;
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using UnityEngine;
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namespace Cinemachine.Examples
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{
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public class PlayerMovePhysics : MonoBehaviour
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{
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public float speed = 5;
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public bool worldDirection = true;
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public bool rotatePlayer = true;
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public Action spaceAction;
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public Action enterAction;
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Rigidbody rb;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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}
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private void OnEnable()
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{
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transform.position += new Vector3(10, 0, 0);
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}
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void FixedUpdate()
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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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//input = Vector3.forward;
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if (input.magnitude > 0)
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{
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Vector3 fwd = worldDirection
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? Vector3.forward
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: transform.position - Camera.main.transform.position;
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fwd.y = 0;
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fwd = fwd.normalized;
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if (fwd.magnitude > 0.001f)
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{
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Quaternion inputFrame = Quaternion.LookRotation(fwd, Vector3.up);
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input = inputFrame * input;
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if (input.magnitude > 0.001f)
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{
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rb.AddForce(speed * input);
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if (rotatePlayer)
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transform.rotation = Quaternion.LookRotation(input.normalized, Vector3.up);
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}
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}
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}
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if (Input.GetKeyDown(KeyCode.Space) && spaceAction != null)
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spaceAction();
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if (Input.GetKeyDown(KeyCode.Return) && enterAction != null)
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enterAction();
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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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