camera offset rotation fix along with ai not hard hard for box collider
This commit is contained in:
parent
ec91bdb687
commit
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@ -2419,7 +2419,7 @@
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Components:
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Components:
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Transform Component:
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Transform Component:
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Translate: {x: 0, y: 0, z: 0}
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Translate: {x: 0, y: 0, z: 0}
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Rotate: {x: 0, y: 0, z: 0}
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Rotate: {x: -1.48352981, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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IsActive: true
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Renderable Component:
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Renderable Component:
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@ -4107,7 +4107,7 @@
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Collider Component:
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Collider Component:
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Colliders:
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Colliders:
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- Is Trigger: false
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- Is Trigger: false
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Collision Tag: 0
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Collision Tag: 1
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Type: Box
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Type: Box
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Half Extents: {x: 20, y: 0.100000001, z: 20}
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Half Extents: {x: 20, y: 0.100000001, z: 20}
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Friction: 0.400000006
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Friction: 0.400000006
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@ -4299,6 +4299,8 @@
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Enabled: true
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Enabled: true
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Score: 50
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Score: 50
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currCategory: 1
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currCategory: 1
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returnBack: false
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firstPostion: [0, 0, 0]
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density: 1
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density: 1
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dontReturn: false
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dontReturn: false
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soundDistance: 10
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soundDistance: 10
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@ -4311,7 +4313,7 @@
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NumberOfChildren: 0
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NumberOfChildren: 0
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Components:
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Components:
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Transform Component:
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Transform Component:
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Translate: {x: 3.22328258, y: 1.02709854, z: -0.57395637}
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Translate: {x: 3.22328258, y: 1.11577427, z: -0.57395637}
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Rotate: {x: 5.62993963e-09, y: -7.03049191e-17, z: -1.92319405e-08}
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Rotate: {x: 5.62993963e-09, y: -7.03049191e-17, z: -1.92319405e-08}
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Scale: {x: 1, y: 1, z: 1}
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Scale: {x: 1, y: 1, z: 1}
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IsActive: true
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IsActive: true
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@ -4351,6 +4353,8 @@
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Enabled: true
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Enabled: true
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Score: 500
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Score: 500
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currCategory: 2
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currCategory: 2
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returnBack: false
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firstPostion: [0, 0, 0]
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density: 1
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density: 1
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dontReturn: false
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dontReturn: false
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soundDistance: 10
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soundDistance: 10
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@ -4403,6 +4407,8 @@
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Enabled: true
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Enabled: true
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Score: 10
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Score: 10
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currCategory: 0
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currCategory: 0
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returnBack: false
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firstPostion: [0, 0, 0]
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density: 1
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density: 1
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dontReturn: false
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dontReturn: false
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soundDistance: 10
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soundDistance: 10
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@ -4455,6 +4461,8 @@
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Enabled: true
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Enabled: true
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Score: 10
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Score: 10
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currCategory: 0
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currCategory: 0
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returnBack: false
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firstPostion: [0, 0, 0]
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density: 1
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density: 1
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dontReturn: false
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dontReturn: false
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soundDistance: 10
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soundDistance: 10
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@ -4804,7 +4812,7 @@
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IsActive: true
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IsActive: true
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Animator Component:
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Animator Component:
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Rig: 72178939
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Rig: 72178939
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Clip: 72178939
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AnimationController: 0
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 219
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- EID: 219
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@ -4823,7 +4831,7 @@
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IsActive: true
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IsActive: true
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Animator Component:
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Animator Component:
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Rig: 80728853
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Rig: 80728853
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Clip: 80728853
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AnimationController: 0
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 218
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- EID: 218
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@ -4842,7 +4850,7 @@
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IsActive: true
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IsActive: true
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Animator Component:
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Animator Component:
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Rig: 80500944
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Rig: 80500944
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Clip: 80500944
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AnimationController: 0
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 220
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- EID: 220
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@ -4861,7 +4869,7 @@
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IsActive: true
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IsActive: true
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Animator Component:
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Animator Component:
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Rig: 76715962
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Rig: 76715962
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Clip: 76715962
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AnimationController: 0
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IsActive: true
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IsActive: true
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Scripts: ~
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Scripts: ~
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- EID: 198
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- EID: 198
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@ -156,7 +156,7 @@ public partial class LeafSearch : BehaviourTreeNode
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//Draw a ray, succeed if ray is unobstructed
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//Draw a ray, succeed if ray is unobstructed
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Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
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Vector3 eyePosition = transform.GlobalPosition + eyeOffset;
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BoxCollider playerCollider = player.GetValueOrDefault().GetComponent<Collider>().GetCollisionShape<BoxCollider>(0);
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Collider playerCollider = player.GetValueOrDefault().GetComponent<Collider>();
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if (playerCollider == null)
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if (playerCollider == null)
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{
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{
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//Debug.Log("Failure: Player has no collider");
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//Debug.Log("Failure: Player has no collider");
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@ -167,7 +167,7 @@ public partial class LeafSearch : BehaviourTreeNode
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}
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}
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//Ray destination to target the centre of the player's collider instead of transform position
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//Ray destination to target the centre of the player's collider instead of transform position
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//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
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//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
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Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
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Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.GetCollisionShape(0).PositionOffset;
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Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
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Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
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RaycastHit sightRayHit = Physics.Raycast(sightRay, false, (ushort)65535)[0];
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RaycastHit sightRayHit = Physics.Raycast(sightRay, false, (ushort)65535)[0];
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//As of November 2022, RaycastHit contains only the FIRST object hit by
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//As of November 2022, RaycastHit contains only the FIRST object hit by
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@ -86,12 +86,17 @@ public class Item : Script
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if (returnBack && !dontReturn)
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if (returnBack && !dontReturn)
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{
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{
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if (rb)
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{
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rb.LinearVelocity = Vector3.Zero;
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rb.AngularVelocity = Vector3.Zero;
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rb.ClearForces();
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rb.ClearTorque();
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}
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if(transform)
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if(transform)
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transform.LocalPosition = firstPostion;
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transform.LocalPosition = firstPostion;
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if (rb)
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rb.LinearVelocity = Vector3.Zero;
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returnBack = false;
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returnBack = false;
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}
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}
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@ -280,7 +280,7 @@ namespace SHADE
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if (arm->lookAtCameraOrigin)
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if (arm->lookAtCameraOrigin)
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CameraLookAt(camera, camera.position + arm->GetTargetOffset());
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CameraLookAt(camera, camera.position + tOffset);
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}
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}
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