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using System;
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using Framework.Utils.Extend;
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using Sirenix.OdinInspector;
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using Unity.Mathematics;
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using UnityEngine;
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using UnityEngine.Serialization;
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namespace Game.Component
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{
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public class GyroscopePositionController : MonoBehaviour
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{
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[SerializeField] private Vector3 _minGravity;
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[SerializeField] private Vector3 _maxGravity;
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[SerializeField] private float _gravityOffset;
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[SerializeField, Range (0, 1)] private float _offset = 0.2f;
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[SerializeField] private bool _isFlip;
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[SerializeField] private bool _isDelay;
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[SerializeField, ShowIf ("_isDelay")] private float _delayTime = 0.75f;
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private Vector3 _curGravity;
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private Vector3 _basePosition;
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private Vector3 _baseGravity;
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private bool _isUnlock;
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void OnEnable ()
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{
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if (this._isDelay)
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{
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this._isUnlock = false;
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this.Invoke ("RefreshBasePosition" , this._delayTime);
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}
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else
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{
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RefreshBasePosition ();
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}
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GyroscopeMgr.Instance.AddUpdater (DoUpdate);
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}
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private void RefreshBasePosition ()
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{
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this._basePosition = this.transform.localPosition;
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this._baseGravity = GyroscopeMgr.Instance.Gyroscope.gravity;
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this._isUnlock = true;
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}
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void DoUpdate (Vector3 gravity)
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{
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if (!this._isUnlock)
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{
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return;
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}
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var gyroGravity = (gravity - this._baseGravity) * (this._isFlip ? -1 : 1);
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this._curGravity
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= Vector3.Slerp (this._curGravity , (gyroGravity * this._gravityOffset).Clamp (this._minGravity , this._maxGravity) , 0.25f);
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this.transform.localPosition = math.lerp (this.transform.localPosition ,
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this._basePosition + new Vector3 (this._curGravity.x , this._curGravity.y , 0) , this._offset);
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}
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private void OnDisable ()
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{
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GyroscopeMgr.Instance.RemoveUpdater (DoUpdate);
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}
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}
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}
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