added camera, better animations, first platform
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@@ -0,0 +1,37 @@
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using UnityEngine;
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namespace Code.Gameplay.Camera
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{
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public class CameraFollow : MonoBehaviour
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{
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[SerializeField] private Transform _target;
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[SerializeField] private Vector2 _offset = Vector2.zero;
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[SerializeField] private float _smoothSpeed = 0.125f;
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[SerializeField] private bool _useHorizontalBounds = true;
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[SerializeField] private float _minX = -10f;
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[SerializeField] private float _maxX = 10f;
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[SerializeField] private bool _useVerticalBounds = false;
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[SerializeField] private float _minY = -5f;
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[SerializeField] private float _maxY = 5f;
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private Vector3 _desiredPosition;
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private void LateUpdate()
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{
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if (!_target) return;
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_desiredPosition = _target.position + (Vector3)_offset;
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_desiredPosition.z = -10;
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if (_useHorizontalBounds)
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_desiredPosition.x = Mathf.Clamp(_desiredPosition.x, _minX, _maxX);
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if (_useVerticalBounds)
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_desiredPosition.y = Mathf.Clamp(_desiredPosition.y, _minY, _maxY);
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transform.position = Vector3.Lerp(transform.position, _desiredPosition, _smoothSpeed);
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 6f3266655646432bb07512a1a5c1d9e7
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timeCreated: 1770028938
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