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using UnityEngine;
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namespace Code.Gameplay.Camera.CameraStates
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{
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public class UltraStaticState : BaseCameraState, ICameraState
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{
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public UltraStaticState(CameraStateMachineContext context) : base(context) { }
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public override void EnterState()
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{
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Debug.Log("Ultra static State Enter");
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base.EnterState();
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}
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protected override void HandlePosition(float deltaTime, float zoomInput, Quaternion targetRotation)
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{
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Camera.transform.position = FollowTransform.position;
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}
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public CameraMode GetCameraMode() => CameraMode.UltraStatic;
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protected override void HandleRotationInput(float deltaTime, Vector3 rotationInput,
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out Quaternion targetRotation)
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{
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if(FollowTransform) Camera.transform.rotation = FollowTransform.rotation;
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targetRotation = Camera.transform.rotation;
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}
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}
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}
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fileFormatVersion: 2
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guid: 8e4b2fa3af4b4ba78ab79ca154f05fb4
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timeCreated: 1763547110
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