Initial Commit
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using System;
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using FlappyBird.Core;
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using UnityEngine;
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using Zenject;
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namespace FlappyBird.Bird
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{
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/// <summary>
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/// Pure service class that owns all bird physics logic.
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/// No MonoBehaviour ? follows AI_RULES.md architecture rule #1.
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/// Registered via Zenject and driven by BirdView.
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/// </summary>
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public class BirdController : IBirdController, IDisposable
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{
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private readonly BirdSettings _settings;
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private readonly IGameManager _gameManager;
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private readonly IDeathManager _deathManager;
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private BirdView _view;
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private bool _inputEnabled;
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private float _rotationVelocity;
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private Vector3 _startPosition;
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[Inject]
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public BirdController(BirdSettings settings, IGameManager gameManager, IDeathManager deathManager)
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{
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_settings = settings;
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_gameManager = gameManager;
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_deathManager = deathManager;
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_gameManager.OnGameStateChanged += HandleGameStateChanged;
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_deathManager.OnDied += HandleDied;
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}
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public void Bind(BirdView view)
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{
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_view = view;
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_startPosition = _view.transform.position;
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ApplyState(_gameManager.CurrentState);
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}
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/// <summary>
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/// Spawns bird in a frozen state waiting for first input.
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/// </summary>
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public void Initialize()
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{
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if (_view == null)
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{
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_inputEnabled = false;
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_rotationVelocity = 0f;
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return;
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}
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_inputEnabled = false;
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_rotationVelocity = 0f;
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_view.transform.position = _startPosition;
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_view.Rigidbody.constraints = RigidbodyConstraints2D.None;
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_view.Rigidbody.gravityScale = 0f;
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_view.Rigidbody.linearVelocity = Vector2.zero;
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_view.Rigidbody.angularVelocity = 0f;
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_view.transform.rotation = Quaternion.identity;
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}
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/// <summary>
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/// Applies upward impulse and un-freezes physics on first tap.
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/// </summary>
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public void Jump()
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{
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if (_view == null)
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{
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return;
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}
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if (_gameManager.CurrentState == GameState.GameOver)
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{
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RestartRun();
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return;
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}
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if (_deathManager.IsDead)
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{
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return;
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}
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if (_gameManager.CurrentState == GameState.Menu)
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{
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_gameManager.StartGame();
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}
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JumpInternal();
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}
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public void HandleCollision()
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{
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_deathManager.Die();
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}
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public void SetInputEnabled(bool enabled)
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{
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_inputEnabled = enabled;
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if (_view == null)
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{
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return;
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}
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if (!enabled)
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{
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_view.Rigidbody.gravityScale = 0f;
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_view.Rigidbody.linearVelocity = Vector2.zero;
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_view.Rigidbody.angularVelocity = 0f;
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return;
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}
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_view.Rigidbody.gravityScale = _settings.activeGravityScale;
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}
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/// <summary>
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/// Clamps fall velocity and rotates the bird based on vertical speed.
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/// Called from BirdView.FixedUpdate ? contains NO input polling.
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/// </summary>
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public void FixedTick()
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{
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if (!_inputEnabled || _view == null)
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{
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return;
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}
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ApplyGravityScale();
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ClampRiseVelocity();
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ClampFallVelocity();
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ApplyRotation();
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}
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public void Dispose()
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{
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_gameManager.OnGameStateChanged -= HandleGameStateChanged;
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_deathManager.OnDied -= HandleDied;
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}
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private void HandleGameStateChanged(GameState state)
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{
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ApplyState(state);
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}
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private void HandleDied()
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{
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if (_view == null)
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{
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_inputEnabled = false;
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_rotationVelocity = 0f;
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return;
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}
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_inputEnabled = false;
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_rotationVelocity = 0f;
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_view.Rigidbody.constraints = RigidbodyConstraints2D.None;
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_view.Rigidbody.gravityScale = _settings.activeGravityScale * _settings.fallGravityMultiplier;
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_view.Rigidbody.linearVelocity = new Vector2(
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_view.Rigidbody.linearVelocity.x,
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Mathf.Min(_view.Rigidbody.linearVelocity.y, 0f));
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_view.Rigidbody.angularVelocity = -Mathf.Abs(_settings.rotationSpeed);
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}
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private void ApplyState(GameState state)
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{
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if (state == GameState.Menu)
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{
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Initialize();
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return;
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}
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if (state == GameState.GameOver && !_deathManager.IsDead)
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{
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SetInputEnabled(false);
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}
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}
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private void RestartRun()
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{
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_gameManager.ReturnToMenu();
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_gameManager.StartGame();
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JumpInternal();
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}
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private void JumpInternal()
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{
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if (!_inputEnabled)
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{
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SetInputEnabled(true);
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}
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Vector2 velocity = _view.Rigidbody.linearVelocity;
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float carriedFallVelocity = Mathf.Min(velocity.y, 0f) * _settings.fallVelocityCarryover;
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_view.Rigidbody.gravityScale = _settings.activeGravityScale * _settings.riseGravityMultiplier;
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_view.Rigidbody.linearVelocity = new Vector2(velocity.x, _settings.jumpStartVelocity + carriedFallVelocity);
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_view.Rigidbody.AddForce(Vector2.up * _settings.jumpForce, ForceMode2D.Impulse);
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ClampRiseVelocity();
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}
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private void ApplyGravityScale()
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{
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float verticalVelocity = _view.Rigidbody.linearVelocity.y;
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float gravityMultiplier = verticalVelocity >= 0f
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? _settings.riseGravityMultiplier
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: _settings.fallGravityMultiplier;
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_view.Rigidbody.gravityScale = _settings.activeGravityScale * gravityMultiplier;
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}
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private void ClampRiseVelocity()
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{
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Vector2 velocity = _view.Rigidbody.linearVelocity;
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if (velocity.y > _settings.maxRiseVelocity)
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{
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_view.Rigidbody.linearVelocity = new Vector2(velocity.x, _settings.maxRiseVelocity);
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}
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}
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private void ClampFallVelocity()
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{
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Vector2 velocity = _view.Rigidbody.linearVelocity;
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if (velocity.y < _settings.maxFallVelocity)
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{
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_view.Rigidbody.linearVelocity = new Vector2(velocity.x, _settings.maxFallVelocity);
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}
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}
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private void ApplyRotation()
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{
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float verticalVelocity = _view.Rigidbody.linearVelocity.y;
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float targetAngle = verticalVelocity >= 0f
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? Mathf.Lerp(0f, _settings.maxUpAngle, Mathf.InverseLerp(0f, _settings.upAngleVelocity, verticalVelocity))
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: Mathf.Lerp(0f, _settings.maxDownAngle, Mathf.InverseLerp(0f, Mathf.Abs(_settings.downAngleVelocity), Mathf.Abs(verticalVelocity)));
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float currentAngle = _view.transform.eulerAngles.z;
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if (currentAngle > 180f)
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{
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currentAngle -= 360f;
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}
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float smoothTime = Mathf.Max(0.02f, 180f / Mathf.Max(1f, _settings.rotationSpeed) * 0.1f);
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float newAngle = Mathf.SmoothDampAngle(
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currentAngle,
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targetAngle,
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ref _rotationVelocity,
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smoothTime,
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Mathf.Max(1f, _settings.rotationSpeed),
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Time.fixedDeltaTime);
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_view.transform.rotation = Quaternion.Euler(0f, 0f, newAngle);
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}
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}
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}
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