Added settings in Character Menu
Added settings in the Character Creation menu. Removed the Zoom panel as now you can edit in fine detail.
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@ -78,8 +78,8 @@ MonoBehaviour:
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@ -359,7 +359,7 @@ MonoBehaviour:
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@ -465,8 +465,8 @@ MonoBehaviour:
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@ -601,8 +601,8 @@ MonoBehaviour:
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m_fontColorGradient:
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@ -28,6 +28,7 @@ public class CharacterCreationManager : MonoBehaviour
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[SerializeField] private GameObject LeftPanelMenu;
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[SerializeField] private GameObject LeftPanelMenu;
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[SerializeField] private GameObject LeftPanelSaveLoad;
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[SerializeField] private GameObject LeftPanelSaveLoad;
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[SerializeField] private GameObject LeftPanelSettings;
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[SerializeField] private GameObject LeftPanelFaceMenu;
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[SerializeField] private GameObject LeftPanelFaceMenu;
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||||||
[SerializeField] private GameObject PanelHairMenu;
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[SerializeField] private GameObject PanelHairMenu;
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[SerializeField] private GameObject PanelSkinMenu;
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[SerializeField] private GameObject PanelSkinMenu;
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||||||
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@ -195,16 +196,49 @@ public class CharacterCreationManager : MonoBehaviour
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PlayerSexManu.SetActive(true);
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PlayerSexManu.SetActive(true);
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||||||
ColorMenu.SetActive(true);
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ColorMenu.SetActive(true);
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LeftPanelSaveLoad.SetActive(false);
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LeftPanelSaveLoad.SetActive(false);
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||||||
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LeftPanelSettings.SetActive(false);
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||||||
MakeBlendShapes();
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MakeBlendShapes();
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||||||
}
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}
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||||||
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||||||
public void SaveLoadButton()
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public void SaveLoadButton()
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||||||
{
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{
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||||||
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foreach (Transform T in headBlendshapeContent)
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||||||
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Destroy(T.gameObject);
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LeftPanelMenu.SetActive(false);
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LeftPanelMenu.SetActive(false);
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||||||
LeftPanelFaceMenu.SetActive(false);
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LeftPanelFaceMenu.SetActive(false);
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||||||
PlayerSexManu.SetActive(false);
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PlayerSexManu.SetActive(false);
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||||||
ColorMenu.SetActive(false);
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ColorMenu.SetActive(false);
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||||||
LeftPanelSaveLoad.SetActive(true);
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LeftPanelSaveLoad.SetActive(true);
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LeftPanelSettings.SetActive(false);
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||||||
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}
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||||||
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public void BackFromFaceButton()
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{
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foreach (Transform T in headBlendshapeContent)
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Destroy(T.gameObject);
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LeftPanelMenu.SetActive(true);
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LeftPanelFaceMenu.SetActive(false);
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PlayerSexManu.SetActive(false);
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||||||
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ColorMenu.SetActive(false);
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||||||
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LeftPanelSaveLoad.SetActive(false);
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||||||
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LeftPanelSettings.SetActive(false);
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||||||
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if (RckInput.isUsingGamepad)
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||||||
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editFaceButton.Select();
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||||||
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}
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public void SettingsButton()
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||||||
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{
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foreach (Transform T in headBlendshapeContent)
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||||||
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Destroy(T.gameObject);
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||||||
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LeftPanelMenu.SetActive(false);
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||||||
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LeftPanelFaceMenu.SetActive(false);
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||||||
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PlayerSexManu.SetActive(false);
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||||||
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ColorMenu.SetActive(false);
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||||||
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LeftPanelSaveLoad.SetActive(false);
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||||||
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LeftPanelSettings.SetActive(true);
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}
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}
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public void MakeBlendShapes()
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public void MakeBlendShapes()
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||||||
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@ -236,31 +270,15 @@ public class CharacterCreationManager : MonoBehaviour
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}
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}
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public void BackFromFaceButton()
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{
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foreach (Transform T in headBlendshapeContent)
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||||||
Destroy(T.gameObject);
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||||||
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||||||
LeftPanelMenu.SetActive(true);
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[ContextMenu("Face Button")] // Removed this.
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||||||
LeftPanelFaceMenu.SetActive(false);
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||||||
PlayerSexManu.SetActive(false);
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ColorMenu.SetActive(false);
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LeftPanelSaveLoad.SetActive(false);
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||||||
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||||||
// Cam_FaceToBody();
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||||||
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||||||
if (RckInput.isUsingGamepad)
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||||||
editFaceButton.Select();
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||||||
}
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||||||
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||||||
[ContextMenu("Face Button")]
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||||||
public void Cam_BodyToFace()
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public void Cam_BodyToFace()
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||||||
{
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{
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||||||
// camAnimator.SetBool("isMale", isCreatingMale);
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// camAnimator.SetBool("isMale", isCreatingMale);
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||||||
camAnimator.SetTrigger("bodyToFace");
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camAnimator.SetTrigger("bodyToFace");
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}
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}
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[ContextMenu("Back Button")]
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[ContextMenu("Back Button")] // Removed this
|
||||||
public void Cam_FaceToBody()
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public void Cam_FaceToBody()
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{
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{
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// camAnimator.SetBool("isMale", isCreatingMale);
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// camAnimator.SetBool("isMale", isCreatingMale);
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@ -1,5 +1,97 @@
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@ -0,0 +1,29 @@
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||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
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|
public class CharacterCreationVolume : MonoBehaviour
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|
{
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|
[SerializeField] private string iniPath;
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|
[SerializeField] private Slider Volume;
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|
// Start is called before the first frame update
|
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|
void OnEnable()
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||||||
|
{
|
||||||
|
iniPath = System.Environment.GetFolderPath(System.Environment.SpecialFolder.MyDocuments)+@"\My Games\Firstborn\";
|
||||||
|
INIParser ini = new INIParser();
|
||||||
|
ini.Open(iniPath+@"\Settings.ini");
|
||||||
|
string Value = ini.ReadValue("Sound Settings", "MusicVolume", "1");
|
||||||
|
Volume.value = float.Parse(Value);
|
||||||
|
ini.Close();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SaveVolume() {
|
||||||
|
INIParser ini = new INIParser();
|
||||||
|
ini.Open(iniPath+@"\Settings.ini");
|
||||||
|
ini.WriteValue("Sound Settings", "MusicVolume", Volume.value.ToString());
|
||||||
|
ini.Close();
|
||||||
|
}
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|
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}
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@ -0,0 +1,11 @@
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@ -0,0 +1,53 @@
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using System.Collections;
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||||||
|
using System.Collections.Generic;
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||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
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|
|
||||||
|
public class CharacterMenuSettings : MonoBehaviour
|
||||||
|
{
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|
public Transform Position1;
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|
public Transform Position2;
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public Transform Cam;
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|
public Slider ADJZoom;
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|
public Slider ADJXAxis;
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|
public Slider ADJZAxis;
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|
public Slider Volume;
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|
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// Start is called before the first frame update
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|
void Start()
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|
{
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|
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|
}
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|
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// Update is called once per frame
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|
void Update()
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|
{
|
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|
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||||||
|
}
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|
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||||||
|
public void UpdateCamPosition() {
|
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|
Vector3 NewPosition = Cam.position;
|
||||||
|
NewPosition.z = ADJZAxis.value;
|
||||||
|
NewPosition.x = ADJXAxis.value;
|
||||||
|
NewPosition.y = ADJZoom.value;
|
||||||
|
this.transform.position = NewPosition;
|
||||||
|
// transform.rotation = Quaternion.Euler(70.0f, ADJRot.value, 0f);
|
||||||
|
// MapCompass.rotation = Quaternion.Euler(0f, 0f, ADJRot.value);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ToPosition1() {
|
||||||
|
Vector3 NewPosition = Position1.position;
|
||||||
|
ADJZAxis.value = NewPosition.z;
|
||||||
|
ADJXAxis.value = NewPosition.x;
|
||||||
|
ADJZoom.value = NewPosition.y;
|
||||||
|
this.transform.position = NewPosition;
|
||||||
|
}
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|
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||||||
|
public void ToPosition2() {
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|
Vector3 NewPosition = Position2.position;
|
||||||
|
ADJZAxis.value = NewPosition.z;
|
||||||
|
ADJXAxis.value = NewPosition.x;
|
||||||
|
ADJZoom.value = NewPosition.y;
|
||||||
|
this.transform.position = NewPosition;
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}
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}
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