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https://github.com/misternebula/quantum-space-buddies.git
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add more stuff
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26cb99592c
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@ -12,7 +12,7 @@ namespace QSB.Instruments
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ESKER,
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FELDSPAR,
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GABBRO,
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REIBECK,
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RIEBECK,
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SOLANUM
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}
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}
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@ -1,5 +1,6 @@
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using QSB.Events;
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using QSB.Instruments.QSBCamera;
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using QSB.Utility;
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using UnityEngine;
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namespace QSB.Instruments
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@ -7,11 +8,28 @@ namespace QSB.Instruments
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public class InstrumentsManager : MonoBehaviour
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{
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public static InstrumentsManager Instance;
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private RuntimeAnimatorController RiebeckController;
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private RuntimeAnimatorController ChertController;
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private RuntimeAnimatorController GabbroController;
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private RuntimeAnimatorController FeldsparController;
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private void Awake()
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{
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Instance = this;
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gameObject.AddComponent<CameraManager>();
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QSBSceneManager.OnSceneLoaded += OnSceneLoaded;
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}
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private void OnSceneLoaded(OWScene scene, bool inUniverse)
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{
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var reibeckRoot = GameObject.Find("Traveller_HEA_Riebeck_ANIM_Talking");
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RiebeckController = reibeckRoot.GetComponent<Animator>().runtimeAnimatorController;
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var chertRoot = GameObject.Find("Traveller_HEA_Chert_ANIM_Chatter_Chipper");
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ChertController = chertRoot.GetComponent<Animator>().runtimeAnimatorController;
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var gabbroRoot = GameObject.Find("Traveller_HEA_Gabbro_ANIM_IdleFlute");
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GabbroController = gabbroRoot.GetComponent<Animator>().runtimeAnimatorController;
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var feldsparRoot = GameObject.Find("Traveller_HEA_Feldspar_ANIM_Talking");
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FeldsparController = feldsparRoot.GetComponent<Animator>().runtimeAnimatorController;
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}
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private void Update()
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@ -21,7 +39,10 @@ namespace QSB.Instruments
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if (!PlayerRegistry.LocalPlayer.PlayingInstrument)
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{
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CameraManager.Instance.SwitchTo3rdPerson();
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SwitchToInstrument(InstrumentType.REIBECK);
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SwitchToInstrument(InstrumentType.RIEBECK);
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var animator = Locator.GetPlayerTransform().Find("Traveller_HEA_Player_v2").GetComponent<Animator>();
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animator.runtimeAnimatorController = ChertController;
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animator.SetTrigger("Playing");
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}
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else
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{
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@ -10,9 +10,9 @@ namespace QSB.Instruments.QSBCamera
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private Quaternion _rotationY;
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// How far along the ray to move the camera. Avoids clipping into the walls.
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private const float PercentToMove = 0.75f;
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private const float PercentToMove = 0.80f;
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// Maximum distance for camera clipping
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private const float RayLength = 10f;
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private const float RayLength = 5f;
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public GameObject CameraObject;
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