Added Observation Scene to show the Replay
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using System;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Unity.Cinemachine.Samples
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{
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/// <summary>
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/// Reticle control for when the aiming is inaccurate. Inaccuracy is shown by pulling apart the aim reticle.
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/// </summary>
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public class ExpandingAimReticle : MonoBehaviour
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{
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[Tooltip("Maximum radius of the aim reticle, when aiming is inaccurate. ")]
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[Vector2AsRange]
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public Vector2 RadiusRange;
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[Tooltip("The time is takes for the aim reticle to adjust, when inaccurate.")]
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[Range(0, 1f)]
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public float BlendTime;
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[Tooltip("Top piece of the aim reticle.")]
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public Image Top;
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[Tooltip("Bottom piece of the aim reticle.")]
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public Image Bottom;
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[Tooltip("Left piece of the aim reticle.")]
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public Image Left;
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[Tooltip("Right piece of the aim reticle.")]
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public Image Right;
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[Tooltip("This 2D object will be positioned in the game view over the raycast hit point, if any, "
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+ "or will remain in the center of the screen if no hit point is detected. "
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+ "May be null, in which case no on-screen indicator will appear.")]
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public RectTransform AimTargetReticle;
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float m_BlendVelocity;
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float m_CurrentRadius;
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void OnValidate()
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{
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RadiusRange.x = Mathf.Clamp(RadiusRange.x, 0, 100);
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RadiusRange.y = Mathf.Clamp(RadiusRange.y, RadiusRange.x, 100);
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}
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void Reset()
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{
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RadiusRange = new Vector2(2.5f, 40f);
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BlendTime = 0.05f;
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}
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void Update()
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{
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var screenCenterPoint = new Vector2(Screen.width * 0.5f, Screen.height * 0.5f);
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float distanceFromCenter = 0;
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if (AimTargetReticle != null)
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{
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var hitPoint = (Vector2)AimTargetReticle.position;
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distanceFromCenter = (screenCenterPoint - hitPoint).magnitude;
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}
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m_CurrentRadius = Mathf.SmoothDamp(m_CurrentRadius, distanceFromCenter * 2f, ref m_BlendVelocity, BlendTime);
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m_CurrentRadius = Mathf.Clamp(m_CurrentRadius, RadiusRange.x, RadiusRange.y);
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Left.rectTransform.position = screenCenterPoint + (Vector2.left * m_CurrentRadius);
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Right.rectTransform.position = screenCenterPoint + (Vector2.right * m_CurrentRadius);
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Top.rectTransform.position = screenCenterPoint + (Vector2.up * m_CurrentRadius);
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Bottom.rectTransform.position = screenCenterPoint + (Vector2.down * m_CurrentRadius);
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}
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}
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}
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