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								using System;
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								using UnityEngine;
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								namespace AllIn1VfxToolkit
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								{
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								    public class AllIn1LookAt : MonoBehaviour
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								    {
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								        //Otherwise we just update on Start
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								        [SerializeField] private bool updateEveryFrame;
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								        [Space, Header("Choose Target")]
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								        [SerializeField] private bool targetIsMainCamera;
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								        [SerializeField] private Transform target;
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								        private enum FaceDirection {
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								            Forward,
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								            Up,
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								            Right
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								        };
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								        [Space, Header("Look At Direction")]
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								        [SerializeField] private FaceDirection faceDirection;
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								        [SerializeField] private bool negateDirection;
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								        private void Start()
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								        {
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								            if(targetIsMainCamera)
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								            {
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								                if(!(Camera.main is null)) target = Camera.main.transform;
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								                if(target == null)
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								                {
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								                    Debug.LogError("No main camera was found, AllIn1LookAt component of " + gameObject.name + " will now be destroyed. Please double check your setup");
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								                    Destroy(this);
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								                }
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								            }
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								            else
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								            {
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								                if(target == null)
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								                {
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								                    Debug.LogError("No target was assigned, AllIn1LookAt component of " + gameObject.name + " will now be destroyed. Please double check your setup");
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								                    Destroy(this);
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								                }
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								            }
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								            if(!updateEveryFrame) LookAtCompute();
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								        }
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								        private void Update()
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								        {
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								            if(updateEveryFrame) LookAtCompute();
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								        }
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								        private void LookAtCompute()
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								        {
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								            Vector3 lookAtVector = (target.position - transform.position).normalized;
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								            if(negateDirection) lookAtVector = -lookAtVector;
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								            switch(faceDirection)
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								            {
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								                case FaceDirection.Forward:
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								                    transform.forward = lookAtVector;
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								                    break;
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								                case FaceDirection.Up:
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								                    transform.up = lookAtVector;
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								                    break;
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								                case FaceDirection.Right:
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								                    transform.right = lookAtVector;
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								                    break;
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								            }
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								        }
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								    }
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								}
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