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								using UnityEngine;
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								using FluidDynamics;
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								public class CameraMovement : MonoBehaviour {
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								    public Main_Fluid_Simulation sim;
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								    public KeyCode plpus;
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								    public KeyCode minus;
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								    public KeyCode plpusS;
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								    public KeyCode minusS;
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								    public float camplusspeed;
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								    public float speed;
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								    Vector3 prevpos;
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								    Vector3 mpos;
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								    Bounds _bounds;
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								    Bounds _cam_bounds;
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								    public Vector3 boundsSize;
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								    public Vector2 Camerabounds;
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								    Camera cam;
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								    Vector2 camSize;
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								    float defaultcamsize;
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								    // Use this for initialization
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								    void Start () {
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								        cam = GetComponent<Camera>();
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								        float size = cam.orthographicSize * 2;
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								        float width = size * (float)Screen.width / Screen.height;
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								        float height = size;
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								        camSize = new Vector2(width, height)/2;
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								        _cam_bounds.center = transform.position;
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								        _cam_bounds.size = Camerabounds;
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								        defaultcamsize = cam.orthographicSize;
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								    }
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									// Update is called once per frame
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									void Update () {
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								        cam.orthographicSize = Mathf.Clamp(cam.orthographicSize, 0, defaultcamsize);
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								        if (Input.GetKey(plpus))
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								            cam.orthographicSize+= camplusspeed*Time.deltaTime;
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								        if (Input.GetKey(minus))
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								            cam.orthographicSize -= camplusspeed * Time.deltaTime;
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								        if (Input.GetKey(plpusS))
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								            sim.Vorticity += camplusspeed * Time.deltaTime;
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								        if (Input.GetKey(minusS))
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								            sim.Vorticity -= camplusspeed * Time.deltaTime;
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								        _bounds.size = boundsSize;
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								        _bounds.center = transform.position;
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								        mpos = Input.mousePosition;
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								        prevpos = new Vector3(Camera.main.ScreenToWorldPoint(mpos).x, Camera.main.ScreenToWorldPoint(mpos).y,transform.position.z);
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								        if (!_bounds.Contains(prevpos))
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								        {
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								            transform.position = Vector3.Lerp(transform.position, prevpos, speed*Time.deltaTime);
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								        }
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								        transform.position = new Vector3(Mathf.Clamp(transform.position.x, _cam_bounds.min.x + camSize.x, _cam_bounds.max.x - camSize.x), Mathf.Clamp(transform.position.y, _cam_bounds.min.y + camSize.y, _cam_bounds.max.y- camSize.y),transform.position.z);
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									}
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								    private void OnDrawGizmos()
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								    {
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								        Gizmos.color = Color.green;
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								        Gizmos.DrawWireCube(transform.position, new Vector2(boundsSize.x , boundsSize.y));
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								        Gizmos.DrawWireCube(transform.position, new Vector2(Camerabounds.x, Camerabounds.y));
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								    }
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								}
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