206 lines
9.5 KiB
ActionScript
206 lines
9.5 KiB
ActionScript
// Light animation example.
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// This sample is base on StaticScene, and it demonstrates:
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// - Usage of attribute animation for light color & UI animation
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#include "Scripts/Utilities/Sample.as"
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void Start()
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{
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// Execute the common startup for samples
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SampleStart();
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// Create the UI content
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CreateInstructions();
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// Create the scene content
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CreateScene();
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// Setup the viewport for displaying the scene
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SetupViewport();
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// Set the mouse mode to use in the sample
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SampleInitMouseMode(MM_RELATIVE);
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// Hook up to the frame update events
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SubscribeToEvents();
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}
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void CreateScene()
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{
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scene_ = Scene();
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// Create the Octree component to the scene. This is required before adding any drawable components, or else nothing will
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// show up. The default octree volume will be from (-1000, -1000, -1000) to (1000, 1000, 1000) in world coordinates; it
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// is also legal to place objects outside the volume but their visibility can then not be checked in a hierarchically
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// optimizing manner
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scene_.CreateComponent("Octree");
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// Create a child scene node (at world origin) and a StaticModel component into it. Set the StaticModel to show a simple
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// plane mesh with a "stone" material. Note that naming the scene nodes is optional. Scale the scene node larger
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// (100 x 100 world units)
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Node@ planeNode = scene_.CreateChild("Plane");
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planeNode.scale = Vector3(100.0f, 1.0f, 100.0f);
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StaticModel@ planeObject = planeNode.CreateComponent("StaticModel");
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planeObject.model = cache.GetResource("Model", "Models/Plane.mdl");
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planeObject.material = cache.GetResource("Material", "Materials/StoneTiled.xml");
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// Create a point light to the world so that we can see something.
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Node@ lightNode = scene_.CreateChild("DirectionalLight");
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Light@ light = lightNode.CreateComponent("Light");
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light.lightType = LIGHT_POINT;
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light.range = 10.0f;
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// Create light color animation
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ValueAnimation@ colorAnimation = ValueAnimation();
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colorAnimation.SetKeyFrame(0.0f, Variant(WHITE));
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colorAnimation.SetKeyFrame(1.0f, Variant(RED));
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colorAnimation.SetKeyFrame(2.0f, Variant(YELLOW));
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colorAnimation.SetKeyFrame(3.0f, Variant(GREEN));
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colorAnimation.SetKeyFrame(4.0f, Variant(WHITE));
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light.SetAttributeAnimation("Color", colorAnimation);
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// Create text animation
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ValueAnimation@ textAnimation = ValueAnimation();
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textAnimation.SetKeyFrame(0.0f, Variant("WHITE"));
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textAnimation.SetKeyFrame(1.0f, Variant("RED"));
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textAnimation.SetKeyFrame(2.0f, Variant("YELLOW"));
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textAnimation.SetKeyFrame(3.0f, Variant("GREEN"));
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textAnimation.SetKeyFrame(4.0f, Variant("WHITE"));
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ui.root.GetChild("animatingText").SetAttributeAnimation("Text", textAnimation);
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// Create UI element animation
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// (note: a spritesheet and "Image Rect" attribute should be used in real use cases for better performance)
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ValueAnimation@ spriteAnimation = ValueAnimation();
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spriteAnimation.SetKeyFrame(0.0f, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/1.png")));
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spriteAnimation.SetKeyFrame(0.1f, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/2.png")));
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spriteAnimation.SetKeyFrame(0.2f, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/3.png")));
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spriteAnimation.SetKeyFrame(0.3f, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/4.png")));
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spriteAnimation.SetKeyFrame(0.4f, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/5.png")));
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spriteAnimation.SetKeyFrame(0.5f, Variant(ResourceRef("Texture2D", "Urho2D/GoldIcon/1.png")));
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ui.root.GetChild("animatingSprite").SetAttributeAnimation("Texture", spriteAnimation);
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// Create light position animation
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ValueAnimation@ positionAnimation = ValueAnimation();
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// Use spline interpolation method
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positionAnimation.interpolationMethod = IM_SPLINE;
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// Set spline tension
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positionAnimation.splineTension = 0.7f;
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positionAnimation.SetKeyFrame(0.0f, Variant(Vector3(-30.0f, 5.0f, -30.0f)));
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positionAnimation.SetKeyFrame(1.0f, Variant(Vector3( 30.0f, 5.0f, -30.0f)));
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positionAnimation.SetKeyFrame(2.0f, Variant(Vector3( 30.0f, 5.0f, 30.0f)));
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positionAnimation.SetKeyFrame(3.0f, Variant(Vector3(-30.0f, 5.0f, 30.0f)));
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positionAnimation.SetKeyFrame(4.0f, Variant(Vector3(-30.0f, 5.0f, -30.0f)));
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lightNode.SetAttributeAnimation("Position", positionAnimation);
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// Create more StaticModel objects to the scene, randomly positioned, rotated and scaled. For rotation, we construct a
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// quaternion from Euler angles where the Y angle (rotation about the Y axis) is randomized. The mushroom model contains
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// LOD levels, so the StaticModel component will automatically select the LOD level according to the view distance (you'll
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// see the model get simpler as it moves further away). Finally, rendering a large number of the same object with the
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// same material allows instancing to be used, if the GPU supports it. This reduces the amount of CPU work in rendering the
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// scene.
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const uint NUM_OBJECTS = 200;
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for (uint i = 0; i < NUM_OBJECTS; ++i)
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{
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Node@ mushroomNode = scene_.CreateChild("Mushroom");
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mushroomNode.position = Vector3(Random(90.0f) - 45.0f, 0.0f, Random(90.0f) - 45.0f);
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mushroomNode.rotation = Quaternion(0.0f, Random(360.0f), 0.0f);
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mushroomNode.SetScale(0.5f + Random(2.0f));
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StaticModel@ mushroomObject = mushroomNode.CreateComponent("StaticModel");
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mushroomObject.model = cache.GetResource("Model", "Models/Mushroom.mdl");
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mushroomObject.material = cache.GetResource("Material", "Materials/Mushroom.xml");
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}
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// Create a scene node for the camera, which we will move around
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// The camera will use default settings (1000 far clip distance, 45 degrees FOV, set aspect ratio automatically)
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cameraNode = scene_.CreateChild("Camera");
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cameraNode.CreateComponent("Camera");
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// Set an initial position for the camera scene node above the plane
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cameraNode.position = Vector3(0.0f, 5.0f, 0.0f);
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}
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void CreateInstructions()
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{
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// Construct new Text object, set string to display and font to use
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Text@ instructionText = ui.root.CreateChild("Text");
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instructionText.text = "Use WASD keys and mouse to move";
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Font@ font = cache.GetResource("Font", "Fonts/Anonymous Pro.ttf");
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instructionText.SetFont(font, 15);
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// Position the text relative to the screen center
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instructionText.horizontalAlignment = HA_CENTER;
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instructionText.verticalAlignment = VA_CENTER;
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instructionText.SetPosition(0, ui.root.height / 4);
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// Animating text
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Text@ text = ui.root.CreateChild("Text", "animatingText");
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text.SetFont(font, 15);
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text.horizontalAlignment = HA_CENTER;
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text.verticalAlignment = VA_CENTER;
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text.SetPosition(0, ui.root.height / 4 + 20);
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// Animating sprite in the top left corner
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Sprite@ sprite = ui.root.CreateChild("Sprite", "animatingSprite");
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sprite.SetPosition(8, 8);
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sprite.SetSize(64, 64);
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}
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void SetupViewport()
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{
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// Set up a viewport to the Renderer subsystem so that the 3D scene can be seen. We need to define the scene and the camera
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// at minimum. Additionally we could configure the viewport screen size and the rendering path (eg. forward / deferred) to
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// use, but now we just use full screen and default render path configured in the engine command line options
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Viewport@ viewport = Viewport(scene_, cameraNode.GetComponent("Camera"));
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renderer.viewports[0] = viewport;
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}
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void MoveCamera(float timeStep)
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{
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// Do not move if the UI has a focused element (the console)
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if (ui.focusElement !is null)
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return;
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// Movement speed as world units per second
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const float MOVE_SPEED = 20.0f;
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// Mouse sensitivity as degrees per pixel
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const float MOUSE_SENSITIVITY = 0.1f;
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// Use this frame's mouse motion to adjust camera node yaw and pitch. Clamp the pitch between -90 and 90 degrees
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IntVector2 mouseMove = input.mouseMove;
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yaw += MOUSE_SENSITIVITY * mouseMove.x;
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pitch += MOUSE_SENSITIVITY * mouseMove.y;
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pitch = Clamp(pitch, -90.0f, 90.0f);
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// Construct new orientation for the camera scene node from yaw and pitch. Roll is fixed to zero
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cameraNode.rotation = Quaternion(pitch, yaw, 0.0f);
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// Read WASD keys and move the camera scene node to the corresponding direction if they are pressed
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// Use the Translate() function (default local space) to move relative to the node's orientation.
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if (input.keyDown[KEY_W])
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cameraNode.Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_S])
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cameraNode.Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_A])
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cameraNode.Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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if (input.keyDown[KEY_D])
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cameraNode.Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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}
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void SubscribeToEvents()
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{
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// Subscribe HandleUpdate() function for processing update events
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SubscribeToEvent("Update", "HandleUpdate");
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}
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void HandleUpdate(StringHash eventType, VariantMap& eventData)
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{
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// Take the frame time step, which is stored as a float
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float timeStep = eventData["TimeStep"].GetFloat();
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// Move the camera, scale movement with time step
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MoveCamera(timeStep);
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}
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// Create XML patch instructions for screen joystick layout specific to this sample app
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String patchInstructions = "";
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