Added the Eagle Eye button, It's a standalone prefab that can be added to other canvases.
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84
Assets/Scripts/DamianExperiments/EagleEyeBehaviour.cs
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84
Assets/Scripts/DamianExperiments/EagleEyeBehaviour.cs
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using Unity.Cinemachine;
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using UnityEngine;
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using System.Collections;
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public class EagleEyeBehaviour : MonoBehaviour
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{
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[SerializeField] private CinemachineCamera virtualCamera;
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[SerializeField] private CinemachineConfiner2D confiner2D;
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[SerializeField] private float zoomOutOrthoSize = 30f;
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[SerializeField] private float normalOrthoSize = 15f;
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private float currentOrthoSize;
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[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
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[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
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[SerializeField] private bool disablePlayerInputDuringEagleEye = true; // Gate input disable
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[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
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private Coroutine zoomCoroutine;
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public void ActivateEagleEye()
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{
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//Assigns the Virtual Camera and Confiner if not already assigned
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if (virtualCamera == null)
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{
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virtualCamera = FindAnyObjectByType<CinemachineCamera>();
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}
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if (confiner2D == null)
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{
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confiner2D = virtualCamera.GetComponent<CinemachineConfiner2D>();
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}
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// Implementation for activating eagle eye behaviour
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if (disablePlayerInputDuringEagleEye)
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{
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currentOrthoSize = virtualCamera.Lens.OrthographicSize;
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}
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if (eagleEyeButton != null)
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{
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eagleEyeButton.interactable = false;
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}
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if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
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zoomCoroutine = StartCoroutine(EagleEyeSequence());
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}
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private IEnumerator EagleEyeSequence()
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{
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if (disablePlayerInputDuringEagleEye)
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{
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Core.GameManager.Instance.RequestPause(this); // Disable player input
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}
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yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
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yield return new WaitForSeconds(eagleEyeDuration);
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float zoomInTarget = disablePlayerInputDuringEagleEye ? currentOrthoSize : normalOrthoSize;
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yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomInTarget, transitionDuration));
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if (disablePlayerInputDuringEagleEye)
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{
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Core.GameManager.Instance.ReleasePause(this); // Re-enable player input
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}
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if (eagleEyeButton != null)
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{
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eagleEyeButton.interactable = true;
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}
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}
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private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
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{
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float startSize = cam.Lens.OrthographicSize;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
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if (confiner2D != null)
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{
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confiner2D.InvalidateBoundingShapeCache();
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}
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yield return null;
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}
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cam.Lens.OrthographicSize = targetSize;
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if (confiner2D != null)
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{
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confiner2D.InvalidateBoundingShapeCache();
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}
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}
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}
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