241 lines
8.3 KiB
C#
241 lines
8.3 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.IO;
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using System;
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using UnityEngine.SceneManagement;
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public class main : MonoBehaviour
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{
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//ground
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float m_groundWidth = 10.0f;
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float m_groundHeight = 10.0f;
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Shader m_groundShader;
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Texture m_groundTexture;
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Color m_groundColor;
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//camera GUI
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float m_FieldOfView = 60.0f;
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float m_camPosX = 0.0f;
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float m_camPosY = 10.0f;
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float m_camPosZ = 20.0f;
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float m_camLookAtX = 0.0f;
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float m_camLookAtY = 0.0f;
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float m_camLookAtZ = 0.0f;
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float camera_rotation = 0.1f;
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float camera_r = 20f;
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Vector3 lightDir = new Vector3(10.0f, 10.0f, 10.0f);
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//components
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GameObject mainCamera;
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GameObject directionalLight;
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GameObject ground;
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int numOfTrees;
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int numOfRows;
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//prefabs
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public GameObject tree1;
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public GameObject tree2;
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public GameObject tree3;
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public GameObject tree4;
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public GameObject tree5;
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public System.Random random = new System.Random();
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public List<GameObject> renderedTrees = new List<GameObject>();
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float treesZSlider = 0.0f;
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float treesXSlider = 0.0f;
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GameObject selectRandomTree()
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{
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var list = new List<GameObject> { tree1, tree2, tree3, tree4, tree5 };
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var index = UnityEngine.Random.Range(0, list.Count - 1);
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return list[index];
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}
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void Start()
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{
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//camera
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mainCamera = new GameObject();
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mainCamera.AddComponent<Camera>();
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mainCamera.transform.position = new Vector3(m_camPosX, m_camPosY, m_camPosZ);
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mainCamera.transform.LookAt(new Vector3(m_camLookAtX, m_camLookAtY, m_camLookAtZ), new Vector3(0.0f, 1.0f, 0.0f));
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mainCamera.name = "MainCamera";
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//--------------------------------------------------------------------------------------------------------------------
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//directional light
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directionalLight = new GameObject();
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directionalLight.AddComponent<Light>();
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directionalLight.name = "Directional Light";
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directionalLight.GetComponent<Light>().type = LightType.Directional;
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directionalLight.GetComponent<Light>().shadows = LightShadows.Soft;
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directionalLight.GetComponent<Light>().color = Color.white;
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directionalLight.GetComponent<Light>().useColorTemperature = true;
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directionalLight.GetComponent<Light>().colorTemperature = 5900;
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directionalLight.transform.position = new Vector3(10, 10.0f, 10.0f);
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directionalLight.transform.Rotate(lightDir.x, lightDir.y, lightDir.z, Space.Self);
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//---------------------------------------------------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------------------------------
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// create prefabs
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int positionShift_x = 500;
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int positionShift_z = 500;
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int treesNumber = 5;
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int rowsNumber = 3;
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int gridShiftX = 5;
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int gridShiftZ = 5;
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int randomShiftX;
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int randomShiftZ;
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numOfTrees = treesNumber;
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numOfRows = rowsNumber;
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int maxShiftValue = 5;
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for (int i=0; i<treesNumber * gridShiftX; i+=gridShiftX)
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{
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for(int k=0; k<rowsNumber * gridShiftZ; k+=gridShiftZ)
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{
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randomShiftX = random.Next(0, maxShiftValue);
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randomShiftZ = random.Next(0, maxShiftValue);
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renderedTrees.Add(Instantiate(selectRandomTree(), new Vector3(i + positionShift_x + randomShiftX, 1, k + positionShift_z + randomShiftZ), Quaternion.identity));
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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//ground
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/*
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m_groundColor = new Color(1.0f, 0.4f, 0.6f, 1.0f);
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m_groundShader = Shader.Find("Standard");
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ground = new GameObject("Ground");
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MeshRenderer groundMeshRenderer = ground.AddComponent<MeshRenderer>();
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groundMeshRenderer.material = new Material(m_groundShader);
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groundMeshRenderer.material.color = m_groundColor;
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MeshFilter groundMeshFilter = ground.AddComponent<MeshFilter>();
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Mesh groundMesh = new Mesh();
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//dane wierzcho<68>k<EFBFBD>w
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Vector3[] vertices = new Vector3[4]
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{
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new Vector3(-m_groundWidth/2.0f, -1.0f,-m_groundHeight/2.0f ),
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new Vector3(m_groundWidth/2.0f, -1.0f, -m_groundHeight/2.0f),
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new Vector3(m_groundWidth/2.0f,-1.0f, m_groundHeight/2.0f),
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new Vector3(-m_groundWidth/2.0f, -1.0f, m_groundHeight/2.0f),
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};
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//bufor wierzcho<68>k<EFBFBD>w dla groundMesh
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groundMesh.vertices = vertices;
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//dane indeks<6B>w dla groundMesh
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int[] indices = new int[6]
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{
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0, 3, 2,
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0, 2, 1
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};
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//bufor indeks<6B>w
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groundMesh.triangles = indices;
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//dane normalnych dla groundMesh
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Vector3[] normals = new Vector3[4]
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{
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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new Vector3(0,1,0),
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};
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//bufor normalnych dla groundMesh
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groundMesh.normals = normals;
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//dane wsp<73><70>rz<72>dnych tekstury dla groundMesh
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Vector2[] uv = new Vector2[4]
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{
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new Vector2(0, 0),
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new Vector2(1, 0),
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new Vector2(0, 1),
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new Vector2(1, 1)
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};
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//bufor wsp<73><70>rz<72>dnych tekstury dla groundMesh
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groundMesh.uv = uv;
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//mesh dla GameObject "Ground"
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groundMeshFilter.mesh = groundMesh;
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**/
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}
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void Update()
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{
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mainCamera.GetComponent<Camera>().fieldOfView = m_FieldOfView;
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// mainCamera.GetComponent<Camera>().transform.position = new Vector3(m_camPosX,m_camPosY,m_camPosZ);
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mainCamera.GetComponent<Camera>().transform.position = new Vector3(camera_r * Mathf.Cos(camera_rotation) + 500f, 10f, camera_r * Mathf.Sin(camera_rotation) + 500f);
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mainCamera.GetComponent<Camera>().transform.LookAt(new Vector3(500f, 1f, 500f));
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camera_rotation += 0.01f;
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int index = 0;
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renderedTrees.ForEach(elem => {
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var currentPosition = elem.transform.position;
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float shiftValueZ = treesZSlider * ((index % numOfRows) - numOfRows/2);
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float shiftValueX = treesXSlider * ( index / numOfRows - numOfTrees/2);
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elem.transform.position = new Vector3(currentPosition.x + shiftValueX, currentPosition.y, currentPosition.z + shiftValueZ);
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index++;
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});
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treesZSlider = 0;
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treesXSlider = 0;
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//SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
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}
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void OnGUI()
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{
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GUI.Label(new Rect(10, 20, 60, 20), "FOV");
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m_FieldOfView = GUI.HorizontalSlider(new Rect(70, 20, 150, 20), m_FieldOfView, 20.0f, 150.0f);
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GUI.Label(new Rect(10, 45, 60, 20), "camPosX");
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m_camPosX = GUI.HorizontalSlider(new Rect(70, 45, 150, 20), m_camPosX, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 70, 60, 20), "camPosY");
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m_camPosY = GUI.HorizontalSlider(new Rect(70, 70, 150, 20), m_camPosY, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 95, 60, 20), "camPosZ");
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m_camPosZ = GUI.HorizontalSlider(new Rect(70, 95, 150, 20), m_camPosZ, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 120, 60, 20), "LookAtX");
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m_camLookAtX = GUI.HorizontalSlider(new Rect(70, 120, 150, 20), m_camLookAtX, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 150, 60, 20), "LookAtY");
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m_camLookAtY = GUI.HorizontalSlider(new Rect(70, 145, 150, 20), m_camLookAtY, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 170, 60, 20), "LookAtZ");
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m_camLookAtZ = GUI.HorizontalSlider(new Rect(70, 170, 150, 20), m_camLookAtZ, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 190, 60, 20), "CameraR");
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camera_r = GUI.HorizontalSlider(new Rect(70, 190, 150, 20), camera_r, -150.0f, 150.0f);
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GUI.Label(new Rect(10, 210, 60, 20), "TreesZSlider");
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treesZSlider = GUI.HorizontalSlider(new Rect(70, 210, 150, 20), treesZSlider, -30.0f, 30.0f);
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GUI.Label(new Rect(10, 230, 60, 20), "TreesXSlider");
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treesXSlider = GUI.HorizontalSlider(new Rect(70, 230, 150, 20), treesXSlider, -30.0f, 30.0f);
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}
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}
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