add camera rig, click-to-move locomotion, and click interaction
Camera: Cinemachine-based rig with an anchor, a state director, point-of- interest framing, pan input, and dialogue framing volumes. Player: click-to-move over the NavMesh, a pointer input layer, and a motion arbiter that reconciles direct stick input with navigation-driven movement. The pure math is isolated in NightclubArcadia.Locomotion.Math with an EditMode suite, so the arbitration rules are testable without a scene. Interaction: IClickInteractable plus a bridge that routes pointer clicks to it. Supporting project settings: adds the Cinemachine package, the Interactable and Ground tags the raycasts depend on, and NavMesh agent dimensions matched to the player capsule (radius 0.3, height 1.8, climb 0.25). Co-Authored-By: Claude Opus 5 <[email protected]>
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using UnityEngine;
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namespace NightclubArcadia.Cinematics
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{
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/// <summary>
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/// Marker on NPCs and props that the POI director may bias toward.
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/// </summary>
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public sealed class CameraPointOfInterest : MonoBehaviour
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{
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[SerializeField] float weight = 1f;
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[SerializeField] float triggerRadius = 8f;
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[SerializeField] float maxBias = 2.5f;
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[SerializeField] float extraDistance = 1.5f;
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public float Weight => weight;
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public float TriggerRadius => triggerRadius;
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public float MaxBias => maxBias;
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public float ExtraDistance => extraDistance;
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public Transform Target => transform;
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void OnEnable()
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{
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CameraPointOfInterestDirector.Register(this);
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}
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void OnDisable()
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{
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CameraPointOfInterestDirector.Unregister(this);
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}
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}
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}
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