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+//
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+// Copyright (c) 2008-2014 the Urho3D project.
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+//
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+// Permission is hereby granted, free of charge, to any person obtaining a copy
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+// of this software and associated documentation files (the "Software"), to deal
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+// in the Software without restriction, including without limitation the rights
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+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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+// copies of the Software, and to permit persons to whom the Software is
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+// furnished to do so, subject to the following conditions:
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+//
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+// The above copyright notice and this permission notice shall be included in
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+// all copies or substantial portions of the Software.
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+//
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+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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+// THE SOFTWARE.
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+//
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+
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+#include "Button.h"
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+#include "Camera.h"
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+#include "CoreEvents.h"
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+#include "Cursor.h"
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+#include "Engine.h"
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+#include "Graphics.h"
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+#include "Input.h"
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+#include "ResourceCache.h"
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+#include "Scene.h"
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+#include "UI.h"
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+#include "UIEvents.h"
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+#include "XMLFile.h"
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+#include "Zone.h"
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+
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+#include "SceneAndUILoad.h"
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+
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+#include "DebugNew.h"
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+
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+DEFINE_APPLICATION_MAIN(SceneAndUILoad)
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+
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+SceneAndUILoad::SceneAndUILoad(Context* context) :
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+ Sample(context)
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+{
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+}
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+
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+void SceneAndUILoad::Start()
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+{
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+ // Execute base class startup
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+ Sample::Start();
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+
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+ // Create the scene content
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+ CreateScene();
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+
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+ // Create the UI content
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+ CreateUI();
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+
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+ // Setup the viewport for displaying the scene
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+ SetupViewport();
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+
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+ // Subscribe to global events for camera movement
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+ SubscribeToEvents();
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+}
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+
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+void SceneAndUILoad::CreateScene()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+
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+ scene_ = new Scene(context_);
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+
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+ // Load scene content prepared in the editor (XML format). GetFile() returns an open file from the resource system
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+ // which scene.LoadXML() will read
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+ SharedPtr<File> file = cache->GetFile("Scenes/SceneLoadExample.xml");
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+ scene_->LoadXML(*file);
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+
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+ // Create the camera (not included in the scene file)
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+ cameraNode_ = scene_->CreateChild("Camera");
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+ cameraNode_->CreateComponent<Camera>();
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+
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+ // Set an initial position for the camera scene node above the plane
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+ cameraNode_->SetPosition(Vector3(0.0f, 2.0f, -10.0f));
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+}
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+
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+void SceneAndUILoad::CreateUI()
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+{
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+ ResourceCache* cache = GetSubsystem<ResourceCache>();
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+ UI* ui = GetSubsystem<UI>();
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+
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+ // Set up global UI style into the root UI element
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+ XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
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+ ui->GetRoot()->SetDefaultStyle(style);
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+
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+ // Create a Cursor UI element because we want to be able to hide and show it at will. When hidden, the mouse cursor will
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+ // control the camera, and when visible, it will interact with the UI
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+ SharedPtr<Cursor> cursor(new Cursor(context_));
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+ cursor->SetStyleAuto();
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+ ui->SetCursor(cursor);
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+ // Set starting position of the cursor at the rendering window center
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+ Graphics* graphics = GetSubsystem<Graphics>();
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+ cursor->SetPosition(graphics->GetWidth() / 2, graphics->GetHeight() / 2);
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+
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+ // Load UI content prepared in the editor and add to the UI hierarchy
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+ SharedPtr<UIElement> layoutRoot = ui->LoadLayout(cache->GetResource<XMLFile>("UI/UILoadExample.xml"));
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+ ui->GetRoot()->AddChild(layoutRoot);
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+
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+ // Subscribe to button actions (toggle scene lights when pressed then released)
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+ Button* button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight1", true));
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+ if (button)
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+ SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight1));
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+ button = static_cast<Button*>(layoutRoot->GetChild("ToggleLight2", true));
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+ if (button)
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+ SubscribeToEvent(button, E_RELEASED, HANDLER(SceneAndUILoad, ToggleLight2));
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+}
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+
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+void SceneAndUILoad::SetupViewport()
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+{
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+ Renderer* renderer = GetSubsystem<Renderer>();
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+
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+ // Set up a viewport to the Renderer subsystem so that the 3D scene can be seen
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+ SharedPtr<Viewport> viewport(new Viewport(context_, scene_, cameraNode_->GetComponent<Camera>()));
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+ renderer->SetViewport(0, viewport);
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+}
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+
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+void SceneAndUILoad::SubscribeToEvents()
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+{
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+ // Subscribe HandleUpdate() function for camera motion
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+ SubscribeToEvent(E_UPDATE, HANDLER(SceneAndUILoad, HandleUpdate));
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+}
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+
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+void SceneAndUILoad::MoveCamera(float timeStep)
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+{
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+ // Right mouse button controls mouse cursor visibility: hide when pressed
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+ UI* ui = GetSubsystem<UI>();
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+ Input* input = GetSubsystem<Input>();
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+ ui->GetCursor()->SetVisible(!input->GetMouseButtonDown(MOUSEB_RIGHT));
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+
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+ // Do not move if the UI has a focused element
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+ if (ui->GetFocusElement())
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+ return;
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+
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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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+
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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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+ // Only move the camera when the cursor is hidden
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+ if (!ui->GetCursor()->IsVisible())
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+ {
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+ IntVector2 mouseMove = input->GetMouseMove();
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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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+
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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_->SetRotation(Quaternion(pitch_, yaw_, 0.0f));
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+ }
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+
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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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+ if (input->GetKeyDown('W'))
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+ cameraNode_->Translate(Vector3::FORWARD * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('S'))
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+ cameraNode_->Translate(Vector3::BACK * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('A'))
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+ cameraNode_->Translate(Vector3::LEFT * MOVE_SPEED * timeStep);
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+ if (input->GetKeyDown('D'))
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+ cameraNode_->Translate(Vector3::RIGHT * MOVE_SPEED * timeStep);
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+}
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+
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+void SceneAndUILoad::HandleUpdate(StringHash eventType, VariantMap& eventData)
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+{
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+ using namespace Update;
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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[P_TIMESTEP].GetFloat();
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+
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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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+
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+void SceneAndUILoad::ToggleLight1(StringHash eventType, VariantMap& eventData)
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+{
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+ Node* lightNode = scene_->GetChild("Light1", true);
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+ if (lightNode)
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+ lightNode->SetEnabled(!lightNode->IsEnabled());
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+}
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+
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+void SceneAndUILoad::ToggleLight2(StringHash eventType, VariantMap& eventData)
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+{
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+ Node* lightNode = scene_->GetChild("Light2", true);
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+ if (lightNode)
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+ lightNode->SetEnabled(!lightNode->IsEnabled());
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+}
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