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using UnityEngine;
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using System;
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using System.Collections;
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namespace Fungus
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{
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/**
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* Command classes have their own namespace to prevent them popping up in code completion.
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*/
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namespace Command
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{
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/**
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* Sets the currently active view immediately.
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* The main camera snaps to the active view.
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*/
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public class SetView : CommandQueue.Command
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{
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View view;
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public SetView(View _view)
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{
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if (_view == null)
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{
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Debug.LogError("View must not be null");
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}
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view = _view;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.cameraController.PanToPosition(view.transform.position, view.transform.rotation, view.viewSize, 0, null);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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/**
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* Pans the camera to a target position & size over a period of time.
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*/
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public class PanToPosition : CommandQueue.Command
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{
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Vector3 targetPosition;
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Quaternion targetRotation;
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float targetSize;
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float duration;
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public PanToPosition(Vector3 _targetPosition, Quaternion _targetRotation, float _targetSize, float _duration)
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{
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targetPosition = _targetPosition;
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targetRotation = _targetRotation;
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targetSize = _targetSize;
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duration = _duration;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.waiting = true;
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game.cameraController.PanToPosition(targetPosition, targetRotation, targetSize, duration, delegate {
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game.waiting = false;
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if (onComplete != null)
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{
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onComplete();
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}
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});
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}
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}
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/**
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* Pans the camera through a sequence of views over a period of time.
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*/
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public class PanToPath : CommandQueue.Command
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{
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View[] views;
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float duration;
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public PanToPath(View[] _views, float _duration)
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{
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if (_views.Length == 0)
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{
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Debug.LogError("View list must not be empty.");
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return;
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}
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views = _views;
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duration = _duration;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.waiting = true;
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game.cameraController.PanToPath(views, duration, delegate {
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if (views.Length > 0)
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{
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game.waiting = false;
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}
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if (onComplete != null)
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{
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onComplete();
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}
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});
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}
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}
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/**
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* Fades the camera to a view over a period of time.
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*/
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public class FadeToView : CommandQueue.Command
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{
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View view;
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float duration;
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public FadeToView(View _view, float _duration)
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{
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if (_view == null)
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{
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Debug.LogError("View must not be null.");
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return;
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}
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view = _view;
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duration = _duration;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.waiting = true;
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game.cameraController.FadeToView(view, duration, delegate {
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game.waiting = false;
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if (onComplete != null)
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{
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onComplete();
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}
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});
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}
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}
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/**
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* Switches on swipe panning mode.
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* This allows the player to swipe the screen to pan around a region defined by 2 views.
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*/
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public class StartSwipePan : CommandQueue.Command
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{
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View viewA;
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View viewB;
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float duration;
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public StartSwipePan(View _viewA, View _viewB, float _duration)
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{
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if (_viewA == null ||
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_viewB == null)
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{
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Debug.LogError("Views must not be null.");
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return;
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}
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viewA = _viewA;
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viewB = _viewB;
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duration = _duration;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.waiting = true;
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game.cameraController.StartSwipePan(viewA, viewB, duration, delegate {
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game.waiting = false;
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if (onComplete != null)
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{
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onComplete();
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}
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});
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}
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}
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/**
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* Switches off pan-to-swipe mode.
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*/
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public class StopSwipePan : CommandQueue.Command
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{
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.cameraController.StopSwipePan();
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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/**
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* Stores the current camera position
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*/
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public class StoreView : CommandQueue.Command
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{
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string viewName;
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public StoreView(string _viewName)
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{
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viewName = _viewName;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.cameraController.StoreView(viewName);
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if (onComplete != null)
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{
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onComplete();
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}
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}
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}
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/**
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* Pans the camera to a view over a period of time.
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*/
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public class PanToStoredView : CommandQueue.Command
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{
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float duration;
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string viewName;
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public PanToStoredView(string _viewName, float _duration)
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{
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viewName = _viewName;
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duration = _duration;
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}
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public override void Execute(CommandQueue commandQueue, Action onComplete)
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{
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Game game = Game.GetInstance();
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game.waiting = true;
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game.cameraController.PanToStoredView(viewName, duration, delegate {
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game.waiting = false;
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if (onComplete != null)
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{
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onComplete();
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}
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});
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}
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}
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}
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}
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