using UnityEngine;
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public class ChairController : MonoBehaviour
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{
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public float minX = -2f; // ÃÖ¼Ò X À§Ä¡
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public float maxX = 2f; // ÃÖ´ë X À§Ä¡
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[Range(0.01f, 0.1f )]
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public float Sensitivity = 0.1f;
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private Vector3 offset;
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private float startX;
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private bool isDragging = false;
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private Camera mainCamera;
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void Start()
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{
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mainCamera = Camera.main;
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}
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public void OnDrag()
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{
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startX = transform.localPosition.x;
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isDragging = true;
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offset = transform.localPosition - GetMouseWorldPos();
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}
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public void OffDrag()
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{
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isDragging = false;
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}
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void Update()
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{
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if (isDragging)
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{
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Vector3 newPosition = GetMouseWorldPos() + offset;
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float deltaX = newPosition.x - startX;
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float originalX = transform.localPosition.x;
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// X ÃàÀ¸·Î¸¸ À̵¿Çϸç, ÃÖ¼Ò/ÃÖ´ë ¹üÀ§ ³»¿¡¼¸¸ À̵¿
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float newX = Mathf.Clamp(originalX + deltaX * Sensitivity, minX, maxX);
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transform.localPosition = new Vector3(newX, transform.localPosition.y, transform.localPosition.z);
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startX = transform.localPosition.x;
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}
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}
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Vector3 GetMouseWorldPos()
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{
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Vector3 mousePoint = Input.mousePosition;
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mousePoint.z = mainCamera.WorldToScreenPoint(transform.localPosition).z;
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return mainCamera.ScreenToWorldPoint(mousePoint);
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}
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}
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