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fix building bugs
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@ -196,14 +196,17 @@ namespace DCFApixels
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}
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private static float GetCameraZoom(Camera camera, Vector3 position)
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private static float GetCameraZoom(Camera camera, Vector3 position)
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{
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{
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#if UNITY_EDITOR
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position = Handles.matrix.MultiplyPoint(position);
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position = Handles.matrix.MultiplyPoint(position);
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#endif
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Transform transform = camera.transform;
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Transform transform = camera.transform;
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Vector3 position2 = transform.position;
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Vector3 position2 = transform.position;
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float z = Vector3.Dot(position - position2, transform.TransformDirection(new Vector3(0f, 0f, 1f)));
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float z = Vector3.Dot(position - position2, transform.TransformDirection(new Vector3(0f, 0f, 1f)));
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Vector3 vector = camera.WorldToScreenPoint(position2 + transform.TransformDirection(new Vector3(0f, 0f, z)));
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Vector3 vector = camera.WorldToScreenPoint(position2 + transform.TransformDirection(new Vector3(0f, 0f, z)));
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Vector3 vector2 = camera.WorldToScreenPoint(position2 + transform.TransformDirection(new Vector3(1f, 0f, z)));
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Vector3 vector2 = camera.WorldToScreenPoint(position2 + transform.TransformDirection(new Vector3(1f, 0f, z)));
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float magnitude = (vector - vector2).magnitude;
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float magnitude = (vector - vector2).magnitude;
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return 80f / Mathf.Max(magnitude, 0.0001f) * EditorGUIUtility.pixelsPerPoint;
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//return 80f / Mathf.Max(magnitude, 0.0001f) * EditorGUIUtility.pixelsPerPoint;
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return 80f / Mathf.Max(magnitude, 0.0001f);
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//const float DEFAULT_ZOOM = 1f;
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//const float DEFAULT_ZOOM = 1f;
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