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- Quaternion nNewRotation = Quaternion.Euler(_CameraDefaultPos.y, _Orbit_CurrentYaw, 0);
- Vector3 vCurHero = new Vector3(_HeroPos.x, _HeroPos.y, _HeroPos.z);
- Vector3 negDistance = new Vector3(_CameraDefaultPos.x, fUpDownPosition, _CameraDefaultPos.z); //fUpDownPosition was calculated from "Mouse Y" earlier
- Vector3 nNewPosition = nNewRotation * negDistance + vCurHero;
- Vector3 nNewRotationVector = new Vector3(_Orbit_CurrentPitch, nNewRotation.eulerAngles.y, nNewRotation.eulerAngles.z);
- nNewRotation = Quaternion.Euler(nNewRotationVector);
- _camera.transform.localRotation = nNewRotation;
- _camera.transform.localPosition = nNewPosition;
- Vector3 vCurHero = new Vector3(_HeroPos.x, _HeroPos.y, _HeroPos.z + (_CameraDefaultPos.z - _camera.transform.localPosition.z));
- Vector3 negDistance = new Vector3(_CameraDefaultPos.x, fUpDownPosition, _CameraDefaultPos.z);
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