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using Quantum;
using UnityEngine;
using Photon.Deterministic;

public class TraktorView : MonoBehaviour
{
  Vector3 _lastPosition;
  public float SpeedThreshold = 0.1f;
  public float RaycastDistance = 0.51f;
  public float RotationFactor = 8f;
  public Transform TraktorBody;
  Quaternion _desiredRotation;
  private bool _wasGrounded;
  private EntityView _view;
  private EntityRef _sphere;
  void Start()
  {
    _view = GetComponent<EntityView>();
    var frame = QuantumRunner.Default.Game.Frames.Verified;
    var controller = frame.Get<Controller>(_view.EntityRef);
    if (QuantumRunner.Default.Session.IsLocalPlayer(controller.Player))
    {
      Camera.main.GetComponent<CameraFollow>().Target = transform;
    }

    if (frame.TryGet<Traktor>(_view.EntityRef, out var traktor))
    {
      _sphere = traktor.Sphere;
    }
    _lastPosition = transform.position;
    _desiredRotation = transform.rotation;
  }

  private void LateUpdate()
  {
    var frame = QuantumRunner.Default.Game.Frames.Predicted;
    if (frame.TryGet<Drivable>(_sphere, out var drivable) && drivable.Grounded && frame.TryGet<PhysicsBody3D>(_sphere, out var body))
    {
      var direction = body.Velocity.ToUnityVector3();
      _desiredRotation = Quaternion.LookRotation(direction.normalized, drivable.SurfaceNormal.ToUnityVector3());
      var euler = _desiredRotation.eulerAngles;
      euler.y = 0;
      _desiredRotation = Quaternion.Euler(euler);
    }
    TraktorBody.localRotation = Quaternion.Slerp(TraktorBody.localRotation, _desiredRotation, RotationFactor * Time.deltaTime);
    _lastPosition = transform.position;
  }


}