void Start() { thisCam = GetComponent <Camera>(); myCamState = camStates.below; camOffset = new Vector3(0, 10f, -10f); }
public void MoveCam() { upperPos = new Vector3(transform.position.x, 15f, transform.position.z); lowerPos = new Vector3(transform.position.x, 10f, transform.position.z); if (myCamState == camStates.below) { StartCoroutine(MoveCamVert(upperPos)); myCamState = camStates.transitioning; //Enables rendering of the upper "House" level/rendering layer (as well as ALL other layers) of the play area gameObject.GetComponent <Camera>().cullingMask = -1; thisCam.backgroundColor = Color.green / 2f;; } else if (myCamState == camStates.above) { StartCoroutine(MoveCamVert(lowerPos)); myCamState = camStates.transitioning; //Disables rendering of the upper "House" level of the play area gameObject.GetComponent <Camera>().cullingMask &= ~(1 << LayerMask.NameToLayer("UpperLevel - House")); thisCam.backgroundColor = new Color(.47f, .36f, 0.28f, 1f); } }
void setVRCamera() { if (current_cam_state == camStates.Normal) { CameraController.Destroy(m_camera.GetComponent <CameraController>()); } //m_camera.AddComponent<VRCameraController>(); current_cam_state = camStates.VR; }
IEnumerator MoveCamVert(Vector3 newPos) { float elapsedTime = 0; while (elapsedTime < 1f) { transform.position = Vector3.Lerp(transform.position, newPos, elapsedTime); elapsedTime += Time.deltaTime * transitionSpeed; yield return(new WaitForEndOfFrame()); } if (transform.position.y == upperPos.y) { myCamState = camStates.above; if (player.transform.position.y > 5f) { camOffset.y = transform.position.y - 6; } else { camOffset.y = transform.position.y - 1; } } else if (transform.position.y == lowerPos.y) { myCamState = camStates.below; if (player.transform.position.y > 5) { camOffset.y = transform.position.y - 6; } else { camOffset.y = transform.position.y - 1; } } }