Beispiel #1
0
 bool inView()
 {
     if (!view)
     {
         return(true);       //If there is no script to make the camera follow the player, then assume we are in view
     }
     else
     {
         if (view.isActiveAndEnabled)
         {
             return(view.insideView(conversationCenterPoint, outsideCameraBuffer.x, outsideCameraBuffer.y));
         }
         else
         {
             return(true); //If the component is there but disabled, then we aren't moving the view so we'll just return true;
         }
     }
 }
Beispiel #2
0
    //Plays a sound effect if the specified position is within the camera's view. If cameraFollowPlayer does not exist then it will play the sound every time.
    //Buffer is added to the boundaries of the camera so pos can be a little outside of the view (negative buffer) or needs to be a little inside of the view (positive buffer)
    //By default the pos can be within one unit ouside of the view and the sound will still play.
    public void PlayIfOnScreen(AudioClip clip, Vector2 pos, float buffer = -1f, float randomizePitchMin = 1, float randomizePitchMax = 1)
    {
        if (!cameraFollow)
        {
            cameraFollow = Camera.main.GetComponent <cameraFollowPlayer>();
        }

        bool play = true;

        if (cameraFollow)
        {
            if (!cameraFollow.insideView(pos, buffer, buffer))
            {
                play = false;
            }
        }

        if (play)
        {
            Play(clip, randomizePitchMin, randomizePitchMax);
        }
    }