// Update is called once per frame public void Update() { if (Input.GetKeyDown(KeyCode.C)) { if (cameraturn == CameraTurn.Main) { cameraturn = CameraTurn.Sub; } else if (cameraturn == CameraTurn.Sub) { cameraturn = CameraTurn.Main; } } switch (cameraturn) { case CameraTurn.Main: Maincamera.camera.depth = 1; subjectivitycamera.camera.depth = 0; break; case CameraTurn.Sub: Maincamera.camera.depth = 0; subjectivitycamera.camera.depth = 1; break; } }
async public void OnGameStart() { Debug.Log("[CameraService] Game Started"); List <Vector3> cameraPos = playerService.GetCameraPositions(); if (cameraPos.Count >= 2) { turn1Pos = cameraPos[0] + offset; turn2Pos = cameraPos[1] + offset; Debug.Log("[CameraService] Camera Pos1:" + cameraPos[0] + " Camera Pos1:" + cameraPos[1]); //if (!playerService.IsCurrentPlayerTurn()) //{ // Vector3 tempPos = turn1Pos; // turn1Pos = turn2Pos; // turn2Pos = turn1Pos; //} mainCamera.orthographicSize = 7f; //iTween.MoveTo(mainCamera.gameObject, turn2Pos, 0.2f); //await new WaitForSeconds(0.2f); iTween.MoveTo(mainCamera.gameObject, turn1Pos, 0.2f); currentTurn = CameraTurn.TURN1; } await new WaitForSeconds(0.2f); }
void Start() { cameraTurn = player.GetComponentInChildren <CameraTurn>(); closedPosition = transform.position; openedPosition = closedPosition + movement; speed = movement.magnitude / closeDelay; mySound = GetComponent <AudioSource>(); }
void Awake() { player = GameObject.FindGameObjectWithTag("Player"); playerStamina = player.GetComponent<PlayerStamina>(); ground = GameObject.FindGameObjectWithTag("ground"); anim = GetComponent<Animator>(); CameraTurn = GetComponent<CameraTurn>(); ButtonTurn = GetComponent<ButtonTurn>(); }
async public void OnGameStart() { Vector3 cameraPosPlayer = _playerService.GetCameraPosition(); Vector3 cameraPosNpc = _npcService.GetCameraPosition(); turnPlayerPos = cameraPosPlayer + offset; turnNpcPos = cameraPosNpc + offset; mainCamera.orthographicSize = 10; iTween.MoveTo(mainCamera.gameObject, turnNpcPos, 1f); currentTurn = CameraTurn.TURN2; await new WaitForSeconds(3f); iTween.MoveTo(mainCamera.gameObject, turnPlayerPos, 1f); }
// Update is called once per frame void Update() { if (GameObject.FindWithTag("scoreSystem").GetComponent <Score>().isGameOver() == true) { UnityEngine.SceneManagement.SceneManager.LoadScene(7); } if (Input.GetKeyUp(KeyCode.UpArrow) && GameObject.Find("Main Camera").GetComponent <CameraTurn>().canThrow) { CameraTurn camClass = GameObject.Find("Main Camera").GetComponent <CameraTurn>() as CameraTurn; //instantiate for cross script use //Food Thrown Sound audio.Play(); Vector3 movement = food.transform.rotation * Vector3.forward; Vector3 startpos = food.transform.GetChild(0).position; //initial food position Vector3 endpos = customers[camClass.get_curr_obj()].transform.position + movement * 100f; //position of customer //food tossing algorithm float currTime = 0; currTime += Time.deltaTime; if (currTime > timeTaken) { currTime = timeTaken; //Debug.Log("currTime"); } float perc = currTime / timeTaken; food.transform.position = Vector3.Lerp(startpos, endpos, perc); holdingFood = false; //update player status GenRandom(); } //trash can functionality if (Input.GetKeyUp(KeyCode.DownArrow)) { Destroy(this.food); GenRandom(); } if (inUse[this.food.tag] == false) { Destroy(this.food); GenRandom(); } }
async public void SwitchCamera() { if (currentTurn == CameraTurn.TURN2) { iTween.MoveTo(mainCamera.gameObject, turn2Pos, 0.2f); await new WaitForSeconds(0.2f); mainCamera.orthographicSize = 7f; currentTurn = CameraTurn.TURN1; } else if (currentTurn == CameraTurn.TURN1) { iTween.MoveTo(mainCamera.gameObject, turn1Pos, 0.2f); await new WaitForSeconds(0.2f); mainCamera.orthographicSize = 7f; currentTurn = CameraTurn.TURN2; } }
async public void SwitchCamera() { if (currentTurn == CameraTurn.TURN2) { iTween.MoveTo(mainCamera.gameObject, turnNpcPos, 1f); await new WaitForSeconds(1.2f); mainCamera.orthographicSize = 10f; currentTurn = CameraTurn.TURN1; } else if (currentTurn == CameraTurn.TURN1) { iTween.MoveTo(mainCamera.gameObject, turnPlayerPos, 1f); await new WaitForSeconds(2f); mainCamera.orthographicSize = 10f; currentTurn = CameraTurn.TURN2; } }
public static CameraDirection Turn(this CameraDirection direction, CameraTurn turn) { if (direction == CameraDirection.Up && turn == CameraTurn.Left) { return(CameraDirection.Left); } if (direction == CameraDirection.Up && turn == CameraTurn.Right) { return(CameraDirection.Right); } if (direction == CameraDirection.Right && turn == CameraTurn.Left) { return(CameraDirection.Up); } if (direction == CameraDirection.Right && turn == CameraTurn.Right) { return(CameraDirection.Down); } if (direction == CameraDirection.Down && turn == CameraTurn.Left) { return(CameraDirection.Right); } if (direction == CameraDirection.Down && turn == CameraTurn.Right) { return(CameraDirection.Left); } if (direction == CameraDirection.Left && turn == CameraTurn.Left) { return(CameraDirection.Down); } if (direction == CameraDirection.Left && turn == CameraTurn.Right) { return(CameraDirection.Up); } throw new System.Exception($"Unable to turn {turn} from {direction}"); }
// Use this for initialization void Start() { ButtonTurn = GetComponent<ButtonTurn>(); CameraTurn = GetComponent<CameraTurn>(); animator = GetComponent<Animator>(); capsule = GetComponent<CapsuleCollider>(); //box = GetComponent<BoxCollider>(); run = false; if(animator.layerCount >= 2) { animator.SetLayerWeight(1, 1); } }
public void MoveCamera(CameraTurn turn) { _direction = _direction.Turn(turn); Position = _direction.RePositionCamera(Position); }