// zoom on a different player
 protected override void pulse()
 {
     if (!use)
     {
         return;
     }
     base.pulse();
     if (index >= player_locs.Length)
     {
         dc.in_control = true;
         pct.show_text();
         Destroy(this);
         return;
     }
     if (countdown > 0)
     {
         dc.in_control = true;
         dc.reset_lerp_spd();
         return;
     }
     dc.in_control = false;
     //dc.set_lerp_spd(.2f); // works in unity, but is way too fast in build
     dc.target_fov = 45;
     _PlayerManager.Instance.RumblePlayer(index);
     dc.target_pos = player_locs[index++].transform.position;
 }
Ejemplo n.º 2
0
    IEnumerator WaitForShake()
    {
        yield return(new WaitForSecondsRealtime(shakeTime));

        shake         = false;
        dc.in_control = true;
        dc.reset_lerp_spd();
    }
Ejemplo n.º 3
0
    // waits for ball to reset and then let the camera reset itself
    IEnumerator WaitForBall()
    {
        yield return(new WaitForSecondsRealtime(delay));

        //Debug.LogWarning("giving control back");
        if (in_tutorial)
        {
            tc.in_control = true;
            tc.reset_lerp_spd();
        }
        else
        {
            dc.in_control = true;
            dc.reset_lerp_spd();
        }
        zoomIn     = false;
        zoomingOut = false;
    }