Ejemplo n.º 1
0
 void ConnectToBrain()
 {
     // If I am a component on the Unity camera, connect to its brain
     // and to its post-processing behaviour
     mBrain = GetComponent <CinemachineBrain>();
     if (mBrain != null)
     {
         mBrain.m_CameraCutEvent.RemoveListener(OnCameraCut);
         mBrain.m_CameraCutEvent.AddListener(OnCameraCut);
     }
     // Must have one of these if connected to a brain
     mPostProcessingBehaviour = GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>();
     if (mPostProcessingBehaviour == null && mBrain != null)
     {
         mPostProcessingBehaviour = gameObject.AddComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>();
     }
 }
Ejemplo n.º 2
0
        void Start()
        {
            PostProc = this.gameObject.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour> ();
            Cinemachine.CinemachineComponentBase[] arrPipeline = cinemachineVirtualCam.GetComponentPipeline();
            foreach (Cinemachine.CinemachineComponentBase c in arrPipeline)
            {
                if (c.GetType() == typeof(Cinemachine.CinemachineTransposer))
                {
                    cinemachineTransposer = c as Cinemachine.CinemachineTransposer;
                    break;
                }
            }

            SetOffset(CameraOffsetType.DEFAULT, 0.2f);

            playerFollow = GameObject.FindObjectOfType <PlayerFollow> ();
            playerFollow.SetFollow(PlayerFollowType.DEFAULT);
        }