public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (detected) { ActionCam.ActionBullet(2.0f); ActionCam.ObjectLookAt = null; ActionCam.SlowmotionNow(0.1f, 1.6f); ActionCam.Follow = false; ActionCam.SetPosition(ActionCam.transform.position, ActionCam.Detected); ActionCam.ResetFOV(); } else { // in case of missed prediction of hit point. // action camera will try to get new position as close as hit point ActionCam.FOVTarget = 20; ActionCam.ActionBullet(2.0f); ActionCam.ObjectLookAt = null; ActionCam.SlowmotionNow(0.1f, 1.6f); ActionCam.Follow = false; ActionCam.SetPosition(point - bullet.transform.forward * 5 * ZoomMulti, false); ActionCam.lookAtPosition = point; } base.TargetHited(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } ActionCam.ClearTarget(); ActionCam.ResetFOV(); base.TargetHited(bullet, target, point); }
public override void TargetHited(AS_Bullet bullet, AS_BulletHiter target, Vector3 point) { if (!ActionCam) { return; } if (!ActionCam.Detected) { ActionCam.SetPositionDistance(target.transform.position, false); } ActionCam.ResetFOV(); ActionCam.ObjectFollowing = null; ActionCam.Follow = false; ActionCam.ObjectLookAt = null; base.TargetHited(bullet, target, point); }