public virtual void SetState(CinematicCameraState state) { this.transform.position = state._position; this.transform.rotation = state._rotation; GetCamera().fieldOfView = state._fieldOfView; GetCamera().rect = state._cameraRect; _focusInfo = state._focusInfo; }
public CinematicCameraState(Vector3 position, Quaternion rotation, float fieldOfView, Rect cameraRect, CinematicCameraFocusInfo focusInfo) { _position = position; _rotation = rotation; _fieldOfView = fieldOfView; _cameraRect = cameraRect; _focusInfo = focusInfo; }
public static CinematicCameraState Interpolate(CinematicCamera camera, CinematicCameraState from, CinematicCameraState to, InterpolationType ease, float t) { return(new CinematicCameraState( MathUtils.Interpolate(ease, from._position, to._position, t), MathUtils.Interpolate(ease, from._rotation, to._rotation, t), MathUtils.Interpolate(ease, from._fieldOfView, to._fieldOfView, t), MathUtils.Interpolate(ease, from._cameraRect, to._cameraRect, t), CinematicCameraFocusInfo.Interpolate(camera, ease, from._focusInfo, to._focusInfo, t) )); }
public static CinematicCameraFocusInfo Interpolate(CinematicCamera camera, InterpolationType ease, CinematicCameraFocusInfo from, CinematicCameraFocusInfo to, float t) { float focusDistance = MathUtils.Interpolate(ease, from.GetFocusDistance(camera), to.GetFocusDistance(camera), t); float focusLength = MathUtils.Interpolate(ease, from._focusPointFocalLength, to._focusPointFocalLength, t); float focusPointFNumber = MathUtils.Interpolate(ease, from._focusPointFNumber, to._focusPointFNumber, t); return(new CinematicCameraFocusInfo(focusDistance, focusLength, focusPointFNumber)); }