public void LookAt(EyeLookAtPosition lookAt, float stareTime) { switch (lookAt) { case EyeLookAtPosition.Ground: _targetPositionForPupil = new Vector3(.2f, -.25f, .2f); break; case EyeLookAtPosition.Forward: _targetPositionForPupil = new Vector3(.25f, 0, .2f); break; case EyeLookAtPosition.Up: _targetPositionForPupil = new Vector3(.15f, .15f, .2f); break; case EyeLookAtPosition.Back: _targetPositionForPupil = new Vector3(-.25f, -.05f, .2f); break; case EyeLookAtPosition.Side: _targetPositionForPupil = new Vector3(.07f, 0, .2f); break; } _timeBeforeChange = stareTime; // Stop all existing coroutines as it gets called // whenever a reaction is pushed through for the head. StopAllCoroutines(); StartCoroutine(ChangeLookAt()); }
public void LookAt(EyeLookAtPosition lookAt) { LookAt(lookAt, 2.5f); }