Example #1
0
 public void SetAngle(float angle)
 {
     GameManager.CameraMode mode = GameManager.instance.GetCameraMode();
     if (mode != GameManager.CameraMode.AUTO)
     {
         return;
     }
     if (angle != pendingAngle)
     {
         this.pendingAngle = angle;
         StartFadingOut();
     }
 }
Example #2
0
    void LateUpdate()
    {
        GameManager.CameraMode mode = GameManager.instance.GetCameraMode();

        bool topDownInput = Input.GetAxis("TopDown") > 0.5f;

        // If the camera mode is MANUAL, The player can just "Look at Player" then pivot to the top to achieve this
        if (mode == GameManager.CameraMode.SEMI_AUTO && canChangeTopDown && topDownInput)
        {
            pendingTopDownMode = !topDownMode;
            canChangeTopDown   = false;
            if (pendingTopDownMode)
            {
                pendingPitch = 85;
            }
            else
            {
                pendingPitch = 30;
            }
            StartFadingOut();
        }
        if (!topDownInput)
        {
            canChangeTopDown = true;
        }
        bool lookAtPlayerInput = Input.GetAxis("LookAtPlayer") < -0.5f;

        // Player can't hit any buttons to change the Camera. That is one of the guarentees of AUTO cam mode
        if (mode == GameManager.CameraMode.MANUAL && canChangePlayerLook && lookAtPlayerInput)
        {
            pendingLookAtPlayer = !lookAtPlayer;
            canChangePlayerLook = false;
            StartFadingOut();
        }
        if (!lookAtPlayerInput)
        {
            canChangePlayerLook = true;
        }

        switch (mode)
        {
        case GameManager.CameraMode.AUTO:
            AutoCamera();
            break;

        case GameManager.CameraMode.SEMI_AUTO:
            SemiAutoCamera();
            break;

        case GameManager.CameraMode.MANUAL:
            ManualCamera();
            break;
        }

        if (Input.GetButton("Help"))
        {
            helpMenu.SetActive(true);
        }
        else
        {
            helpMenu.SetActive(false);
        }



        //transform.LookAt(target.transform.position, Vector3.up);
        //Vector3 target = new Vector3(target.transform.position.x, 0, target.transform.position.z);
        //transform.position = target - (rotation * new Vector3(0f, 0f, followDistance));
        //transform.LookAt(target, Vector3.up);
    }